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Everything posted by KayEff
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keep in mind that the purpose of the video is to be simple and to the point, so that players alike can learn on the same level not saying that anyone's comments are stupid, but i felt that it would be nice to point that out
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
KayEff replied to Spirit Juice's topic in Archive
http://www.dustloop.com/forums/showthread.php?12297-BBCS2-Ragna-Tutorial-Vid&p=1145373&viewfull=1#post1145373 Ragna video done. -
First part Second part
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so i managed to finish my video, but rendering takes a shit load of time so expect both parts of the video to be up tomorrow though the ending's a little lacking, call it an act of laziness i guess
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you need to delay the 214D a bit
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those aren't the only combos that you can use, as you can start off with different moves and different ways to go into BK and the combo would still work. the ones i listed are only the basic starters that use the only two blood kain combo strings that are practical and optimal. starters for example would be both throws, CH 6A, 6B/6C, 5B on crouchers, FC 2C, 6D, basically any combo starter that would normally net you at least 3k in a full corner combo.
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first post updated with combos, will get to damage and heat gain some other time
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i'd say quite high, though not as high as certain other things, but still pretty high
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make sure you're not doing high jump after 5C. but yeah there's a better combo than that
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got all midscreen optimal combos down i'll work on corner some other time
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http://www.youtube.com/watch?v=czWsWKayilE i know about the black bars, i'm trying to fix it, but i'd like your guys' criticism again
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Ragna Critique and Self-Improvement Thread
KayEff replied to Bandit Revolver's topic in Ragna the Bloodedge
d ID doesn't work only because the added height the second 6A gives causes the first hit of d ID to whiff, and thus making the startup at least 14 frames, in which because of proration it probably won't work 5B 6A 214B dash 5A 5B 5D dc 5C sjc j.C j.D d ID works, just so you know. -
you only do j.D after 623D - 236C - 214D only because you have done 6D - j.D whiff - 5D(1) - 214B - 214D beforehand. the j.D after d ID is to make it so that 214C has a better chance of working. the reason we don't use j.214B - 214D is that BK keri age (followup after any gauntlet hades) has repeat prorate. because we already used up BK keri age before, the combo wouldn't need another one. also a bit of a heads up, i decided to make this topic a combo discussion topic as well; i'd feel that combo discussion would be better in here so that we don't have to refer back and forth between general discussion and the first post of this topic. i'm also probably going to spend time putting in a list of optimal combos to the top of the first post to make things easier.
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Ragna Critique and Self-Improvement Thread
KayEff replied to Bandit Revolver's topic in Ragna the Bloodedge
in most combos with the proration a bit low though (such as after using 5D in a midscreen combo), you'd want to just do j.C j.D d ID so that you're guaranteed the emergency tech when you land (otherwise they can air-tech and screw up your oki) -
Ragna Critique and Self-Improvement Thread
KayEff replied to Bandit Revolver's topic in Ragna the Bloodedge
do we even need to explain why he's a scrub -
Ragna Critique and Self-Improvement Thread
KayEff replied to Bandit Revolver's topic in Ragna the Bloodedge
DbD's invincibility sucks, most cases it'll get beat out 3C > late jump > meaty j.B > buffer 214214D if j.B is blocked, it will gatling into j.D (but j.D won't hit) if j.B whiffs, BK starts up this is useless to characters who have any kind of guard point from frame 1 -
Ragna Critique and Self-Improvement Thread
KayEff replied to Bandit Revolver's topic in Ragna the Bloodedge
there's a better way to utilize BK invincibility, but i'll let you discover it, since it requires 3C oki for the most part 5A. it's 5 frames and it does tend to beat out most aerial moves, despite having no head invulnerability. it's somewhat safer than 6A in that you can't really punish a 5A whiff (prime example being where hakumen hotaru can beat out ragna 6A) and you can follow up with 5D on CH (although most of the times even on normal hit 5D will still followup because they didn't expect to get hit by 5A in the air) -
Ragna Critique and Self-Improvement Thread
KayEff replied to Bandit Revolver's topic in Ragna the Bloodedge
hakumen match: you're in the air way too much for this match-up. hakumen can easily hit you out of the air for free damage, so try and make it a tendency to stay grounded. this can go to your other match-ups as well. you also tend to start most of your blockstrings with 5B. it's fine if you use it at its farthest range, and in fact i encourage the use of it in that case, but you seemed to use it quite a bit too often in closer ranges. 2A works better as a pressure tool than 5B, so try to start using it more. also you really need to stop using blood kain outside of combos. it's bad enough that you lose health while you're in BK, and it's worse that there's no guarantee you'll get it back. this is why you do it in a combo; you can be sure that you can get the health back, maybe even more if you end in DbD. a loss of 3k health is really bad considering ragna's low health, so make sure to use it only in corner combos (and when the opponent has no bursts, because those can ruin your combo). platinum match: i'm going to say this now, and i want anyone else who doesn't know remember as well: j.C j.D j.C d inferno divider does more damage than j.C j.D j.C j.D d inferno divider unless in the latter case d ID hits twice. again you're in the air way too often, platinum has two anti-airs and given how retarded her damage is you do not want to be hit by them. use your ground footsies more (at max or near max range) ragna match: same things apply really ragna has a much better time when he's grounded since his aerial moves are nothing special. moreover, he has two useful anti-airs and you shouldn't be afraid to use them i'm kinda impressed to see a london ragna this good though, so props -
using japanese matches...that's actually not a bad idea i can probably use non-sakamoto ragnas to represent weaknesses :v
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i thought about that, and then i stopped because i'm too lazy to try and setup all of that if only i could grab replays from other people
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well you see, text is pretty much detrimental to the video because we need it to show how much this character sucks either that or the community tutorial video guidelines kind of call for it i'm not sure how much more black stroking i can put on the text; i'm worried it'll come to a point where it's mostly just black text itself and i'm pretty sure that black text is also unreadable i also wonder how spirit juice will think of it in terms of how i'm approaching the video, more specifically if the text effects are alright or not
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http://www.youtube.com/watch?v=if83PrNcqLs first minute of the video in the making, any criticism is accepted
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tetsu inspired combo, rachel only FC 2C - 6D - j.D - dash 5C - 2D - 5B - 5D(1) - 214D - dash 5C - 5D(1) - 22C (whiff) - 22C - dash 5A - 5C - 6C - dash 6D - jc j.C - 214C - 5C - 5D - 623D - 236C - 236C - 5D - 632146D damage: 6961; heat: 69 - 50 = 19
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it's not like ragna's going to change all that much from CS2 to CSX, in all honesty.
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you probably won't be much help since i'm a 360 warrior