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WolfCrimson

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Everything posted by WolfCrimson

  1. @Ladon: If 2C had same move prorate then that's almost all of Ragna's non-Drive good ground normals gone. Seriously, 5b, 5c, 6a, 3c already have it. That's four normals. The rest of his ground non-Drive normals have poor proration already, with the exception of 6C and 6B, but it's impossible to hit with those two more than once in the same combo. And 2C is hard to hit with usually, with it's relatively poor range and slower start-up. I know, it was necessary because BE was introduced into Ragna's movelist, it all balances out because of how powerful BE is. Sorry if that sounded like a rant, that isn't my intention. I like Ragna, but the way he plays now irks me. I hoped they'd fix him so that he'd be great to play again, but with all the huge changes in the loketests, I feel like going into denial and just say "Oh those Japanese and their trolling."
  2. What I like about CS1 Ragna? His lifegain's been fixed, his ax kick gained a life gain property, and BE's cool, but I don't like how every combo funnels into BE. I would've liked Ragna more if BE was an air-to-ground combo ender, so that we would have to choose which aerial combo ender to use (ID>straight, ID>ax kick or BE). That and his many same move proration moves. He has the most same move proration normals out of all the cast, with some specials to boot. Ok, so I ended up whining a little, but I told you what I liked about him, didn't I?! My worst match-ups: Tager. I hate how I have to be REALLY careful around him, because of Ragna's low health, and Ragna has no choice but to get a bit too close for comfort to hit Tager, where I'm at high risk of eating a 360 or worse, a 720 and get magnetized. And a Tager that can adapt (i.e. a good player who plays Tager) can adapt to me jumping after i end a blockstring, so I eat a collider and get magnetized. Yeah, maybe I'm a scrub, but the question was "What's your worst match-up?"
  3. ^I'll critique what I see: - You keep using C ID as a combo ender, where D ID is more favorable to use, at least for health gain. Unless you have a reason for doing so. - Sometimes you drop a combo for no reason. Like: throw> GH >follow up, and then you just stop. Maybe it's execution problems, but you need to work on that, yes? - Try to not use moves with same move proration twice (unless it's double BE), I've only seen one combo you've used have that, but it's still one too many. Eh, I might've been a bit tough in my critique, so forgive me if it comes across as a bit ruthless.
  4. It took me a long time to get good with Ragna, like around six months since CT release. BB is my first serious 2D fighting game, I used to play Tekken before that (now I can't stand playing it, 2D is where it's at), so I had to learn how movement works in this game, as well as gatlings (revolvers?), game mechanics, execution of inputs, and combos. I'm pretty good now, I think, just need some more match-up experience with some characters, and maybe improve my execution more for the more difficult stuff, like doing the 22C, dash 5b link consistently.
  5. That is corner only, and looks really hard to do, timing the followups for ID like that, I doubt I'd be able to do such a combo in the heat of battle. Can't speak for anyone else though. Ok, here's the annotation for it: 5B>6A>5C>5D (1st hit)> CID> max delay upper> immediate ax kick> falling j.C> (JC(?))> BE> 5D> 22C (dash 5B, 3C>22C) Damage: 3624 (single 22C) 4151 (double 22C) Heat: 31 / 38
  6. Ooook, this thread is getting a bit derailed. Stop it, guys.
  7. I do tech throws... just not all the time.
  8. Are you guys still on about throws? Leave them as they are already.
  9. My opinion on this is to add more recovery frames for backward roll and front roll, and decrease the distance for back roll by a bit.
  10. That is true, that in and of itself, complexity and options do not yield depth, but I also mentioned that, like you said, the options need to interact and make sense with the situation. Like you said, adding dynamite to RPS doesn't make sense. You are right about the current techroll system, turns out I was wrong. I just went back to training mode and set 'Wake-up' to 'Random', and it was just guessing, like you said. Funny, when I was trying to recall it when typing my previous post, I thought it was kinda ok, turns out it wasn't. In concept, it could work, just needs a few adjustments. True.
  11. FlyingVe: Ok, I dunno about 'guessing', but complexity, options = depth. I agree with you about options needing to interact (or making sense in the context of the situation), in which case they do here. Scoring a knockdown is about leaving you at an advantage over the person you just knocked down, isn't it? The current techroll system does that, you're still at an advantage over the person you knocked down. The way I see it, no matter what that guy does, you still have a way to re-apply pressure on him, i.e. you still have an advantage over him. It does however give him tools to escape (which are not shoryukens), keeping you as well on your toes. But you still have the advantage over him, it's just that you're not guaranteed to have it, depending on your actions, which isn't really guessing, more like reacting. It's just not something most fg vets would be used to. It's not bad, just different. PS: What's RPS?
  12. FlyingVe:If anything techrolls are removing depth, and adding another kind of depth, aren't they?
  13. FunkyP: NOOOOOO THE HORROR NOOOOOO ANYTHING BUT THAT! OK, on-topic: Seriously, there's nothing wrong with BB's throw as they are now. They feel like they're a bit on the weak side (at least for the characters I play), but they do OK damage. Dunno what ArcSys were thinking, but at least it still isn't the final build. Hopefully this change will be undone before CS2 gets released. Hopefully.
  14. ^ Only in/near corner. So this is what they meant by increased damage in corners? Seems ok.
  15. GGJ: Where does it say so?
  16. Oh? I thought the new BE was going to be used more as a combo ender that gives heat and gets you back on the ground for you to continue pressure. Since ID>straight no longer wall bounces (i.e. pushes them away, so not able to continue pressure), and is more of a push-them-into-the corner kinf od combo ender, and ID>axe kick is more of a more damage + relatively more life gain (like that matters) kind of combo ender. So... you know, variety of combo enders. Just my opinion though, so I might be wrong.
  17. So... it's just like Jin's 6A now?
  18. What is this game becoming?! Pleaaase ArcSys, don't make BB like SF.
  19. Narration change has GOT to be to CT narrator/announcer. I mean, if you listen to the announcer when selecting Makoto or Valkenhayn in character select, you'd hear her voice. SO I'm guessing they're changing the rest of the announcer sounds to that one.
  20. I am really annoyed right now. I keep seeing these new combos surfacing up with lots of 22c, dash 5b links in them, and I keep remembering how hard they are to do, yet people post combos with them like it's nothing. Is it really just me that finds these links really hard? I can do them inconsistently, in training mode, but I'm sure that I'd be able to do them once in a blue moon during matches, because fancier combos are a lot harder to do during matches with all the pressure and what not, and even more so during online matches, even though they're 4-bar connections. Is there a trick to it I'm missing? Is everybody doing them using sticks but just not saying? What is it?
  21. Alright! That was a good read! Thanks, zephyr!
  22. Could you rephrase the question, Arvoyea? I don't understand.
  23. No no, he means that, in the same combo, you should have done a move that knocks the opponent down (like 3C and 2D) somewhere earlier in the combo, to be able to use 22C on them later on them. For example, 5b> 3c> 5d> 22c works.
  24. Hey guys, got a question: Are GH and j.GH considered two different moves? (just GH not the spin kick) Like using one wouldn't trigger the other's repeat move proration?
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