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KayEff

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Everything posted by KayEff

  1. ...even though hitstun scaling isn't proration dependent anymore?
  2. novril please read this post. all of it (see i can use bold too )
  3. any real ragna player knows that most of his matchups are shit so there's no point to really talk about it this seems normal to me
  4. ...this doesn't answer my question at all. i'm not asking how you guys pick your experts. i'm asking who these experts are. i don't care what kind of process you guys go through to validate information or whatever. if you get an expert that says that ragna's 5D is good to use in blockstrings (which, spoiler alert, it's really not), then no matter how much aesthetic polish you apply to that information, it's still gonna be wrong. also i didn't ask that question to give myself an incentive to donate. i'm doing this to give everyone else an incentive. these people should at least know what exactly they're putting their money into.
  5. to be fair, roughly 1.7k is going towards paying for the experts. and let's be honest, if i'm getting $60 just for giving tidbits of information i'd push this fucking campaign like obama pushed obamacare (yes i'm a piece of shit)
  6. so here's my question. i see on the campaign that you're going to refer to roughly 1-3 experts on each character that are from this forum. i would like to know who these experts are. it's critical to know who's responsible for the material that you're going to be making your videos around, as it also determines the quality of these videos. i'm not going to support a campaign that will end up making shitty videos. i know that this may violate the privacy of your planned content, but i honestly do believe that you should state your references. i'd rather be spoiled and know where exactly my (or rather, our) money is going into, instead of donating to a cause that i have no idea what content it will even create.
  7. not really. having a DP doesn't mean your opponent will respect you.
  8. when hazama has a standing normal that's +2 on block yeah no
  9. if hazama gets into your shit you're done thus the solution is to never let hazama get into your shit
  10. it loses to backward roll, no argument. with that said, it's not particularly bad to use in the corner, but you have better oki options anyways so there's really no point using it. with hell's fang ender, you may not have the best oki, but you're at least pushing the opponent to the corner. as long as you run to the opponent after the move, you can still stay on the opponent. with 2D, you can lose all your momentum if you try and guess a forward roll, but the opponent rolls backwards.
  11. loses to forward roll bs is also slow enough where players can reversal react out of it. probably.
  12. or you can just learn how to barrier
  13. the description is not that detailed, so it doesn't say. however, as far as i know, there shouldn't be any issues, as long as you are within distance of landing either move.
  14. backstep: 20F → 22F negative penalty resistance: 2 → 4 (no idea what this means, i assume he can camp better now) inferno divider d: falls faster; fall time shortened by 3F gauntlet hades: does not go over crouching opponents. also able to hit crouching opponents in the corner. (bigger hitbox) OD dead spike: cannot leave screen if used in the corner belial edge: last hit untechable 40F → 35F, smaller launch. last hit is distortion cancellable. other than the backstep and negative penalty changes, which are both weird changes imo, this is nothing new. EDIT: there was an excerpt regarding the negative penalty values, turns out i was right. EDIT2: reading the excerpt above ragna's changes (which is in bang's dialect, groan), appears you can connect 5C after FC d divider. moreover, you can still connect 5C and 5D after belial edge
  15. CT's too slow to work
  16. OD dead spike in the corner won't add much to our combos
  17. in most cases, the official website won't list all the changes that were made to a character. they only list a few of the total changes, maybe due to convention. here's hoping that i'm right
  18. immediate followup will cause BS to cross up half the time. you will probably have better if you slightly delay the followup as well as slightly delay 6A.
  19. you'd probably have better luck if you asked in the noel forums. here's the link to their q&a thread
  20. if all else fails you can hard call any jumpouts using airthrow
  21. how the fuck does any of this relate to gameplay seriously, i was wondering how there were suddenly 14 new posts in the ragna forums, but i guess i should've at least expected some retarded conversation as to actually answer callisto's question, i think it may be a controller problem rather than an input problem. maybe you should consider getting your controller/stick checked. if you don't want to do that, then maybe just start mashing 6 after j.BS
  22. actually DID shares smp, but only with their corresponding version, i.e. ground DID and ground DID (OD) share smp only dead spike and supers do not share smp
  23. - damage was buffed from last iteration to do as much damage as GH - much shorter recovery means more followups are possible - GH was always easy to combo into, and CP is no exception the P2 buff is honestly whatever. 60 to 67 is like moving from a piece of shit to a piece of shit with icing on top.
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