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Redgale

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Everything posted by Redgale

  1. Some people call shadow a fag for sonic, but then thay click your youtube page, now they're the fag.

  2. Generaly i think every fighter gal/girl tries to be loose or wild, Noels a perfect example almost due to the fact her ass is showing half the time, and on top of that she has a "size complex" too.

  3. Depending on what i learn about hazama ill stick to v 1.02, even though i know he's still got a 10k combo in CS2. I subited a huge change list not long ago and lets just say Ragna's like a hazama at 35% health spaming hit confrms.

  4. Depending on how Hazama fully turns out Like he already has a 10k combo on youtube and possibly or more likely Nico ill be sticking to v 1.02. I submited a Huge list of changes on the forums not long ago for Ragna and im ok with everything BUT his frame advantage with 22C being taken out. Other than that Ragna is like having a hazama at 35% health spaming hit confirms with 5A.

  5. We're gona need another grab video for Hazama in march, If you find it i think you'll officialy be the patron saint of Hazama. Feels kinda like Nico video is constantly taunting us.

  6. I need the secret to an 8K combo with hazama... but that need is like a dream in 2 months when CS2 hits in march.

  7. Dude im finaly a member! check it out i even put up a massive post on the forum http://www.dustloop.com/forums/showthread.php?10687-BlazBlue-Continuum-Shift-II-Changes-NON-HELPFUL-POST-TEMPBAN/page13 its nearly all of rag's final buff nerf list that hadn't been posted.

  8. My first post and contribution. RAGNA=THE=BLOODEDGE Changes listed with a * are "obvious but need to be listed" and are Misc. Can somebody tell me how much meter you get with D ID? gets 9 meter with it in CS2. + B+C does 1100. - 4B+C does 700. + 4B+C slightly less recovery. + Confirmed, 5C air unblockable. + Inferno divider first follow up upper-cut causes spinning, so RC it is easier to follow up in a combo. + 5B 5C Hells fang follow up RC dash 6D>j.D jc j.C blah blah blah is still possible,strict dash time. + GH follow up can be combos easy. * ground GH first part has a small bounce and you CAN delay your follow up. you can also mash in a 5A or 2A possibly a 5B with GH part 1 with good timing. * GH is still an overhead ** Berial edge has different bounce(in summary bounces backwards), can be followed up by Hells fang generaly midscreen. + CH j.C land 6A jc j.C>j.D jc j.C works and does 2200, with hells fang or Carnage scissors. 5D dc is faster? + j.B+C has more untech time, can be followed up MIDSCREEN with a dash 5B, combo generaly leads to 2800. * 5D on air hit still floats + Inferno Divider j.214D knock down has more untech time but not C ID on CH. + Normal C ID knock down has more untech time and can be combo'd. + DS is combos with ID in the corner. + Untech time ground and air D Inferno divider j.214D knock down increased. + j.C land 5B works well even midrange. so does j.C>j.D land as long as your close enough. * 5C as we know special cancelable so 5C to DS is now favorable if we're talking block strings, * 3C techable, as clairity on how techable- if you Ch 2B 5C 3C your opponent techs immediatly. so yea Hell fang, ID, and 22C. * Reminder ID j.214D is a knock down herp derp, therefore corner D ID land 22C/falling w/e works * 4B+C dash 5D works like in CS1. + Hells fang follow up earns 8 meter, 10 for both hits total. 4 on block. + j.B hits behind Ragna, longer horizonal hitbox. + j.B has more untech time, easy to continue a combo now. * 2C>5C Gatling as very little push back. * Depending on your spacing you wont be able to continue a combo after D ID knock down. + after a j.214C you can still dash 5D + 22C faster cancel? o 22C some frame advantage is gone but RC puts a corkhole in that mess. also in the corner if you end a combo with it you can "back dash" 3C then hells fang. o Dead spike combos are done in corners because the spinning effect sents your opponent flying like berial edge, so if its midscreen you need to dash 5C. - C ID knock down has a small bounce now and less untech time. - Non counter 2D has less untech time, techs almost immidiatly after hit, can still combo with a dash 2B - CH j.C>j.D land 5B wont work unless you are close enough. - 6B has more pushback, can still overhead 6B 5C 6C dc 5D blah blah blah, but it has a risk, you really need to check your spacing now with Ragna. (OH and to clairify for hazama before i forget. you get 2 stocks on hit and 1 on block ^^)
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