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Tong

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Everything posted by Tong

  1. 6D/5D, or maybe 6C...
  2. He needs *nerfs*. His corner carry and rewards off random hits are all ok, but the damage kills the fun, yeah bros? Or wait maybe not, let's buff him more as well the rest of the cast, this way the game will become more balanced. Now really, EX Ragna is just perfect. If they're going to change anything about him, will only depend on which direction they wish the game to go...
  3. Budokai 3 is the only anime fighting game I ever liked. Thing just had balance issues, but it could be a very deep game.
  4. Let's not forget that 5D(2) has SMP too. So maybe 5D 214D xN?
  5. I think it's better to loop GH... or Berial!
  6. Axis, create a Collider Loop like Plat did lol Yes, not sure if this a glitch or just an overlook by the developers. Afterall, SMP is what prevents stupid loops from happening in first place. However, it's not that pratical in Blazblue... Only Noel doesn't need a Gold Burst for that. Damn, let's figure and enjoy the new stuff :o
  7. Is it possible to figure out a SMP Combo for Bang? Just imagine the Double Palm loop damage.
  8. The infamous SMP combo: http://www.youtube.com/watch?v=tseWPcB_ycM I'm pretty sure if we think a little, better SMP combos can be made out of this example.
  9. That's pointless if the untechable becomes too low... Even if the 11th doesn't smp anymore, the combo will still be heavily prorated. This could be solved using some Gold bursts, for the sake of testing, around 7 to reset proration. If this is true then we could loop 6C shitload of times.
  10. I dont think you can Astral without a burst lolol... But it probably works with a single burst too. Fun combos btw
  11. I challenge you guys to Hirentotsu Loop from one corner to the other. Possible?
  12. Or maybe allowing ID follow-ups on whiff, like Sol does. Belial Edge could be considered a cheap form of Divekick.
  13. With this solved, let's pay a homage to Mash by trying the highest possible damage for 5AAA starter. Bursts and 100 Heat allowed.
  14. Delay the first 5D abit. And this combo is kinda bad... 3 5D's ruin the combo and does trashy damage. Unless you're not playing Extend or CS2.
  15. 98% of this forum wants a command grab...
  16. Ceasar's hits hurt alot... Not to mention that they're relatively quick overheads.
  17. Whatever, let's call them Drive Loops.
  18. He only got eyes for GG now apparently lol
  19. CS1 j.D loops were better, plus you could extend them: http://www.youtube.com/watch?v=25sDyGf7cP0
  20. There are tons of Fatal Counter Hit combos. It's impossible to help if you're not clear enough about which combo specifically you're having trouble with.
  21. His hitboxes are horrid, and is probably the biggest victim of Proration Point (untechable based by frames). He had to end his combos prematurely because of that. 5C was mad punishable, 5B didn't extend on the latest frames, his pressure was not strong (remember how IB was very good back then), Gauntlet Hades was utterly useless as a starter and had abysmal reward... CT Rags was solid, but I'd rather have a more solid Rag like CS2's.
  22. It did, but it was probably for Anti Air purporses, since the Invul only starts on frame 6.
  23. Triple Tatami!? Like the EX Version? =o Wow, must have lots of recover. That thing is seriously strong.
  24. Same as CS1's actually, floats on hit. My mistake, CS's is better because of the larger hitbox, not sure if CT has the same hitbox but it definitely got nerfed on CS2.
  25. The only problem with CS2 Ragna was his inability to extend combos. Even if you were close to corner, Belial could fail off j.C. His moves just didn't have enough untechable time to be on par with the proration he inflicted. Let's build the ultimate Ragna gais! -CT 5D -CS1 3C, 22C, Belial last hit, 6A and 3C Chains, Gauntlet Hades -CS2 Deadspike, mid-Belial, BK cooldown -CSE 6B, 6D, j.D
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