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Everything posted by LuminAbyss
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
I like that about ya. -
[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
Man why does everyone think I'm a lolicon? I LIKE WOMEN MY AGE. I also like C0R, but that is another story for another time. -
For the sake of consistency, I'd understand following that. I personally just felt it'd be more helpful to divide our combos up like that, doing something similar to Challenge Mode, and teaching them important combo pieces, confirms, and options with heat they'd need to know. I think we can leave this up to a vote or whatever, I don't mind doing it either way, my idea just made a lot of sense to me, as I had trouble not knowing what to do in certain situations or off certain hits when I first started out that I would have loved having more help with.
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
Tager mirrors are the pinnacle of human evolution and technological advances. Everything the human race has ever done in the history of the world, was for every Tager mirror we have. -
I can record some battles with my scene, and I have knowledge of how to work Sony Vegas Studio, so I've got that covered, don't worry. Also, I think for our combos section, we should show a combo that has something we feel they'll need. Like you know, rather than beginner or advanced level, I think something more like: Basic Midscreen BnB [ B > C > Hell's Fang] Basic Midscreen Air Combo Basic Corner BnB Counter Hit 6A Counter Hit Inferno Divider 5B > 5C > 2D > Rapid What to do off overhead (can double for crouching state) Forward/Back/Air throw combo (one of each of these) Meterless Fatal Blood Kain In other words, give them a combo example from each of these categories, so that they can at least know what to do off these kinds of confirms, confirms a Ragna player would often get in a match. We can note the difficulty/conditions at the start of the combo, show the combo, then show the damage/meter gain at the end of the combo. This way, we can show what's important to know, without making the combo section of the guide overly long or repetitive. I took the combos KayEff has already written, and added some more that would be like this, so they'd have an idea of what to do, and use that knowledge to make up their own as they need to off these hitconfirms. I'll probably take other examples from the combo thread or make them up if I need to.
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I like that idea. We could always also explain the notation at the start so they could follow it that way, or adopt the traditional arrows and button way that many guides and videos use. I think starting with a good explanation of his normals and specials would be smarter though, so they can get a good idea of how they're used in neutral game, blockstrings, and combos before we go into actual combo notation. That way, they'll be able to know how to improvise with his abare as the situation needs, and that's a skill many players need to work on (myself included).
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^ In addition to these things, talking about advanced gimmicks and oki options would be great (though more beginner oriented things have higher priority). Like the CT DVD, we should also include jump start combos, in addition to what the Ragna 101 thread has. You know, things that include the dash under 22C, links after certain specials, things that are useful to know in order to get the most out of his combos. Since this is a complete guide to the character, we should try to include everything we've found out about him, at least enough so that the player can go off that and find suitable playstyles and strategies with him. Don't forget in-depth explanations of Ragna's tools and neutral game would be awesome. I know the Ragna 101 thread does this basically, but I think more in-depth explanations would really help. How we go about this, we can discuss. Is it alright if I volunteer myself for getting the video footage done? My scene has high definition video capturing devices, and I've always wanted to take part in a project like this. If we also need to do any voice overs (again, just pulling things from the CT DVD) for explanations, I'm a pretty good speaker and have a high quality microphone. KayEff, are you planning to make a list on the first post? Like, maybe once we figure out what we should cover, we should organize it on how we're gonna do it in the guide. EDIT: Man, took too long typing ; __ ; Well, hope this just doesn't sound redundant now.
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Deadspike will catch rolls after Hell's Fang or Axe Kick last time I checked (only in the corner, though with the Axe Kick, it will work midscreen unless they back roll. I don't advise this after Axe Kick, the distance is way too risky), as it's a very integral part of my okizeme game. Delayed Neutral tech will beat it, but that's still a form of oki, as it remains good way to bait reversals or get them to start blocking. Leaves you at a bit of offensive advantage, more so if they don't neutral tech right and are forced to block it. For the record, unless I went in to resume pressure recklessly (say with dash 5B) after a meaty Deadspike, I have never been hit with a reversal. I've either managed to make them whiff (through spacing the meaty), go through the Deadspike (also through spacing), or I just ended up blocking and punishing the reversal. Like everything else Ragna has (or anything in this game really), don't apply this brainlessly, you'll only get killed.
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Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
LuminAbyss replied to Spirit Juice's topic in Archive
I don't know where Titanium Beast has been or how much of this he has done, but if he needs any assistance with the Ragna guide, I'm also a part of the Michigan scene and can record footage as needed, so I'd like to offer my help to finish this project. As someone who went into BlazBlue needing a LOT of guidance, this can save many new players a lot of frustration with their character of choice and the game in general, so I'm all for finally making this idea a reality. -
Yeah, that was the point I was trying to make. You recover while it's still active, so meaty Deadspike is amazing if used correctly.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
LuminAbyss replied to PozerWolf's topic in South
Nah, I'm the exception. Plus, I only like Furi. My sexual orientation is women and Furi. Fuuuuuriiiiiiiiiiiiiiiii <3 -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
LuminAbyss replied to PozerWolf's topic in South
I will never give you up Furi~! -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
LuminAbyss replied to PozerWolf's topic in South
I'm not random. Furi loves me. And I love him back. -
You weren't wrong, Tong, but how you calculated it assumes it's being used in a blockstring, and thus, they block on the first active frame. If you do a meaty Deadspike, they block on later active frames, but the blockstun remains, so they're stuck blocking while you recover normally (cause it is a projectile, and not a physical move that Ragna does such as Hell's Fang). In other words, regardless of what active frame they block, they're stuck in 18 frames of blockstun. However, you recover regardless of whether they block on the first active frame, or the last, at the same speed of 14 frames. 1 frame is used to to jump into recovery animation, so we're at a 3 frame advantage, if the first active frame is blocked. This advantage is based off using it in a blockstring, however, so meaty Deadspike works differently. Just to be sure, someone test if you can 5A Ragna if he attempts to use 5B after a blocked Deadspike, because I'm pretty sure that would get stuffed. You know what, this is confusing, let us just accept that is +3 and go back to raping primers.
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Wake-up, or meaty, Deadspike has the same use as a blocked Deadspike, can used to bait DPs or reversals during or after the move, or on characters without those sorts of tools, be used to start pressure while taking a primer at the very beginning. I kinda think of it the same as the blocked Deadspike, without the risk of being hit out of the start up frames like you sometimes have in a blockstring.
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[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
I am fully aware of fat air hitboxes, cause they make my j.B more useful. -
Official Austin Topic, 4th Edition full of fun and happy times! ;o
LuminAbyss replied to PozerWolf's topic in South
Green throws have 13 frame tech windows. I remember someone saying how it's pretty hard for us to react to anything near 15 frames, and especially anything under that. Usually when green throws are teched well, it's through OS, not on reaction. DISCLAIMER: I might be wrong, if so, sorry. -
But...will C0R bby stay if I ask nicely? D:
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Our combined might might be enough to take over Dustloop. Besides, I own C0R. We'd be unstoppable.
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I can proudly say I have a legitimate "about the character in question discussion" post in every general thread. Except Jin boards. BUT THEY DON'T HAVE A GENERAL THREAD SOB. Seriously, I see you everywhere too Yuki. We should team up.
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I play at Kaqn and Buppa level in my mind
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Alright Mu-12 forums, how much for C0R? I have 13 bucks on me.
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Official Austin Topic, 4th Edition full of fun and happy times! ;o
LuminAbyss replied to PozerWolf's topic in South
>Yuushiro >Reaction speed LOL -
[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
(o w o) -
[CS2] The Rachel Sanctuary (Free for all, some posts NSFW) 6.0!
LuminAbyss replied to Kuuhaku's topic in Archive
Yaaaaaaay \(^-^)/