Jump to content
Dustloop Forums

Ragnarok_F4

Members
  • Posts

    345
  • Joined

  • Last visited

Everything posted by Ragnarok_F4

  1. Someone from the Licht Kreis, that faction is falling behind. I would bet on Erika to fill some plot and Kaguya to support Orie.
  2. Damn, I saw your match yesterday. I don't have much Vatista knowledge since is a rare matchup online but we have to respect that DP, she can zone you really easy and has good defensive game. So, my bet against her would be trying to bait her DP and not to rush her down like we probably do against other zoners. Maybe trying to land a 2C from the distance? She would make a good sub, if only for her info.
  3. Lambda looks like a clone, totally disappointed there. Celica's theme is nice.
  4. For hilda, I can't punish her fullscreen (only 236C, but that's super unsafe), so if she's zoning with her fullscreen sword, run a bit then cover to cut some distance, at that distance then I can try to punish her with the 236B between some gaps. If she starts jumping, maybe you can catch her with 214C. Do not leave her side once your in, try to end all the combos with knockdown and oki. She's definitely annoying.
  5. ^Yes they are, and you can cancel both on block/hit to 236A/B into full combo or to make the mixup kinda safe. However, if they jump you will end wide open. Whoa, I didn't know you can cancel the A DP with j236C, guess I will use that more now.
  6. Yeah her DP is bad, it covers you only above you, and is kinda slow. However it hits behind you, so it covers yuzu's and hilda's teleport moves, and that's it I think, as a DP is bad, but hey, we have a DP . Her backdash is not bad, you can evade yuzu's battou with that. If they are using assault to much, they can't defend, so try 214C, that shit hits hard. In the corner, I also have defensive problems, does her DP have startup? Don't know if lag or what but cannot beat 2As mashing with the DP. I've been using shield to push them away and when they are far try to land a 2C if they whiff something.
  7. After playing a while I think she can defend herself pretty well against almost anyone, except maybe Wald or Merkava, you can punish Merk if he's mashing the command grab though, the hardest matchups I think. The rest of them are quite normal, and some of them are a bit tricky. Yuzu and Hilda are not that easy to get in, Yuzu is easier to get in but has more damage than Hilda. However, Nanase is so fast that can get in if they make a hole in they're attacks and also can punish them from really far (not fullscreen), specially the 214C if they jump and try to zone you and you can combo into after that for full damage + oki. Once you're in, both of them are pretty much dead (or at least in red before getting away again). Nanase's rush down is kind of strong I think, I consider her like as a lesser version of Sion (right now), that's because Sion's blockstrings are more safe (?), have pretty much the same range, and deals more damage with her stuff, however Nanase has more mobility. Also her damage is good, starting with 236B with vorpal and 100% of the super bar you can land 3.6k-3.7k midscreen, starting with 2A under the same conditions you get around 3.4k and using B+C somewhere the combo, starting with 3C and following with j8C you can land 4k. She's doing ok I think. On another note, did you find an use for the j236C? For me right now is pretty much useless. Maybe as an air to air? I dunno... Also, how do you start the match? Almost everyone beats whatever I do. So I have started using back jump > fireball if they can't punish me, if not, then defend....
  8. Is there anyway to use a chat in a room, like in BCCP? There are several times that I want to write GG or something before leaving, but I couldn't find the chat window in the menu. Only the quick message option.
  9. I'm still to green but B fireball is good, if it hits, combos from there deals high damage, but I only use it if they can't punish me from afar and just to cut some distance, or as an oki ender. When I am close I use normal mixup with the oki (grab, jump B, empty jumps, etc) with a bit of float now and there, is not that good, but people still fall for it sometimes, I haven't practiced the float cross-up you guys were talking a pages back though, also doing float in a jump baits AAs, that's sometimes useful. Sometimes I use 66B and 66C when running and cancel to 236B > 6C to try to make it safe if blocked, and if it hits then you can combo into easily (on whiff.....prepare your butt).
  10. Oh, that's quite useful, thanks!
  11. Yeah, that's because it is normal to jump when you see Nanase's projectile coming, sometimes i was using j236A or jB to punish their jump (maybe 214C), but that's not enough. I'll test 3C a bit later. However, 3C sends them flying a lot, so for consistency I'll use B+C after that for now. Of course, there are people who don't care at all your j236, yuzu laughs in your face, probably merkava too, and maybe wald also.
  12. Been doing good with Nanase (around 2.4k-2.8k meterless and 3k-3.6k with 100% midscreen) her oki is quite good with the j236B projectile. I'm still on day 3 so I have a problem, the anti-air. What are you using for that (not the DP, the super is good but not enough punish for the adversary)? 3C? Also, her 236B (and 214C) can punish some things almost fullscreen (specially yuzuriha's stuff) and the 6C follow-up is kind of safe (?) and leads to good damage, however on the corner the 236B follow-ups are super unsafe, so to make some pressure on the corner what do you do? I've been doing something like some hits on the ground with the A,B,C normals then try to jump > overhead hits, float, or then the j236B, then grab or something, but dunno about, that's like asking for a DP or anti-air. I feel that in the corner she can be kind of scary, but that's because of the j236B projectile (if they let you that is).
  13. I guess, that you input directions with the D button and do Minerva's attacks (like the reversal) similar to Noel's drive I think, but I don't know which attack is what either.
  14. It seems to be the case, she has like 9500 (Carl's HP).
  15. Celica's damage is really high, something like B > C > D > D >> 2.9K. That's stupid, add a DD after that and you will have almost CS Valk's BC super 4k damage....
  16. He also stated: "Celica playable?! hahahaha, she can't fight, how is she gonna fight?", xP. I wouldn't take Mori's word to seriously. I think Jubei and Nine will be playable sooner or later. The true question is if they're gonna be playable in this iteration or later. To me Celica looks good, since her normals are kind of solid, with good range and fast. Her backdash looks really similar to Kagura's, good but not Azrael's levels. But from the looks, she's not gonna be high tier. We all know that the top-high tiers have weird and powerful mechanics the gives them the upper hand (with the exception of Azrael and his lol normals). I hope that in the loktest they find some interesting information around her normals. If she ends good or bad, that depends almost on her normals, her drive mechanic is just too straight forward. Obviously, all this crap is just speculating from a 3 minute clip...
  17. I still can't play the game but I've been seeing a little about Nanase, how do you see her damage? From the combos, is not as much as the damage of many of the cast (it is close I think), but she's quite fast, and has many tools. How consistent are her combos? Are they difficult?
  18. Here is her gameplay clip on youtube (for those that doesn't have a niconico account): https://www.youtube.com/watch?v=1XknHfxS1cY&feature=youtu.be
  19. Did Someone notice how she recovered almost nothing of HP with her DD? Welp, I wouldn't spend 50 bar just for that. Hopefully it is like yukiko's DP, a reversal and you can hold it to heal more.
  20. The basic idea with her is to rush your opponent, and be as close to them as possible. However her midscreen game is not that good, she is very comfortable in the corner though, that's where you can deal good damage with her (4k-5k, meterless-with meter). Also her overdrive works pretty well in the corner. Now, her A attacks are quite fast, but it prorates your combos a lot (or drop them), so if you want damage you have to use other buttons. In midscreen, you can do: 1) 5B > 5CC > 214A~CCCCC (real easy, consistent, obviously not the best, but don't worry about it, use it) 2) 5B > 5CC > 5D(3) (simple, but has a lot of corner carry, your opponent is gonna end near the corner. Also, it is the first part of some of your corner combos, this one is important) 3) 5B > 5C > 6C > 214A~C~A (it leaves your opponent near you, not much damage, but easy) 4) 5B > 5C > 6C > 214A~C > 236D(3) (this one is really important too, it has a lot of corner carry too, in the corner you can follow this) You can start all this combos with 2B instead of 5B too. Use 2 or 4 when you now that your opponent is gonna end in the corner (try them on the lab). Use 1 or 3 otherwise (there are better options though). Go with these 4 for now on midscreen, I'll leave you better combos below, but they require more practice or certain starters. (on crouched opponent) 5B > 5CC > 6B > 5C > 214A~C~B > 5CC > j5B > j5C > j5B > j623C~D(3) (great, also 6B is an overhead, you can start from there too) 5B > 5CC > 2D(2) > 5B > 6A > 2D(3) > 2C > 214B~jB > relaunch > j5B > j5B > j623C~D(3) (one of her best midscreen combos, meterless, good damage, with some corner carry variations) 3C > 2B > 6A > j5B > j5C > j5B > j623C~D(3) (bad starter, but if you use you can do this or some OD combos, you can start from 6A(anti-air) also) Near the Corner: For now learn this 2 that are extensions from combos 2 and 4 from before: 5) 5B > 5CC > 5D(3) > 214A~C > 236D(3) > 6A > 2D(3) > 5B > 6A > j5B > j5C > j5B > j623C~D(3) (this is not optimal, but is not too difficult, a good start) 6) 5B > 5C > 6C > 214A~C > 236D(3) > 6A > 2D(3) > 6B > 5C > 5D(3) > 66 > 236A (the last part is important for oki) You can also vary these combos a bit: 5.b) 5B > 5CC > 5D(3) > 214A~C > 236D(3) > 6A > 2D(3) > 2C > 236A~D > 66 > 5CC > j5B > j5B > j623C~D(3) (the orb part is really tricky, but it does more damage than the previous version, use this instead of the other one, but master combo 5 first since it is easier and more consistent). 6.b) 5B > 5C > 6C > 214A~C > 236D(3) > 6A > 2D(3) > 6B > 5C > 5D(3) > 66 > 5CC > j5B > j5C > j5B > j623C~D(3) (variation of combo 6, your are sacrificing oki, but you will land more damage, both combos are really useful so use them accordingly) For more stuff you can use this as reference too, is a compilation of combos I usually use in CP1.1 (it goes from easy stuff, to more advanced stuff): https://www.youtube.com/watch?v=fBk2K4AcA-M If you have trouble with something, ask here to help you out .
  21. If someone can test Wald's infinite would be good. I really really do not want it in the game.
  22. Ok, she turned out to be more like Noel in her drive system, you chain her (directions) D attacks while it connects though. SoWL description says that she heals Minerva's HP with different stuff, but where in the video is Minerva's bar? It's not there.
  23. There will be some kind of streaming today? There're still poor souls like me that won't be able to play it for 7 more days...
  24. I don't really care how much the game is played over there, I'm probably gonna play the shit out of this game. I have waited so long for this and I can't wait any longer. I love how the game looks like. Dunno if it will be my cup of tea until I have tried it out, but I'm so hyped right now, so I feel that I will like it. The worst thing of all is that I'm not at home right now and will return until next week.... . I'd love to read some opinions here though .
  25. What does it say about the move of Celica's bottom right pic? The one that has some text below. And her upper image maybe is her anti-air and maybe they are comparing it with Kokopuffs's 6A (I remember someone mentioned something similar in the other thread).
×
×
  • Create New...