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 ^^)