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WolfCrimson

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Everything posted by WolfCrimson

  1. Yea. The way to go for damage in aerial combos is jB>jC.
  2. @TheBossGiga:I think you might be confusing some people with your terminology. jump startup cancel already has a term for it: Jump cancel cancel, or JCC. As for JCCing moves into OD, seems like this is the way to go to not lose OD time.
  3. You could if you want to, I'm guessing Arc wanted to make Ragna's playstyle more... varied? We'd have to get the values for life gained from every move as well as any modifiers if available, before we can judge this change in direction in Ragna's design.
  4. 500-800 health is alright. Like I've said before DbD= health gain, while CS is damage. If you look at D normals (except for 2D, but that cannot be followed up without rapid cancel), you see that they have shit p2's, which leads me to believe that the more you opt for life gain in a combo, the less damage you'll do, and vice versa. And the idea is the same with DbD and CS.
  5. Yeah ok but my main point still stands... we need people like Sakomoto to see what Ragna is truly capable of.
  6. He's decent, not excellent.
  7. I don't even know what I'm being Tommy Lee Jones's stared for.
  8. 3C? 6C? 6D?
  9. YOOO WHAT THE FUCK IS THIS?!?!? http://www.youtube.com/watch?v=TkpxDGU32dA&feature=player_detailpage#t=178s GH> Keri Age is safe on blooockkk???!!!
  10. To those saying Ragna is weak: I dunno about that, according to Fluck, Souji in NEC said he was still strong. Most japanese Ragna players in vids seem to be mostly weak players (people we never heard of before, so we have no idea how good they are as player, and to me they seem to be doing inefficient combos and shit), and the notable ones I've seen like HARA, potofu, Naru and Kaqn seem to be doing well so far. We need to see the likes of Sakomoto Ryouma playing Ragna to see his true potential as a character. Edit: Does 5D(1) > DS not work anymore, at least in the corner? Also, does it work midscreen? In the corner, I hardly see players go for it, instead they always do 3C > 22C> DS.
  11. This is getting really confusing. OK just forget it no more about this from me. P.S. It was all Lumin's fault.
  12. Really? Source?
  13. Oh wait... Actually nvm, I understood KF's post wrong. But wouldn't that be too strong? A number of projectiles become inactive when the opponent gets hit, so wouldn't Ragna always win in that situation?
  14. Magical Girl Gomi Kizu
  15. Do physical hits trade with projectiles?
  16. We have ID, and you want CS to be a reversal?
  17. sometimes I just can't tell, man, I just can't tell No but seriously the haku ball looks like it ran face-first into a brick wall.
  18. yeah man but be reasonable you can't take out your frustration onto the chara balls!
  19. Sorry, but the throws don't do 100% damage. It's no different from Tager comboing into Grand Punish.
  20. Actually, most of them are good, just Haku's looks horrible. I think KayEff has something against Hakumen. I vote for redoing the Haku ball.
  21. I said FC as a punish...
  22. Invul. got completely removed on D ID in CS2/CSEX i think, I don't think they brought it back.
  23. That's insane. D ID as a punish FC seems crazy good. I won't even miss 2C FC.
  24. Question: How's D ID FC looking? Is it possible to follow up without a rapid cancel midscreen?
  25. "Tager General Forum: Game Mechanics Science edition"
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