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Ragnarok_F4

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Everything posted by Ragnarok_F4

  1. I didn't know what to expect of this game, but I tried it today and it is incredibly fast. We really really like it, I'm actually impressed, it is kind of simple but it is very well done. It is a very solid fighter, lacking cast but very very fun and hype. Nice work from FB and Sega there! I'm gonna play this a lot, lol. Can't wait for my copy to arrive D:
  2. Her combos are still damaging, I think her damage is a little bit lower though, but who cares if she still has some setups. Heck, she even has some interesting meterless midscreen combos now, making combos with 3C without bar looks fun xD. I still think that the nerf is in her neutral, not in her combos/damage.
  3. Some Kokopuffs' combos: https://www.youtube.com/watch?v=izX_RMVTC3g
  4. Someone recorded Terumi's Theme from the arcade audio (you can actually hear other matches in the video lol), good thing that terumi doesn't speak that much in a match xD https://www.youtube.com/watch?v=Jp1ksGiX1F4
  5. Yup like Fenrir said, she's strong in zoning/pressure/oki, she's not very good at defending (doesn't even have a decent anti-air), her combos are hard to confirm and hard to execute, but she has good damage and most of her combos end with advantage. She's not that strong in the mixup department either (she has, but is not rudimentary), but she's great for poking around from a safe distance, try to move a lot while shooting arrows and confirm the counter hits, hits on crouching opponents and on airborne opponents and confirm it in the right combo according to the situation. She could be the best zoner in the game, the wind orb combo with arrows is strong for controlling the enemy's movement and she can zone will moving, that's a big plus. And like dive-slam said it's specially hard to play with her at first but you will get accustomed. She's so fun lol, good luck!
  6. Awesome!!! Will buy the PS3 version in japanese from the PSN. Then will buy the US version when i get a PS4 .
  7. Finally. I was already resigned to not have BGM selection, but thanks French Bread! No more fuwa fuwa sugar diabetic theme in training with Nanase lol. BTW, what happened to Vatista's bug? The one that you just shoot stuff for eternity.
  8. I haven't seen any either. I wonder how her normals changed.
  9. I'm loving the midscreen combos. Starting round > 5B entered? LOL, 4.4k with ODC from 5D[2], with corner carry. 2C looks super strong in combos without SMP. And these are only some day-4 combos. Her mixup looks better too in matches. Looks really really promising. The damage from her OD looks the same to me. But her game without OD seems to have improved.
  10. I think that there are better routes than the sweep whiff, Omnix said good enough reasons already. It is also kind of risky to do an auto-combo very late because of proration. Besides, that video is like from 10 months ago, Tahichi doesn't use it anymore in recent videos. It looks swag though, I'm gonna learn it just for fun xP.
  11. I personally use this time to watch matches online. Actually, this is the moment when I watch more videos overall. It is very instructive, and makes easier the transition later. Of course I'll keep playing stuff, my hands are full with so many fighters this year, but I'm so happy at the same time playing all of them . I guess this time, the wait won't hurt as much.
  12. Some Rachel stuff for BBCP 2.0: https://www.youtube.com/watch?v=cQticmoIZQQ&feature=youtu.be
  13. Been watching some of Jourdal's channel's matches, and reading some of the changes for some of the characters. It seems that they butchered a lot some of the known routes for almost everyone. Everything is so different, guess it's time to start from scratch in the combo/starter department. There are a lot of hidden changes that they didn't revealed, some of them were even seen in previous loktests. Personally, I like to experiment so I'm happy with it right now.
  14. Her gameplan is gonna change for sure, her graviton can't be spammed too often now. So goodbye free zoning with graviton. Still, we didn't see nerfs in the video so we can't say for sure how's she gonna be. The only guaranteed stuff is that you have to choose if you want zoning, setups or damage with graviton. In other words, they're limiting her resources like Valk, Rachel, etc. Good enough for me.
  15. It seems that her damage went down, good stuff.
  16. It indeed "looks" good. What happened to Mars Chopper's hard knockdown?
  17. Why the hell are the giving Carl even more mixup? His resets are already insane, isn't he considered top tier along Azrael, Litchi, Kokopuffs? It looks really bad for litchi, losing a lot of tools. Tager looks good, Arakune looks good. Dunno about Bang. Is Rachel recharge wind being nerfed? For me it looks like that the "fast" recharge is the present recharge of 1.1... Ragna with better options, Hakumen's D counters being Sp. cancelable look incredibly fun. Dunno about hazama his changes are quite radical: 1 more chain, no more j5C loops (?), and buffs in other stuff. For me Tsubaki's changes are kind of meaningless, the rest are getting some buffs too, and much better buffs if you ask me (look Tager, Bang and Arakune).
  18. Buffering is important with her. You can also buffer 214A/B when charging an arrow (specifically 5 or 2 in a combo) it makes everything that much easier.
  19. Yukari's stuff is not that fast, her Bs are slow and her As don't have range, using that on reaction is hard. Personally, I just poke around, confirm random stuff, punish them hard when they are sold and try to get in using 5D. You can abuse how fast Yukari is, don't stop moving while shooting arrows here and there, if one of them catches them on counter try to confirm it. Use 5D a lot, it has a lot of blockstun and covers her a lot, with that you can jump in safely (and mash them j5A like guilty lol) and surprisingly it is not easy to hit Isis, and if they do there's probably a trade that you can confirm into a combo. Try to put a 5D and shoot at it in one jump/double jump/air dash, to stop them from moving around. Bombs make for great setups for unblockables, use them if the opponent jumps a lot. You can use her on reaction too (not easy, since you have to guess sometimes), but I just do it when I now they are sold after doing stuff and punish them with the right combo. Also, when Yukari's in Awakening if you manage to land a DP, cancel it to Magarula SB, if they tech they're forced to block in the air (blow them with the bomb while blocking, HUGE damage), if they don't tech they eat the super, I'm not sure how they can get out of the Magarula SB after DP.
  20. Her zoning game is quite good, just weird. You have to use a lot 5D to control the opponent movements (great oki with that too) and to redirect arrows accordingly. She has very good pressure and her mixup is decent. She excels at controlling the opponent movements, so she's still more of a zoner than a rushdown character, opening people with her is tricky and not straight forward.
  21. I put some stuff in the other thread, some weeks ago: "I do the 214A between the 2nd and 3rd volleys of the third A (so the bomb comes immediately after the last A ), then the 5C is pure timing after that. In the corner I find easier to land 5AAA > 214A > 5B instead of 5C." Try that the bomb comes out as soon as you finish the 5AAA. After that, the 5C is just practice. From the challenges, the 20 and 23 are the most important ones (also the hardest), since a lot of routes use a lot some parts of both. Good luck.
  22. Been playing with her a bit offline, she's a beast in the offense. Remember the reset we were talking before? If you delay the 2D a bit, even if the opponent makes a forward tech, Arda will correct the direction and will grab him, LOL (that's a LOT of damage). Also, the damage that comes from frametraps with 5C in counter is huge midscreen, with great corner carry and is easy to confirm even at full screen (spending 75% bar, that's a bit more than 5k without Hassou Tobi and I'm confident that she can deal that damage with 50% bar). She has some kind of problems with rolls, but that's kind of a guess game since she can punish that by delaying stuff. Also her DP is good if the come like way to close, it's something. And 236236A is an awesome reversal it has so much vertical hitbox that it punishes jump-ins, and has so much horizontal hitbox that it punishes more than halfscreen away. I also find the sweep useful when the opponent is about to land from a double jump or something (at least they are kind of forced to block), and she's totally unzonable. Her punishing game is just so good and she can confirm from almost anywhere in the screen, she's very hard to burst or be DPed in a blockstring since she's very far away, Akihiko is having a really hard time trying to get in. She's indeed strong.
  23. Yes, she is. I do. The weird thing is her neutral, but her combos are not that difficult, so she's totally usable with pad without much trouble.
  24. Thanks, good thing that the sweep combo doesn't use 2D at all.
  25. I think this will work, it works with similar resets (Kanji's and Adachi's Persona's Air Grabs and Yukari's bomb). However, 2D freezes, so if you don't tech at all you will be stuck in an ice block I think. Forward tech is probably the best option there. Yeah, if you get all the lance's hits it is easy to land the combo against everyone, the thing is that to land all the hits the opponent needs to be a bit out of the corner. If the opponent is in the corner and you don't land all 17 hits, the timing will change and I think it will become character specific. But I'm not totally sure, it could be that it needs a stricter timing and I just suck at it, lol.
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