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jiyuna

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Everything posted by jiyuna

  1. I live in Japan and this list is alright, but it's still pretty flawed. First of all, everyone here agrees Carl is above Lambda, and Tsubaki is much higher on the list than this site seems to think. Second, why wouldn't you include mirror matches in the character analysis? They are still an important part for ranking characters, because some chars have much easier mirror matches than others. You should read some more of the JP BBS and see what they're saying about the character rankings, but this is pretty good I guess.
  2. Wow, people still lose to netplay Hazama in the US!?
  3. lmfao, teach me how to troll like you.
  4. Team St1ckbug Bi-weekly 3 man Round Robins, get hype.
  5. CF tomorrow (friday).
  6. I don't live in NYC and that was my 2nd time ever touching BB:CS, I was just copying the combos that the other guy was doing. I know nothing about this game.

  7. No one in here is anywhere close to Ragna's "glass ceiling". Close thread.
  8. lol.... You should give up if you think Arcadefire is anywhere close to a good v13.
  9. Against Jin you just need to do 22c > dash 2a > 5b > 623c etc.
  10. (j.c) 5b > 6a > 5c > 5d(1) > 214B~D > land 5b > 6a > aircombo 3915(4644) damage, jin only.
  11. 6D > pause > jD
  12. That's why I said "when possible". This combo is not new (we've discussed it here plenty of times) and should be used by every Ragna player as one of their main bnb's.
  13. that's because the combo is 2D > 5C > 5D(1) > HF >22c harder version of double 22c is: 3C > 22C > dash 5A > 5B > 623C > fast 623C > delay 623C > land 22c
  14. Spam Gauntlet Hades in the air. Arakune's gameplan is to jump away like a bitch and throw out clouds/dive spam. The first part of GH hits above ragna and also carries him nearly full screen; this hits Arakune out of dive/cloud and is untechable on CH, so you have plenty of time to land before him and position yourself for a 4000 damage bnb. If you see Arakune jump, 99% of the time you should throw out air GH. Once you're cursed: just start thinking about the next round.
  15. Don't need to dash in, but the combo doesn't work on Jin/Rachel/Tao/Carl. There is a harder variant that works on those chars but it's too hard for American Ragna.
  16. DUAL MOJZ for more damage and reset options when possible. CH HF > 5b > 3c > 22c > 5b > 623D > fast 236c > delay 236c > land > 22c = 3877 damage + stagger state.
  17. *Hint* I probably died with 100% meter in the final round.
  18. that combo only works on Jin. need to end with 5b > 623D on everyone else. also it doesn't work at all on Carl, and will miss Rachel/Tao if done from too far away.
  19. I didn't test it, but even if both characters are offscreen, the "!!" will appear onscreen and is just as easy to tech.
  20. need to use TK Gauntlet Hades.
  21. TK Gauntlet Hades is good. It's faster, goes further, hits head AND body, and will even catch Rachel's crouch. These combos work on all characters, crouching or standing, CH or normal hit. 2147B~D > dash 5B > 5D(1) > 214B~D > dash 5B > 623D~ = 4181 Damage Near Corner: 2147B~D> dash 5b > 5d > BK > 5d > dash 6DjD > dj.D > 623D~ = 5241 Damage EDIT: And about the forward throw combo, you can buffer the 214B and still do it. All that matters is you really delay the 214D followup. The tricky part to that combo is actually landing the j.B, not the 5C lol..
  22. 5D > 22c works just fine during BK. You can even do shit like 5b > 3c > 5d > BK > 5d > dash 5d > 22c.
  23. This is the best one I could come up with tonight: While in Blood Kain (vs Jin): 5B > 6A > 6D > j.D > land > 214b~d > dash 5D(1) > 214b~d > dash 5D(1) > 214b~d > dash 5D(2) > dash cancel > 6D > j.D > dj.D > 623D... Damage = 5400 This combo works from about 3/4 screen distance and leads into the corner. You need to delay the GH followup slightly; if you delay it too much, the opponent will be too high for your dash 5D to hit. This combo is long, so if you're running out of BK time (or if you lazy) you can cut it short by just going into aerial combo after one of the GH. Also, I haven't tested against any other chars so I don't know who this does/doesn't work on. Combo was inspired by Veteru and his damn loop that was too hard for me, so I had to resort to cheating with 5D... VETERU LOOP(in BK): 214B~D > 214B~D >214B~D > 214B~D > ????? I've only gotten up to four reps in the corner, is it possible to do any more?
  24. You're looking for tricks; there are no tricks against v-13 (besides Carnage Scissor through the gap between 5dd > 4dd). You gotta play solid and be very patient or you're gonna get bodied. I hate this fucking character. Learn the angles on her moves, learn what chains into what, learn how to IB in the air, and learn to bait burst. It's good to actually use v-13 for a little while and get a feel for all her moves; it will help understand what she can and can't do. The best way to approach her is to jump/DJ forward with dash momentum, and IB the 6d/2d spam (use [1] or [3] to IB in air)- you will get pushed back even if IB, but you'll still be closer to her than when you started. It's boring and time consuming, but it's best way to get in and build meter. If you get knocked down, don't tech roll into her 5d. Don't IAD toward v-13 in neutral. You can't "react" to her 5d. More stuff but I gotta get back to work. The best way to approach this matchup imo is to just troll all v-13 players and then laugh when their character gets nerfed and they can't win anymore/flock to new EZ mode top tier char.
  25. He can combo Astral Heat off of 6c,4b+c, CH 6a.
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