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Everything posted by WolfCrimson
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Hey guys, I have a few questions for the knowledgeable ones, regarding frame data: 1. Is the 2D,5C a 1f link (calculation: 45(followuptime) - (32(2D recovery)+12(5C startup) am I doing it right)? As well as 22C dash5B (non-fatal)? It'd help me against those fanpeople who say SF4 has 1f links and BB doesn't. p.s. I think I found another 1f link! FC 2C,6A, useless as heck though. 2. I noticed that 5D as well as 6C have one p1 and one p2 number as opposed to a having a p1 and p2 value for each hit of the move? So how is it applied? Like, for eg. p2 of 5D is 75%, is it applied after each hit or once after both the hits land?
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Sorry guys I've misused a word in my first post, what I meant by "tactic" was "overall strategy". ok,thanks. I'd rather keep my burst for when I get stuck in a combo. And sometimes, it's already been used before Bang has FRKZ (to stop him getting 4 seals). I'll try cornering myself (which sounds like suicide, for some reason. I like it!) Prevention IS the best solution, but I'm asking about what to do after Bang has FRKZ. Thanks for your input, mate. Sorry bro, but I've misused the word "tactic" (see first para). But I have a doubts with your points: DP is good (depends on character) but that can be baited by a good Bang. CA, like you said, re-neutralizes the match (except for some), but as mentioned, is actually something in Bang's favor, because he has the advantage in neutral situations. Thing is, his options (including mobility) are far too many to be able to read what he might do next, and I'm afraid that a good Bang can be inconsistent, and like, bait my reads. Mind-games within mind-games, man So yeah, "overall strategy", not "tactic". Sorry to have misled you dude. Not necessarily Ragna, no, pretty much anyone who can go offensive (so that's everyone except Tager). I've tried it with Hakumen, and I've had good results compared to trying to block and trying to find a hole in his offense. What I'm asking is " Is going all out offensive against FRKZ Bang something viable to do? If not, is there a better overall strategy to fighting FRKZ? Like maybe getting a health lead and then trying to get a timeout (don't recommend this, just an example), does this give me a better chance of winning?" What?
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Hi, I was hoping some pros could help me with FRKZ. More specifically, how to deal with a FRKZed Bang as an opponent. As in, how to kill a FRKZed Bang. What I've noticed is that Bang cannot normal block in FRKZ, is crazy fast that even the other guy probably doesn't have proper control over him (tried it out in training, specials are hard to do without moving), and that made me think about my options against FuRinKaBang: 1. Sit there and get crossed/mixed up. And die. 2. Go after him. And maybe die. Or maybe kill him. A lot of people when they see Bang go FRKZ just sit there and try to block, which is futile because it's a case of "when" and not "if" against FRKZ. So what I thought I'd do is go after him, because, logically, he only can barrier, which is limited, and has longer blockstun than normal, so he really can't poke out well, other than attempt to cross-up, but that has a chance of scoring me a counterhit. So far it has positive results, compared to option 1. So what I am asking is, is all-out borderline suicidal offense a viable tactic against FRKZ? Can this tactic be countered by high level Bangs? If so, what other viable ways are there to make FRKZ Bang taste the ground? P.S. I don't know if this is the right place to ask, so if it isn't, would you please point me to that direction? Thanks.
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lol, "SEE"
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Lol, good one SD
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Hi DrunkenSnake, I'm one of the guys you fought earlier. That was a great match. And surprisingly the connection was really good, even though it was a 3-man room. What time do you usually go online? Because honestly I need to play against other Hakumen for that matchup experience.
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Those shirts are all awesome. I would so buy the Ragna emblem shirt and the deadspike shirt. And the Ouroborous Keychain, so epic.
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Brain wave! Got a few keywords for you, SD, to give you ideas for a comic. Use them if you wish, no pressure. I would do a short comic myself, but I don't know how. Anyways: Ragna, Zappa, Gii, Ghosts. May or may not have references to a famous movie
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No, not Ragna. Just his 5b and BE.
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Thanks, dude. 'Tis awesome.
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Hey guys, can anyone tell me what the soundtrack's name in this link is? It's played when you play the vid at the bottom of the page.
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^Sorry dude, I fail to see how that first sentence makes sense. Anyway, SD, what about the Makoto and Sol relationship? They've only starred once (in the numbered comics, anyway), it'd be great to see them again. Or even maybe some of the other GG cast. As far as I know the Xbox version of VK DLC hasn't been even given a date (dem sprites be elusive), so it's no use focusing on Valk ideas too much now. No rush, though.
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I'm... gonna be honest with you, Shadow, it was OK. Definitely not your best.
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Mix up... you mean his high/low mix ups, or his mix ups in general?
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Well, I can agree with you on DbD being somewhat of a gimmick, but hey, no character is complete (and fun) without gimmicks. And didn't it feel satisfying to land it? CS Ragna doesn't feel riskier than CT Ragna to me. A lot of his normals were buffed, in recovery and proration, particularly 5b and 2c. And like you said, he has his huge meter gain to give him heat for rapids, CA etc. His average damage is higher, too. I remember being able to net ~3.2 k damage with a 5b starter in CT, now I can get 3.8k (if I go for Not Over Yet after only 1 belial) or 4 k (if double belial, but I don't like that combo ), good meter gain and prop them up right in front of me for another beating. It also helps that his out-of-BK life gain was fixed, it wasn't well implemented in CT. Oh, and I take back what I said about giving DbD 1.5k min dmg and lifegain, make it 2k for both! So, in summary, CS Ragna's a bit safer and does more damage than CT Ragna. EDIT: Flying Ve beat me to it
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CT DbD not worth it? 50 Heat for 5.2 k damage + 5.2 k life (for dry DbD) + ending BK was the best thing ever (the initial 50 for BK doesn't count, because no one ever goes into BK just to use DbD). It had requirements, but CT Ragna was about high risk high reward (just look at BK), and CT DbD was that mentality concentrated into a super. Sure it was hard to land, but you could CH 5b>DbD (CT, didn't try it in CS, but I think it works), a little trick I learned from my friend Score Attack U. Ragna. You know what ArcSys should do? Make DbD have a minimum dmg of 1.5k and 1.5k hp regain. Makes it useful again.
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Doesn't Devoured by Darkness have minimum guaranteed damage? Frame data doesn't say anything about it, and trying to test it out in Training indicates that it's somewhere around 500, but maybe my combo's proration wasn't high enough. It'd really suck if it doesn't have minimum damage, it's already weak as it is in CS. I'm hoping they buff it in CS2, make it worth using again.
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Hakumen's drive is fine if you know when to use them: 5D: 5D isn't active immediately, it has a start up of 7 frames (1 frame is 1/60th of a second in this game, so 7*1/60 = aprox. 0.12 secs), so you wouldn't try to react with it to quick moves. Has a 19 frame window. A decent recovery time, 12 frames. 2D & 6D: These are active from frame 1 (immediately), and last 7 frames, so they're quite good for reacting. Poor recovery though, so you're punishable if you miss. There's no 4D, but there is a j.D, or aerial D. That is also active from the first frame, and lasts 9 frames. I suggest you familiarise yourself with frame data notations and info. No rush though, do it at your own pace. Hakumen's frame data can be found at http://dustloop.com/guides/bbcs/frameData/hakumen.html Hope I helped.
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Oh, I see. You're right, I rechecked the formula for damage scaling, turns out I forgot about the p2 also affecting the damage of all other moves. So this means that 5c is not as powerful as a combo starter as 5b (excellent start-up). I wish it were like CT, justifies using 5c as a starter move. Anyway, thanks, FinalUltima.
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Guys, just settle this with a grudge match. May the best man win, and all that. No need to make a scene here.
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Hi all, long time lurker, first time poster here. I'm not sure where to post this, and I don't think what I'm about to post warrants its own thread (don't want to get yelled at on my first day) so I'll just post it here. I've noticed a mistake in the frame data for Ragna's 5b and 5c. The frame data states that they have different p1's (85% and 90% respectively), but when I tested this in Training they're the same. As in, whenever I do the same combos where the only difference is the starter move (5b and 5c in this case), every other move does the same damage, and the difference of the total damage between both combos is 70 damage (the same difference between 5b and 5c). I'm pretty sure I'm right on this, but just in case, could somebody else also check, just to make sure my copy of BB:CS isn't faulty? >_<
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