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Everything posted by KayEff
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The BB Community, EVO, Netplay, and the FGC.
KayEff replied to St1ckBuG's topic in BlazBlue Gameplay
http://www.dustloop.com/forums/index.php?/topic/1646-general-posting-guidelines-read-before-posting/#entry424829 i'm leaving the infraction jurisdiction up to whoever has power in here though -
what if i play jagi
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there still isn't any reason to use c inferno divider over d inferno divider in a practical case. less damage, no lifesteal, and smaller hitbox. after BE, use 5C > 5D. in most cases it will work. ground BS may be slow but it's plus as hell and it can have a weird trajectory. i use it as a shock tactic, since it's not entirely useless. if you can do an ambiguous cross-up with the move, they're pretty much either guaranteed to get hit or block the move. scoring fatals with it is really nice, since they get more consistent combos than with d id. d id is more for punishing moves with long recovery. sometimes you can even catch opponents doing whatever (see kogatan).
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well if you're in a position where you have to dash, then there's not much i can say. it's all a matter of timing. if you want an easier but less damaging route, you can use 5C instead of 3C. reach is longer so it's safer, but you'll have to do something like 5C > 6A > j.214D > 5B > 5D > 22C > 236D > dc 3C > ender.
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leo ball will come eventually. i decided to wait until we actually see him in play
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you'll probably have a better chance using d dp, since c dp launches the opponent lower and to make it even easier, you can do 2C/5C > 6A also 5D is not fast enough to catch people after BE in most cases
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could you be more specific on where you're dropping the combo? "relaunches" doesn't really help us. also this is a better combo to do: 5B > 5C > 2C > 623D >> 236C >> 236C > 3C > 22C > 236D > (2C) > 5C > 5D > ender 2C in parentheses might not work, just a heads up
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no demand for them means i'm not doing them and as much as i like to satisfy your needs grimsley, you alone won't be enough =v
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i've done celica, ken, rise, adachi, marie, maragaret, sin, and elphelt
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i've already completed them but an admin has yet to take the initiative to update you can go bug them about it if you'd like and unib emoticons are definitely not happening
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so 6C > 6D > BE does work, and quite reliably at that now i'm wondering why i don't see everyone using that route
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i'm surprised people aren't mentioning how silly crossup DP is
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really don't know, i just saw it working in one of the videos
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6C > 6D > jc j.B > BE might be possible did i forget to mention j.B > BE is possible now?
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it doesn't necessarily mean the combo rating changed. it just means the amount of time before hitstun reduction kicks in is reduced. to what extent exactly, i don't know. it could just be a universal nerf to the short combo rating, since all moves with decreased combo time are moves with the short combo rating
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all changes taken from this page: http://www14.atwiki.jp/ragunawiki/pages/167.html 5A, 2A - combo time decreased - untechable decreased? j.A - combo time decreased 6A - increased untechable? 5C - vertical hitbox greatly increased - much easier to connect 5B into 5C in the air throw - combo time decreased - back throw has lower launch soul eater - values are 100%, 90%, 95%, 100%, 105%, 110%...150%, 160%, 180% (max) tsuika (additional attack) - less blowblack, resulting in less advantage gauntlet hades - combo time decreased? dead spike - less blowback on aerial hit? devoured by darkness - P1 changed - minimum damage changed (doesn't specify to what) - first hit rapid cancel-able BK 5D - smaller ground bounce aerial blood scythe - bigger ground bounce BK devoured by darkness - P1 changed - minimum damage changed from 1500 to 1350
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according to kogatan on twitter, ragna can do 5C > 6C on block, 6C got better P2, and CT can connect after 6C also, let's not forget what nerfs ragna got as well - OD time reduced (by kogatan) - ax kick is emergency techable - hell's fang midscreen is dead - j.A > j.D does not connect anymore - c.ID has less invul frames (by kogatan)
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- DbD does 900 minimum damage now - 5B on aerial hit seems to launch the opponent much less than before, which makes 5B > 5C > 5D much easier to do - tsuika has much faster startup - 6B seems to have faster recovery? unsure
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i assume you meant 6B and while you're right, that shit should have been there since day 1 of CP. even then, it still doesn't change much for his gameplay
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they only changed his combos, really he probably does more damage, but as far as i can see he still plays the exact same way
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in case anyone hasn't seen the video yet: http://www.famitsu.com/matome/bbcp/ver2_6.html - 6A now cancellable into D moves - GH causes stagger on ground hit - keri age launches much lower now, able to follow up with most grounded attacks - belial edge reverted to being usable midscreen - 5D(2) has much lower ground bounce, but still enough for HF to connect afterwards though to be quite honest, i'm a little disappointed in ragna's changes. they feel so lackluster compared to everyone else.
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i have no idea where else to put this but i suppose here is good https://www.youtube.com/watch?v=5nnecTvUslg noticeable changes: - ax kick does not cause ground bounce anymore, opponents can tech immediately after touching the ground (making it the worst rendition of ax kick up to date) - spin kick/keri age launching power appears to be the same as loketest - 5D(2) does not cause ground bounce on aerial hit - hell's fang seems to whiff after 5D(2), so it's possible they might have removed the added hitbox below in loketest? hard to say since they never really do the combo properly if you notice anything else, feel free to post
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a few new things i got from this link here - during airthrow, ragna moves in a bit of an upward angle - hell's fang has a new hitbox below, now it is able to pick up downed opponents - dbd has P1 90 now, raw damage is 1890 (OD 3780)
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the first hit of 5D isn't a soul eater attack.
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5D by itself is not safe. you can punish those with a free 5B, but be careful if he decides to chain into other things