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KayEff

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Everything posted by KayEff

  1. i heard from mash that 6D > j.D > stuff is a lot more stable than 6D > j.D whiff > 5B > stuff also it shouldn't be used mid-combo unless from either 6C > dc 6B on certain characters or after a hell's fang RC, as there are better and easier ways to get damage (i.e. 6B > 5C > stuff)
  2. 6D only got a P1 nerf. otherwise they're the same.
  3. if mash is doing the setups correctly, then it would mean that 6D can be altered to provide burst safe setups, in turn for worse damage, but with still complete oki this time around. of course if the opponent doesn't have any bursts then 6D delay j.D 5D stuff is encouraged by all means by all means join the discussion; you shouldn't have to feel left out just because you aren't as skilled and knowledgeable as some of us (no offense). you're entitled by all means to ask dumb (and relevant) questions. while some of us will try and blow you up for asking stupid questions, the only thing that should matter to you is that you learn something off of the community's answers.
  4. °゚°。。ヾ( ~▽~)ツ yesssssssssss
  5. this can only lead to good things
  6. hey mort, do you know if there's a 360 PCB that's made similarly to the PS3 cthulhu? i got asked to do a dual mod and i wanna see if i can minimize my soldering and wiring.
  7. this made me laugh
  8. http://bbdabun.blog.fc2.com/blog-entry-9.html this japanese blog entry is to note out the errors that the BBCSEX mook has. it doesn't make much of a difference to non-translators, but it's helpful to those who have pre-ordered the mook. it also gives some sneak peeks at a few things. Data in CS2 mook that the CSEX mook does not have: Dash intial velocity and acceleration Jump initial velocity and gravity value Double jump initial velocity and gravity value High jump initial velocity and gravity value Arakune's height restriction for his airdash Backstep and backdash invincibility Burst frame data Diagram showing the possible actions for teching When exactly after a forward or back roll you are able to perform an action, or when proration resets after no tech Doesn't say if neutral tech and emergency tech can be done at the same time (o-okay) System p.131 - The frame data labels for back roll is listed as "1~3F, 11~17F" (actually 1~10F, 11~17F) p.132~133 - Litchi, Arakune, and Bang's values aerial duration, air dash, air backdash are mixed up so that it is listed as Arakune, Bang, and Litchi in that order. Rachel p.138 - 6A is listed to have upper body guardpoint against head, body, and foot attribute attacks (actually full body guardpoint against head attribute attacks) Sword Iris P2 is actually 86 Taokaka p.139 - "Dancing Edge~C Cancel" is mistakenly listed as "Hell's Fang" Tager p.140 - 6A's super armor breaking point is listed as 1500 (actually 2000) Arakune p.143 - Startup, Active, Recovery, Frame Advantage, Counter Hit State, and Untechable are listed in this order: Untechable, Startup, Active, Recovery, Frame Advantage, Counter Hit State. (this is why Arakune's 6A startup is listed as 2 frames; the startup has been switched with the active frames) Wall backdash, or "画面端でジャンプ←←" is listed as "画面端でジャンプaa" Carl p.145 - The data for Nirvana's health, normal usage cost, and descriptions about Carl's drive and continuation cost are not listed. Hakumen p.146 - The wallbounce from 6A is not listed. The additional hitstun from the wallbounce is also not listed. The data that denotes when j.A can be cancelled into j.B is not listed. The hitstops for 6D, 2D, and j.D are not listed. Kishuu's projectile invincibility (it actually does exist) CH 3C is listed to not be emergency techable (this actually only applies to when the opponent is on the ground) The hitstop value on 5D is wrong, the invincibility frames on Shippuu are wrong (not yet confirmed according to the OP) Lambda [*]p.147 - Forward throw's P1 is listed as "0, 289" (values are most likely the same as back throw, where it's listed as "90, 100") Tsubaki [*]p.148~149 - The recovery for j.236D is listed the same as its landing recovery. The frames where you can followup j.236D are not listed. Hazama [*]p.150 - The attack level, frame values, and notes for Ouroboros still has CS2 values. The frames where you can follow up with after D followup of Ouroboros is still the same. Makoto [*]p.152~153 - Notes 15~24 are actually supposed to be 16~25. Note 25 is actually note 15. (Note 15 on the front, which refers to →+B・C, is also listed below note 25, maybe the order got changed?) Valkenhayn [*]p.154 - 2B's frame advantage is listed as -11 (probably should be -3) [*]Geschwind Wolf and Razen Wolf's directions are notated as Nord版、zorxorc版、a版、q版、and wore版. Nord = Nor6版、zorxorc = 1, 2, or 3版、a = 4版、q = 7版、wore = 8 or 9 (most likely) Platinum [*]p.155 - 2C does not have its repeat proration listed (should have 70% repeat prorate) Relius [*]p.156 - j.B is listed to have fatal properties and to have wall bounce (actually has neither) [*]j.2D is not listed. (p.113 doesn't have it either) man they fucked up
  9. °゚°。。ヾ( ~▽~)ツ my burst safe setups are still intact woooo~
  10. can someone who has extend test to see if 2C is still burst safe
  11. nonononono don't do that we're saving that for later
  12. ...and there it goes. my tolerance for this topic. i'm really sorry to close your thread so soon stickbug, but i don't think any more posts from this will get us anywhere closer to what you truly want out of the community. i say leave it to the people who truly want to make a difference, and hope that there are enough to achieve that sort of reality.
  13. i'm sorry but i can't take any of you seriously unless you guys actually either commit to do something or actually do something. because all i potentially see is another "our community sucks and we're not going to do anything" topic. (i'm not referring to stickbug's post though, that post's got some quality shit there) oh, and do you know what all of your guys' posts remind me of? all the other "BB not in EVO" topics i see lying about in BBG.
  14. so uh when is all of what you guys say gonna be put into motion
  15. i would say it was because of spark blocking all of those bursts
  16. i wouldn't be so sure of that; bursts are a shit ton faster now (probably like 15 frames or something)
  17. if you're able to land the first hit of 6C, then you'll be able to jump cancel when ragna reaches the active frames of the second part, regardless of whether it hits or not. the only question is if the opponent bursts right when he gets hit by the first hit of 6C, will ragna still be able to jump cancel in time? i would try and figure it out but i don't know how fast they made bursts this time around. also i was talking about 6B on air hit, although it should be the case for whether it's on air hit or ground hit. EDIT: i decided to merge the general and gameplay threads together. the more i thought about having the two topics as separate, the more i realized that it's just a waste of space and wouldn't provide much anyways.
  18. no it's not so far it's only been confirmed that DS is burst safe. 6C is not normally burst safe but you can make it so by simply jump cancelling. i don't know if 6D can be made burst safe now that j.D has more untechable, since i never tried it out. i also don't know if 2C or 6A are burst safe in this edition but i know for a fact that they were burst safe in CS2.
  19. things i would approve of: ragna player discussion (from videos, casuals, etc.) general questions, i.e. fighting game term definitions questions about a move's certain attributes quick tips for how to perform BnBs quick tips for how to become better as a ragna player such and such. i'm giving a lot of leeway for questions and comments that would be better suited in the gameplay topic, but do try to keep those things in the gameplay topic. the purpose of that thread was to compile all the useful information about ragna gameplay so that new players who come here will be able to see all the useful information for them to use. things i wouldn't approve of in this thread: overuse of off-topic discussion tier list discussion (gameplay) full-fledged discussion about improvements as a ragna player or how to approach certain situations (gameplay) matchup discussion (gameplay or matchup threads) combo theory (combo thread) it's a short list but it's doable
  20. alright, we're gonna go in with a fresh start. no more of that "bloodedge alliance" crap. so this topic is for discussing anything ragna related. even gameplay. just try to keep off-topic discussion to a minimum. i don't mind the occasional talk about how lumin x carnagescissors should be made into a movie, but i really don't want this topic to turn into another netplay general, or even PSN general. doing so could bring some unwanted attention and cause a lot more mayhem than what this archaic forum already needs (and it doesn't need any). have fun. things i would approve of: ragna player discussion (from videos, casuals, etc.) general questions, i.e. fighting game term definitions questions about a move's certain attributes how to perform BnBs how to become better as a ragna player matchup discussion (although it's better suited for the actual matchup threads) things i wouldn't approve of in this thread: overuse of off-topic discussion tier list discussion combo theory (combo thread)
  21. PSR in japanese arcades still works a lot like before, in that PSR doesn't really measure wins. you could have played 3000 games and lose half of them and you'd still probably end up with the same PSR as someone who's won 85% of his 500 or so games. prime example would be, well, every bandwagon ragna player in existence.
  22. not like it's any different now
  23. other than BK combos, not much.
  24. that's because he abandoned you guys
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