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KayEff

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Everything posted by KayEff

  1. overdrive is essentially x-factor this game be taking the marvel route now, i kid you fucking not also WELCOME BACK FINAL ULTIMA
  2. you know what's a good idea guys? leaving it up to actual translators to get info from japanese sources before making any assumptions about anything. first post updated with changes that i have noted. No, Ragna's Blood Kain did not get removed. It simply got reassigned as his Overdrive now, under the name "Blood Kain Idea." I don't know if this is a buff, nerf, or whatever, since we don't know how it works. We'll see in time.
  3. what are you guys talking about BE still looks exactly the same as CSEX
  4. relius just didn't block also the fact that it causes stagger is pretty interesting. maybe it can be used for oki setups?
  5. except you guys are talking about none of this and rather talking about how bullet's shorts aren't really shorts
  6. fixed.
  7. move all discussion about chrome phantasma to the speculation thread
  8. move all discussion about chrome phantasma into the speculation thread
  9. Final CSEX -> CP Changes [+] Indicates a buff [-] Indicates a nerf [x] Means we're not sure which they fall under [+] Added 6A gatling option from 6B [+] New move: Blood Scythe. Can inflict FC. [+] Dead Spike has much larger horizontal hitbox and is dash cancellable, even without block or hit [+] Tsuika has looser proration (?) [+] D Inferno Divider has FC property. Characters like Hazama and Tsubaki get launched to just above Ragna's head [+] Hell's Fang has more untechable, and launches higher on aerial hit. 5B confirmed to work after aerial HF [x] Removed wallbounce from forward and backward throw [x] BK changed from Distortion Drive to Over Drive, name changed to Blood Kain Idea [x] 22C completely changed. Now causes opponents to slide, wallstick in corner. Dash and special cancellable [x] Full C Inferno Divider >> Ax Kick combo does 1200 roughly [x] Devoured by Darkness changed to normal Distortion Drive. Damage and number of hits decreased, however in OD all values are the same as in EX. [-] Removed FC property from 2C [-] Removed C gatling options from 6B [-] Cannot jump cancel 6A on block [-] Cannot dash cancel 5D and 6C on block or hit [-] Gauntlet Hades is more unsafe, and Keri Age has less untechable. Cannot connect TK with 2A or 5A [-] Dead Spike has more recovery [-] Hell's Fang has less hitstun [-] Belial Edge last hit has smaller hitbox, harder to pull off than in EX [-] Straight Punch has much less untechable Damage and Proration Values Character Combo Rate: 70% [table]NameDamageP1P2Notes 5A30010077[/td] 5B66010089 5C80010092 5D(1)55010094 5D(2)76010075 2A30010077 2B5009085 2C72010089 2D7508094 3C7209092 6A6209079 6B7208089 6C(1)6209082 6C(2)6209082if 6C(1) hits, P2 is 100 6D7509094 j.A3008077 j.B5008085 j.C6208089 j.D5908075 Throw140010060100% minimum damage Crush Trigger100080100ignores combo rate C Inferno Divider (1)5508092× C Inferno Divider (2)5508092× Aerial C Inferno Divider (1)5508592× - ground version treated as different move Aerial C Inferno Divider (2)5508592× D Inferno Divider (1)60010092× D Inferno Divider (2)60010092× Aerial D Inferno Divider (1)60010092× - ground version treated as different move Aerial D Inferno Divider (2)60010092× Upper310100100 Straight40010070× Ax Kick48010090 Hell's Fang7307582× Tsuika (Follow-up)95010092× Gauntlet Hades8009092× Aerial Gauntlet Hades7009092× Keri Age (Spin Kick)80010067× Dead Spike10009092× Not Over Yet952?10092× - hitstun will be affected by repeat proration Belial Edge600, 100*N9087(once)× Blood Scythe12009082× Aerial Blood Scythe9009082× - ground version treated as different move Carnage Scissors1000, 2500859230% minimum damage (1050) Devoured by Darkness0, 300080100, 525% minimum damage (750)[/table] During Overdrive [table]NameDamageP1P2Notes 5D(2)86010075 2D8508094 6D8509094 j.D6908075 [td]D Inferno Divider (1)70010092× D Inferno Divider (2)70010092× Aerial D Inferno Divider (1)70010092× - ground version treated as different move Aerial D Inferno Divider (2)70010092× Ax Kick68010090× Tsuika (Follow-up)115010092× Keri Age (Spin Kick)100010090× Dead Spike600*39092(once)× Blood Scythe14009082× Aerial Blood Scythe11009082× - ground version treated as different move Carnage Scissors1000, 2500, 300*48592*2, 99*430% minimum damage (1410) Devoured by Darkness0, 600080100, 525% minimum damage (1500)[/table] Source: JBBS
  10. optimal combo off of 3C > 22C > RC: 3C > 22C > RC 6C > dc 6B > 5C > 5D(1) > 214D > 5C > jc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C should be around 5-5.5k and about 30 heat?
  11. man if we actually enforced this, over half of DL would be banned not that i would mind since over half of DL is inhabited by retards
  12. GOOF TROOP WE ALWAYS COMPLAIN TOGETHER
  13. yeah pretty much
  14. all of you should download PSO2. right now. stop whatever you're doing. and download it right now. (and make sure to sign up for ship 5)
  15. i think i'm satisfied with just finding 7k on rachel for now.
  16. discovered a neat ambiguous crossup. after 3C > hell's fang, running jump > very slight delay 623D. the DP will end up crossing up the opponent. you can even either do a normal jump or perform the divider a little early so that it's a fake crossup. i haven't messed around with it a whole lot, but if the opponent doesn't emergency tech, then it should be enough time to react so that you don't end up whiffing a divider.
  17. in order for 623D to hit once, you need to input 236C just before the first hit of 623D ends. holding down C will probably help too.
  18. since this crossunder stuff is mainly after 3C > hell's fang, you'd want to use this only after such. the key to doing it right is to start running as soon as you are able to after hell's fang, and throw out 2B just before the apex of the opponent's tech. if done right, you'll perform the crossunder. crossunder 2A after 3C > hell's fang is pretty strict on timing, i believe it's only about 2-3 frames where you can pull it off. as for when to use the crossunder, it's basically reliant on when to perform 3C > hell's fang, which is basically anywhere beyond the space where 3C > DID wallbounce will work, which is roughly a little more than a screen away from the corner or so.
  19. the reason 2B works more often than 2A is that 2B has a lower hitbox, thus there's more leniency as to how late you can perform the move. what's neat about 2B is that it also beats non emergency techs, and in most cases you can combo with 2B > 5B > 6A, or sometimes 2B > 5B > 5D > dc 6A.
  20. when you crossunder 2A after d.ID wallbounce, if the opponent's back is facing you, then the opponent's tech will bring them forward to you, which makes the crossunder easier as it requires less momentum on your part. where as opposed to crossunder 2A after hell's 3C is harder because the opponent's tech sends them away from you. if you're having trouble with crossunder 2A after hell's 3C, try crossunder 2B.
  21. shoutouts to ragna players oh wait there really weren't any
  22. because no one in this forum cares about useful posts EDIT: for example, you'll notice that this particular sub forum only gets active when people talk about (mostly) useless shit.
  23. you should mention that when tager super jumps, you can run under him for a cross up, then attack with whatever. j.2C still beats this, but it isn't that hard to see coming.
  24. 5C had repeat proration in CS1. should we go back to that ragna?
  25. should only be possible on rachel
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