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Tong

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Everything posted by Tong

  1. We did this before in CS2, each Mod was responsible for their respective characters iirc. But not all characters got video tutorials, Ragna was one of them: https://www.youtube.com/watch?v=Toj52z_a0U0 https://www.youtube.com/watch?v=drC3H0QSkZc
  2. Yes this is another very important point, the time you spend learning the second character could be used to learn more specific things, that can make a HUGE different, about your main character. Think of it like when you level your characters in RPGs (but unlike RPGs we don't know the "hard level cap" for us). Plus, in a competitive setting it's better to have a very solid and strong main character than 2 or more that are possibly lacking, compared to other top players.
  3. Keep trying, the OD> 6D link really is somewhat tight. I'm aware the combo thread isnt quite complete yet, but there are easier combos that only do slightly less damage. It's better than going for the tough stuff and droppping.
  4. If you're getting mashed or reversal'd out of it, perhaps you're being a little too predictable or not teaching them to respect your blockstrings. Make use of frametraps like 2A>2C, 5B> delay 2C/5C, 2C> delay 5C and 2A> delay 2A. Ragna has many options to beat mashers easily and efficiently. Thus, 6D should be used sparringly and only when your opponent stops trying to mash you out. A simple combo off it would be: CH 6D> j.214B>>delay 214D> 5B> 5C> 5D> 236D> 5B> 5C> 5D> DID/HF You have to cancel into OD during the very early frames of the jump cancel, and by early I mean when Ragna doesnt even leave the ground. If the done correctly, the message "Cancel Overdrive" (or something) won't appear and you'll have more OD time. If you do it too quickly Ragna will perform a regular Cancel Into Overdrive and won't get the benefit of added OD length.
  5. Yea, there you go: Collapsed: Terumi/Hazama:
  6. Definitely BB4, CP was announced and released on the same year CSEX came out on consoles.
  7. No, either find someone (good) to teach you or train and read guides by yourself.
  8. I have an updated version, so there it is:
  9. Another changed not listed is that 6C is special cancelable on block now.
  10. Oh please, yes!
  11. Not sure if you would call these "solid", but (I think) they're optimal. FATAL COUNTER D INFERNO DIVIDER COMBOS Anywhere: FC DID> dash 5B> 5C> TK j.214C> 5C> 6A> TK j.214D> dash 5B> 5C> 5D(1)> 214B>>delay 214D> 5C> 5D> HF~ Damage: 4234, Meter Gain: 30 Can be pretty unstable. TK BE is character specific. Midscreen (P1/P2 starting position) FC DID> dash 5B> 6A> 6D (JC)> delay j.C> j.214C> 5C> 5D> 236D> dash 5B> 5C> 5D> 22C> HF~ Damage: 4373, Meter Gain: 31 Corner: FC DID> 2C> delay 5C> 5D> 236D> 5C (JC)> j.B> j.C> j.214C> 5B> 5C> 5D> 22C> HF~ Damage: 4649, Meter Gain: 33 FC DID> 3C> 22C (DC)> 2C> 5C> 5D> 236D> 5C (JC)> j.B> j.C> j.214C> 6A> 5D> HF~ Damage: 4742, Meter Gain: 31 FC DID> 3C> 22C (DC)> 2C> 5C> TK j.214C> 5C> 5D> 236D> 2C> 5C> 5D> HF~ Damage: 4857, Meter Gain: 32 CRUSH TRIGGER PUNISH COMBOS Anywhere: CH 5C> 6C> [5A+B]> 236D (DC)> dash 5C (JC)> j.D> j.214B>> delay 214D> (dash) 5B> 5C> 5D> (22C)> DID/HF~ Damage: 5014, Meter Gain: 23 CH 5C> 6C> [5A+B]> 6C (JC)> j.214C> 2C> 6A> TK j.214D> dash 5B> 5C> 5D> DID/HF~ Damage: 5128, Meter Gain: 24 CH 5C> 6C> [5A+B]> 6C> delay 5D(2)> 236D (DC)> dash 5C> TK j.214B>>delay 214D> (dash) 5C> 5D> (22C)> DID/HF~ Damage: 5298, Meter Gain: 25 Notes: On the first 5D, whiff the first hit. Midscreen (P1 Starting Position) CH 5C> 6C> [5A+B]> dash 5C> 6A (JC)> j.C (JC)> j.C> j.214C> 5C> 5D> 236D (DC)> 22C> HF~ Damage: 5346, Meter Gain: 25 Notes: Using DID ender causes instant tech Corner: CH 5C> 6C> [5A+B]> 6C> 6D (JC)> n.j214C> 5C> 5D> 236D (DC)> 5D> 22C> DID/HF~ Damage: 5808, Meter Gain: 26
  12. Yes and no. Sometimes the game and their characters have so much depth, and gives you more than enough tools and resources to play with, that the player can take his character to higher levels, being able to compete against even the stronger characters. Ruu and Satou are examples of this, they have mastered every aspect of their respective characters (Bridget and Johnny). Satou is even capable of performing very difficult confirms in matches, and some say his Johnny is the only one that does that. Satou's Johnny has no equal! This is the case where the player uses his experience, skills and abilities to get the best out of the character, to make the difference. And I only talked about Satou, there many other GG players capable of that, and that's why Top GG japanese players are considered Gods. They have even achieved a consensus about Tier Lists: "It's impossible to rank the characters in GGAC. It just gets endlessly debated between the Japanese players." In other words, GGAC (and +R) is so balanced that that ideal is true, the ideal of "The Player makes the character good". It's a rare, very rare case. However there are games where being a weak character will always suck, even if you have really godlike players like Damosu and Goro. It just happens because the weak character himself lacks useful tools (literally useless moves that have little to no purpose) and the resources/tools in the game dont give the player something to work with. This results in the player becoming limited by their own character. Goro himself is a very strong player but even when he works harder than anyone else, he might not get results if he uses a weak character (EX/CP Makoto). Bad characters, in the literal sense, do exist and here's an example of how you can describe one: Eshi's Thoughts about CPE Amane. And this brings me to the most important question, what if a player that works as hard as Goro plays a stronger character? This is an important question because we're often discussing high level play, and that's pretty common to see. So, the ideal of "The Player makes the character good" isnt the case here, because weak characters will remain weak. I *personally* believe that an ideal fighting game has the following attributes: Varied - Having characters that play mostly the same is boring. Different and unique styles encourage player variety and adds depth Balanced - Doesnt need to be perfectly balanced full of 5-5 matchups, just balanced in a way that every character their own strengths Good Depth - Is what makes a game stay interesting even after years and years of being played intensely. If a fighting game achieves that, I *personally* believe that all their characters will be as good as their players. And that's perfect for me, because players will no longer be limited by their characters and everyone will play the character they like and that fits their own style without worrying about "strength", "tier lists", "top tiers" etc... But that's difficult to achieve and that's not in the interests of some fighting game developers, it appears most only care about "catering a wider audience" etc but that's another story haha. I really hope we get more ideal fighting games in the future
  13. Hi, is Belial Edge driving you nuts because it just doesnt seem consistent and you connect it wrong every single time? If yes, you're in the right place! In this thread I'll try to keep it simple and explain, through examples and practical combos, how to connect Belial Edge consistently on all characters. In reality, Belial Edge is only an issue on a small number of characters, and they're pretty easy to remember, so this means it's possible to be consistent with it on every character! Now then... 1- General Guidelines First and foremost, what is the definition of ideal positioning for Belial Edge? According to the Ragna 101 FAQ: "Basically, the opponent needs to be above you by slightly less than the maximum possible amount required to land the first hit." In other words, more often than not, the sweet spot is usually above Ragna (you) but enough to connect the first hit of Belial Edge. Hard to picture? Then take a look at these pictures. They are 3 possible, and common, scenarios where position can make a big difference between landing a sucessful Belial or not. One picture shows the optimal position, and the other 2 wrong positions (too low/too high in relation to the opponent). If you click in any of them you'll be redirected to an animation for their respective outcomes. Try guessing which one is the correct before clicking! It's worth mentioning that while Ragna isnt particularly hard to hit, he's one of the few cases where hitting BE too low results in a failure (check the first picture). On characters like Jin and Hazama, hitting BE very low, just 1 pixel away from making it whiff, will still result in success. When practicing combos have Ragna as a dummy and get the timing down using him as a base, so it may easier to adjust your timing accordingly versus the "exceptions" (specific characters). So there you have it, this how usually the ideal position looks like. 2- Belial in combos It's no secret that Belial in combos are important because most of Ragna's damaging and optimal routes use that move. However that's not always the case, there are combos where Belial can be discarded (regular meterless midscreen confirms) just because there are easier and better combos that yields the same and sometimes greater benefits. For punish combos, crouching combos, RC combos and corner combos that's another story. Not using BE on those combos means sacrificing some damage, and that could make a difference in a real match. So, get it down! 2.1- Common routes There are many, many ways to connect Belial Edge in a combo. In fact listing all of them wouldnt even be practical because each character can react in a different way to each of them. Instead let's focus on the most common ways a BE can be used in a combo and how to make them work properly on every character. Assume Ragna is midscreen unless stated otherwise. xx 6C (JC)> j.C> j.214C Staple route for Ragna's most damaging combos. Relatively easy to adjust and works on most characters. It's usually done by jumping immediately after 6C, delaying j.C and performing Belial. On most characters there should be no issues, but surprisingly it can be tricky on Ragna! When delaying j.C make sure you hit with it after Ragna's jumping peak. If I had to put into numbers, where 0 is the earliest point of the jump and 100 where the dummy techs, j.C> j.214C would work at 60~90. xx 2D (RC)> 6C (JC)> j.C> j.214C Same theory as the previous string, but the opponent is launched higher by OTG 6C. Because of the extra height caused by the OTG, the opponent will be slightly above you in relation to the previous string. This effectively means you have to delay j.C slightly more to compesate the extra height. Still assuming those "timing numbers", j.C> j.214C would work at 65~95 in this case. xx 2D (RC)> 6C> delay 6D (JC)> j.C> j.214C The 6D makes a huge difference in combo damage (can be as much as 300!). Again, jump (canceling) after 6D and delaying j.C is still the easiest way to adjust your timing. You must delay 6D in a way that, when jump canceling off it, the opponent stays above you during j.C, that should be done after the jump's peak. And yes, this a difficult one and the timing is strict on Ragna. In the Corner All those routes are easier and reliable in the corner because horizontal pushback is no longer a factor. The secret is just to position yourself right below your opponent, execute j.C> j.214C and that's it! Really, if you can get the midscreen confirms down and consistently, then it shouldn't be a problem combo'ing in the corner. Now, I talked about the Good (damage), the Bad (difficult) and now about the Ugly (Specifics). 2.2- Specific Characters Guess what... none of those work on certain characters yaay! They are: Rachel, Makoto, Noel, Carl, Amane, Taokaka and Azrael. In Azrael's and Amane's case, they all work but the timing is different. On them delay j.C, like, alot. Against Taokaka you have to be slightly aligned with her, in a similar manner of executing pre-CPE Belial. As for the rest, the timing is so difficult and specific that it's better to use other ways. These are the other ways. Remember, I'm talking about midscreen confirms here. xx 6C (JC)> j.214C Simple as that, jump and do a raw Belial. Either neutral or forward jump is fine and there are no specific timings here, but make sure Ragna reaches the peak of his jump. Works on all problematic characters and others as well, but this does less damage . xx 6C> delay 6D (JC)> j.214C If you're having issues with the previous string, try this one. Delay 6D alot and take note that the Belial here is actually a TK. Now that you have essentially mastered the timing on Ragna and knows the specific characters, a difficult chart can be made to conclude that Belial midscreen aint so bad for most part! This is my personal opinion of course, maybe you're an execution God and has no problems landing even the most difficult and tight combos... 3- Difficulty per character I kinda know which characters have less or specific timings, and fact, there are characters who will never let you drop the combo. [table] CharacterDifficulty JinEasiest Celica- Litchi- Kokonoe- Bullet- Murakumos- Kagura- Platinum- Hakumen- Hazama- Terumi- Valkenhayn- RagnaAverage Bang- Tsubaki- Relius- Izayoi- Amane- Azrael- TagerToughest[/table] And that sums everything up (kinda)! Didnt want to get too specific about this, tried to keep it simple (and it is) but feel free to post any questions, suggestions, corrections etc... this is a discussion board
  14. Hmm I wouldn't really call what Azrael has a 50/50.
  15. Couldn't get it to work on Steam, the "Default" option always sets the version to +R.
  16. Yea, same way one would color sprites.
  17. Didnt see this change listed anywhere, but I'm pretty sure that either 5B's untechable has been nerfed, or 5C's buffed, because they can no longer be used interchangeably in combos at the later parts. That or maybe I am overlooking something?
  18. Got the game, and here's some combos I didnt see anywhere but are useful: Anywhere 5B> 6A> 6D> delay j.214B>> immediate 214D> 5B/5C> 5D> 236D (DC)> dash 5C (HJC)> j.C> j.D (JC)> j.C> j.D> j.623D~ Damage: 3544, Meter Gain: 25% -Fullscreen carry, possibly universal -Delay on Keri Age (>>214D) may be needed on some characters -Works off j.C> j.D starter (until the first j.C> j.D ender) Worth learning. I personally think it's more reliable, easier and better than midscreen Belial routes because not only it corner carries from anywhere but the damage is definitely "optimal" for that particular route. 5B> 3C> 22C (DC)> dash 5C (JC)> j.C> j.D> j.214B>> delay 214D> 5B> 5C> 5D> 236D (DC)> dash 5C> 623D~ Damage: 4090, Meter Gain: 25% -Presumably, universal on all characters that get hit by 22C (DC)> dash 5C -Works off j.C starter Corner 5B> 5C> 2D (RC)> (dash) 6C> delay 6D (JC)> 9j.214C> 5C> 5D> 236D> 5B> 5C> 5D> 22C> 623D~ Damage: 5226, Meter Gain: 23% -May need to dash 6C if 5B is confirmed afar -Does 5014 without 22C and DID (5D> HF ender) This is all day 1 stuff, so it may not be fully optimal. But hey, CPE Ragna's combo routes are pretty straight forward anyways!
  19. Yes, and that's why it got fixed. I miss my easy dash Deadspikes And strangely enough, it only affected the new characters and new moves/motions from the older characters.
  20. CP 1.0 input priority was different, doing a 6236 resulted in a 236 and not a DP. For a DP you had to hold 3.
  21. Might as well wait for 2.0 where it's apparently universal.
  22. I'm preeeetty sure the 2A pickup is character specific because Sho's hitbox on 2A is terrible vertically.
  23. Cool stuff Calibur. And here's Bridget: http://www.mediafire.com/download/0c9svav412wp9rv/Bridget.psd
  24. Yea, I read that. He basically talks about using moves in your pressure that won't let you too disadvantaged. The Risk/Reward bit is about not using moves that will get you nowhere (like Jin's 6A without meter). But even if I, or anyone else, tried to keep it simple so you may understand what he said, then the original meaning of that message would be lost, so just read and read again calmly. However we can address to this: Why do you just "do stuff"? What are you exactly aiming for when you pressure? Are you trying to actually land something, or just checking your opponent's behaviors to draw a conclusion? Are you familiar with Jin's blockstrings and pressure enough to know which moves should be used as an answer to whatever your opponent does? Knowing all this beforehand is what will make you understand Risk/Reward applied in pressure better.
  25. Ops that is correct, 5B is -6 now. My fault for playing CSEX all the time on PC lol. Still a good and useful tool anyways.
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