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MashThat5A

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Everything posted by MashThat5A

  1. Welp, after looking at Relius in action, I'm probably gonna pick him up as a sub once Extend hits.
  2. stunedge, do you mind answering some quick questions about Ragna? B>C>Hell's Fang: Did it get a damage buff? Is Hell's Fang P1/P2 better?
  3. Interview with the development team: http://gamerescape.com/2011/10/03/gamer-escape-exclusive-interview-fighting-is-magic-devteam/#more-2473
  4. If you mash DP you beat both GH and 6C if he tries a reset off of 5C hit. However, I will intentionally drop the combo to see it my opponent is doing this, so I don't recommend it. (This works way too much)
  5. Yea, but you can kill everyone except Tager and Hakumen in one combo impractically.
  6. Pressure, no. Wakeup, no. Combos, I either do astral, or 5D(1) -> BK -> 5B -> 5D(1) -> Yami. I do go for BO on my opponent's wakeup from time to time if I yomi wakeup DP.
  7. For now, Extend combo talk should stay in the Extend General thread. When we have the game ourselves should be the time to make the combo thread IMO.
  8. I wait for the day of an S-Tier Tager/Ragna duo.
  9. Guts mechanic seems to be a lot like magic pixel in MvC3. It seems that the final plan will be that the health bar has more health packed at the end of it.
  10. That old 6A hitbox would drastically increase Ragna's average mid-screen damage, due to increased ease of 5C->6A hit confirm into TK GH. Maybe that's it? :/
  11. Huh, it's nice to see these, but the 6A one is depressing.
  12. Yea, that guy probably mashes DP reeeealy hard
  13. 6C only works after 5C on hit, and jumping doesn't work there. Jump start-up is on average 4 frames, and there's at most a 2 frame gap between standing 5C hit and 6C. You can jump out after 2C if he tries to 6C or GH, but a good Ragna that sees you doing that will start using 5C or 2D after 2C to try and catch you.
  14. Gimmick - When you use 2 22Cs in a combo, rapid dash 2A then immediately grab. The grab will be green due to the 5% repeat proration from the 22Cs. Stolen from the Kaqn vs Sakomoto Ryoma video here.
  15. It only does about 50-80 more damage, but the extra 5 heat or so is always nice.
  16. It works fine mid-screen. It's my raw 6C BnB. EDIT: It's best for when you think you can't get to the corner with 5D(1) -> 214D -> dash 5C stuff j.214C for a combo.
  17. Midscreen - 6C(2)(DC) -> 5D(2) (DC) -> dash 5B -> 5D(1) -> 214D -> dash 5C (SJC) -> j.C -> j.D (JC) -> j.C -> 623D -> 236C -> 214D Damage - ??? Heat Gain - ???
  18. With your 6D counter hits, you can probably do 6D, j.D (whiff), 5B, 5D(1), DS, stuff. That would be a very powerful punish for landing that, and you should work on that a little in training mode, since you landed it quite a few times. There's quite the difference between 2K and 4.5K. Do you just prefer for Noel to tech in the air? Because you weren't ending your air combos in DID, and I couldn't tell if that was just how you like to play the matchup.
  19. Work on crouch confirming. 2C doesn't combo into 6C, only 5C does on crouching. Learn to do that and get more damage from there. Why did you rapid the air throw in the second round? Ragna can combo off of his easily.
  20. I think it was Stunedge that mentioned this; The tone of the game is still stop mashing midscreen to get 4K please.
  21. Also, the black bars are caused by you saving a widescreen video in 4:3 format. This causes the black bars on the bottom. Then, YouTube adds the black bars on the side because it needs to fill its 16:9 boxes. Just make sure you're saving the video in 16:9.
  22. Looking good. You forgot 6C being jump cancelable on second hit though.
  23. Seriously, is DID(2) doing more damage than j.D DID(1) supposed to be a secret or something? It seems like almost no one knows about this.
  24. Corner 5B,5C,Hell's Fang,2B blue beat pickup combo is legit.
  25. That doesn't really use the invincibility frames. Is it 3C, late jump, land, BK?
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