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KayEff

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Everything posted by KayEff

  1. i don't really feel like making a brand new video, so you can edit the video yourself (plus i'm pretty busy so i probably won't have a whole lot of time to make a video) of course if worse comes to worst i can take over
  2. i'll probably paraphrase all of the descriptions for the normals/specials just so that i can fit it all into the video i'll do my best to preserve everything, but there's no guarantee that absolutely everything will stay
  3. gimme a list of what to record and i'll try and fit whatever i can into the weekend schedule
  4. i can edit, but if you want to, say, combine footage or editing projects then we'd have to use the same program i use vegas pro 10, gets the job done quite well
  5. if you guys need a recorder i'd be happy to help
  6. bummer
  7. why not just do 1B~A? and maybe you could also try putting the 22A~C OS in there as well :o
  8. seems that from sakamoto's video you can still apply the "3C oki" mixup, but with hell's fang i actually really like it this way since you can apply hell's fang in just about every combo you do. the extra heat is also always nice. my only gripe is if you can punish tech rolls the same way you can in CS2 (land dash 2B). though the 4B~A option select looks a little wonky, since the opponent can still block high after a roll. i would've loved to see him to 1B~A and punish rolls with 2B.
  9. we're all used to watching shitty ragnas, so why not
  10. you can punish a point-blank bubble with 5A. you can also use 5B since although it can only be punished with 5B on IB, it at least means free pressure.
  11. try and finish the video if you guys do finish the video before CSEX comes out, you can always make an addendum regarding what's different with him in CSEX; at least that's my plan on how i'm going about it if you guys don't finish it by the time CSEX rolls around, you can still always edit the video. it's at least better than making a whole video from scratch.
  12. huey253 for beginner mode guest as ragna expert
  13. ragna in CS2 is right next to bang and tager, who are the two lowest of the tier list B tier may not be bad in itself per se, but in the context of everyone he's so far down the list it's safe to say he's low tier
  14. but the thing is, we know about 6D now, so there's no reason not to use it if it's the same thing
  15. did 6D's P2 get nerfed or something? i'm wondering why no one uses it anymore
  16. there's no word on when the mook will be released (or even if there is one, but it's unlikely) though once i do get word of the mook i will get to translating
  17. at this point in time it's really unwise to declare someone top tier without some discrete evidence. ragna's pretty much the same as the last game, and he ended up being low tier. there's a good chance that he may end up in that spot again, as everyone could still be figuring things out with different characters. of course ragna could end up being high mid tier. he could even end up being top tier. but right now it's probably not a good idea to say that he's good as of yet, what with still existent evidence to go against that (still shitty mixup and still shitty pressure, only buff was his damage which wasn't even bad in CS2)
  18. wishful thinking there my friend
  19. i wonder if 6B has enough hitstun in where you can wait after 6B's recovery and then use 5C it'd be great for burst bait setups
  20. or you can do 6C dash cancel 6D jc j.D j.214C, and THEN do 6B i'm kinda sure 6B works off of belial edge untechable (without any hitstun reduction) at least
  21. another thing i noticed is that they didn't seem to change hell's fang heat gain still gets 3 then 7-8 heat, just like in CS2
  22. yeah they've definitely changed hell's fang proration, and i'm going to assume damage values for hell's fang and its followup are the same i mean if you can get 2.8k off of 2B 5B 5C 214A 214D EDIT: my bad that combo was done in negative penalty
  23. i'll start things off j.D seems to have more untechable, it seems like if belial edge works off of j.D after using forward throw AND gauntlet hades, that should mean something
  24. Ragna the Bloodedge Continuum Shift Extend General/Gameplay Discussion Download Link to Frame Data 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) what color palettes you wear/like Ragna the Bloodedge Continuum Shift II -> Continuum Shift Extend Changes [+] Indicates a buff [-] Indicates a nerf [x] Means we're not sure which they fall under FINAL EXTEND CHANGES* [+] j.C has a better hitbox on its lower side. [+] 6B air hit now gives knockdown, can be picked up by normals and specials. [+] Carnage Scissors now projectile invulnerable. [+] 6D floats on hit. [+] Forward/Back Throw are both special cancelable. Back Throw throws farther midscreen, but can still be followed up by specials, and wall bounds in the corner. [+] j.D has more untechable time and floats on air Counter Hit. [-] 22C now only gives 3-4 frame advantage. Can be followed up on Fatal Counter with 5A. [-] Keri Age (214B -> 214D) now has a tighter window to be executed. [-] Blood Kain combos are just about the same. Cooldown after activation extended. [-] Dead Spike has further horizontal knockback on air hit. [-] Tsuika (214A -> 214D) does not break primers anymore. [-] Keri Age (214B -> 214D) does not break primers anymore. *As more changes are confirmed, they will be added to the list. BlazBlue Continuum Shift Extend: Location Test #1 - [8/11/2011 - 8/16/2011] [*][+] Carnage Scissors is now projectile invincible. [*][+] j.C has a better vertical hitbox (improved on the lower side, now better for covering jump ins). [*][+] 6D now floats on hit. [For example: 6D (opponent bounces up) > j.D whiff > 5B > 5D(1) > DS now possible] [*][+] 6C untech time increased. [*][-] Blood Kain's cooldown has been extended (Heat gains at a reduced rate during BK). [*][+] 6B now causes down on air hit (can be followed up after, probably with 2B, 5C or 22C). Cannot be emergency teched on air hit. [*][-] Hell's Fang heat gain has been decreased. BlazBlue Continuum Shift Extend: Location Test #2 - [8/25/2011 - 9/1/2011] [*][+] 6B knockback decreased. [*][+] Tsuika's hitstun slightly reduced, but noted to be easier to enforce oki after now. [*][+] Forward/Back Throw can both be special canceled. [*][+] 5B and 5C do more damage. BlazBlue Continuum Shift Extend: Location Test #3 - [9/17/2011] [*][+] Back throw damage increased to 1400. Now wall bounds in corner.
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