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KayEff

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Everything posted by KayEff

  1. this doesn't make sense or did everyone get nerfed so badly that someone like ragna who relies on shitty mixup and pressure ends up being top tier welp time to go eat a goat
  2. it's like this room is full of blades in here i don't approve of it
  3. who says you can't deathcombo people in CS?
  4. i'm personally curious as to how often that happens
  5. so i messed around with the 3C oki and having the CPU forward roll. appears that if you jump right after 3C hits, you can punish their forward roll with 5B. though if you end up wanting to do airdash j.C j.D you'll have to have good reactions.
  6. was this using the 22C link?
  7. didn't stop me from doing it and look what happened
  8. against people where 22C 5A link works, belial first, unless in midscreen otherwise dead spike first; the damage off of that is better when it's earlier in the combo
  9. you could probably change it up to CH 623C - 5A - 5C - hjc j.C - j.D - j.214C - (dash) 5D(1) - 214D - 3C blah blah blah i mean if that works on forward throw chances are it will work on this
  10. sure, it's not like the format's copyrighted or anything. just make sure that your categories are all important aspects of hazama's gameplay
  11. though at the point you're over and in the corner yourself, i don't see why they would neutral tech when they could just roll with little risk involved.
  12. that'd be 214C's hitbox when ragna lands
  13. i get the loss of 6A gatling but what the fuck have you done ASW
  14. i haven't messed with it all that much but i'm sure there's an answer to that well, let's try theory-fighting for the sake of discovering something on normal jump, you're in the air for 39F. add 4F startup and you have a 43F duration that you're in the jump. assuming the opponent doesn't tech, the game allows 8F of leniency for emergency tech, and then 18F that hinders everything, resulting in 26F of "forced knockdown." if they forward roll, they are invincible from frames 1~3 but can be hit out from frames 3~17. let's use the last frame of the forward roll where you can get hit out as reference. supposed you jump right when they hit the ground and the 26F of forced knockdown starts. the moment they are able to do something, you're left when 17F of your jump. at this point, you won't be able to use anything to punish the forward roll, but you can still hit him while they're guarding for something. this is why you don't jump right when they tech, and instead do it earlier than the moment they hit the ground. i'm guessing if you jump 8~15 frames before they land, you can punish them with something. i know in my video that i jump right when they tech/hit the ground but i'm going to say right now that you shouldn't follow me at that point try experimenting with jumping right after 3C hits and see what results you get neutral tech is 32F in duration, so if you jump at the time they tech, you have 11F before you land, in which you can be hit out of. even less reason to do the jump right on their tech. EDIT: as for the reason you use j.B over j.C, i would prefer using it because it has more active frames. therefore it is easier to meaty with j.B than with j.C, even though the damage off of it isn't as good.
  15. and that's why i say ragna is bad to keep people like this from touching ragna
  16. my my i'm making quite an influence aren't i
  17. i actually showed that gimmick in my video
  18. http://shoryuken.com/2011/09/26/bbcs2-dustloop-community-ragna-tutorial/ video's a hit success! ...until you get to the comments
  19. both parts are already out :v though i may end up making an omake to the tutorial, a little addition that covers things that i may have left out what with the booming success that this got
  20. hey, i like to give credit where it's due nothing more, nothing less
  21. you should try and stay grounded and use your ground footsies your ground footsies are good by the way
  22. just mash 2A against his guard points other than against 2D, chances are you'll beat it out
  23. i meant it in terms of practicality, though i can't see what would be wrong with it unless it does less damage than the 6C dc (5D(1)) 214D combo
  24. not sure if that'd be a good midscreen option, but it might be good for switching positions in the corner
  25. if you haven't noticed already i updated the first post with damages and heat gains for the rest of the combos if you guys have any combos that i've forgotten and are practical/optimal, by all means post up
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