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LuminAbyss

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Everything posted by LuminAbyss

  1. Last I checked, boring was a subjective value. Whatever, let's get back to actually discussing tech.
  2. It's unblockable.
  3. The only time posts are smart here is when we're actually discussing uses for our tools and possible combo paths rather than just saying things are boring.
  4. No fun zone am I right.
  5. Guys, stop. Ragna was S tier in Extend. Along with 50% of the cast.
  6. And yet. People still get hit. Astounding. Just learn to mix it up guys, 6B and GH still hit effectively.
  7. One day I'm going to rapid cancel 5D into 2B and someone is going to get hit by it.
  8. Well, he still has 5D and special cancel, so not all is lost, really. At least it's safe.
  9. THE SHIT WE PUT UP WITH.
  10. Yeah, I'm gonna miss 6B > 2C. We'll be fine though.
  11. Get better soon Skye. When's CP coming out.
  12. I'm still convinced Ragna's fine the way he is. A command grab would be awesome though.
  13. Blood Scythe is good and practical. It crosses up relatively easily midscreen, resets pressure amazingly, and is around the same speed as his 6D anyway. It's also a good combo tool when TKed. Overdrive is gonna be the thing that helps us win rounds and matches, since with it, we're able to hit 5k and 6k off most confirms, plus it helps increase the combo time (at least, I'm pretty sure it does). No need to get so down man.
  14. A release date would make my month. Is there anything else special about OD move properties we know? Or is everything else just basically CSE Blood Kain?
  15. OD basically acts as an install special/super (anything that's special cancelable is OD cancelable), so just like we can jump cancel cancel into specials, we should be able to do the same with OD.
  16. True, but as far as I can see, no reason it shouldn't work right? Though if it doesn't work like that for whatever reason, we could probably still jump cancel into it, then continue with a j.B or j.C to keep the combo going, still getting the full amount of OD time (depending on hitboxes and all that).
  17. Also guys, I was discussing this sort of thing with members of my scene but We should totally abuse the jump cancel properties on Ragna's normals to bypass the Overdrive Cancel penalty for Overdrive combos. I'm guessing you should be able to cancel the JC with Overdrive, and thus, get the full overdrive time AND continue the combo. You know, for stuff like 5B > 5C > JCC OD > dash 5B > 5C > stuff It'd increase our damage big time.
  18. plus, since this will be a punish more often than not, we'll probably be close to the opponent too, so in most practical cases, a standing 5B or 5C will be an easy link. But damn, I can already think of some silly shit with how high it throws the opponent. I think in the corner, 3C will be possible too, so maybe it could go like FC 623D > 3C > 22C > 236D > 5C > 6A > j.214D > 5B > 5C > j.C > j.214C > 5D(1) > 214B > delay 214D > 5D(2) > 214A > 214D I WANT THIS GAME GUYS. I WANT THIS GAME.
  19. Yup, that shit's incredibly plus. I'm positive.
  20. Well that's not really what's in question.
  21. Yeah, both hits have FC properties I'm pretty sure. I don't see any reason why it wouldn't.
  22. As a reversal, yup. D version has zero invul, so it's strictly a combo tool. That hasn't changed in CP, it's just a fatal now, making it a good starter in the right situations.
  23. Actually, ground D ID and C ID are both 7 frame start up. I think D ID is intended more as a punish then as a frame trap or counter hit fishing tool. Blood Scythe seems to work better for that.
  24. Apparently, FC Divider launches them so high that Ragna can land and still combo after it, without using any of the follow ups.
  25. Changed yeah, but not really fucked over. No one's properly explored what Ragna can do off his new fatals either. I bet you 5 or 6k meterless is still possible off a corner fatal starter. Question. How exactly do fatals work in this game, with the revised combo system? Anyone know?
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