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Fluck

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Everything posted by Fluck

  1. You may want to cover Same Move Proration cause that's a fairly ASW-specific mechanic that new players might not be aware of.
  2. I knew I wasn't the only one who felt like everything had repeat prorate! Thanks a lot for the info Mash.
  3. Corner throw combo: 2A 5C 2C 214B j.2A, does 2.28k. If CH replace 2A with 5B. Corner AoA combo: A+B mashing D 5B 5C 2C 214B j.2A, does 2.6k.
  4. You get high speed magatama gain too.
  5. After bound (I think this refers to 5CC) j.2C groundbounce, the opponent flies higher than usual. After JB JC, they are too high for B lobelia to connect. Pumpkin and frog feel unchanged. 22x series causes lightning rods to turn into bats and cling to the opponent (!?!?! I'm not sure on the verb so it might not be 'turn into' bats, but it's definitely something like that) B and C lobelia do not cause float on hit. It looks like it doesn't recover in OD if you're in the air (Doesn't specify what exactly doesn't recover, probably wind though). 4B fatal counters. EDIT: Thanks kotokot for telling me 'bound' is groundbounce lol.
  6. I'm quite sure it's the Trigger Crush version, the text around that pic is about Trigger Crush.
  7. 6Bjcあり 4B必殺技キャンセルのみ 22技の用途不明。姫様が傘くるくるしてかわいい 5CC後は蛙設置はできるけど放電しない?設置後5Bで拾ってエリアルにいっちゃった 6A地上ヒットは地上喰らいになる(浮かない) 空Aロベで相手が思いのほか吹っ飛ぶ。 ヒット後の飛び方が細々と変わってる感じ。 JBが思いのほか高くあがるのかJBJCからバウンドがうまくいかなかった ODは「一定時間、常に地上に居る時のように風回復」って感じ?今後の研究に期待 金バなくなったのいたい Well, I tried to TL what I could, forgive me for the errors. I really don't understand some of this stuff. - 6B can be jump cancelled. - 4B is only special cancellable. - The 22x moves don't have a clear use. Princess (nickname for Rachel)'s umbrella whirls and whirls around and is cute. - Frog can be placed after 5CC but it seems that electricity doesn't activate. After placing George, 5B pickup hits them in the air (My note: I'm not sure on the translation for this particular sentence at all). - 6A doesn't float on hit, if you hit the opponent on the ground he will stay grounded. - This is something about air A lobelia but I have no clue what he's saying. - It feels like the trajectory after hitting is slightly different. - Wow, I have no idea what the hell this sentence is going on about. My best guess is that it after j.B jump cancel, the opponent does not get 'bounded' if he's too high. - Overdrive feels like wind will recover after a fixed period as though Rachel were grounded. Looking forward to future research. (My own note: I guess this means Rachel can recover wind in OD while in the air.) - Something about there being no Gold Burst.
  8. I can confirm that Bang needs 4 seals for his new distortion.
  9. I wouldn't say that. It could just be buffed versions of the old DDs. For example, Bang no longer needs 4 Seals to FRKZ, which, if you ask me, is an absolute nightmare. Ragna's new BK doesn't say anything about losing health. I'm sure Daisharin and Tao's AB2 Overdrives will be even scarier versions.
  10. - j.D's inertia has been removed (My own note: I guess this means that doing dashing jump j.D moves Noel a lot further) - 2D's trajectory is weird. It moves about two characters' worth of spacing. 2D no longer crosses up. - 6B -> 6C gatling has been removed. - Dash 6C doesn't come out? - Corner grab -> B silencer -> Dash Cancel -> 6A bluebeats, Dash Cancel 6C doesn't come out. - 4D floats on hit. - A Optic has been removed (My own note: ? Not sure on this.) - New technique Chamber Shot wallbounces. - Revolver Blast has acquired a followup.
  11. Dead Spike is 236D now, Blood Scythe (new move) is 214D, can be done in the air. Blood Kain Idea doesn't say anything about losing health.
  12. It does 5.4k
  13. I wouldn't worry too much about stuff bluebeating, they're obviously doing bad combos. One combo involving BE bluebeats in the middle of BE lol.
  14. Jump and air throw them.
  15. You jump cancel then kara cancel the jump into the special move.
  16. Yes, however it is pretty slow and this makes it very hard to punish moves like Naoto's R-Action because you really need to be on with your reaction to get the FC. On non-Fatal you don't get to continue the combo. Also, against Yukiko, it is impossible to punish her with 236D because her DP is invulnerable to projectiles like 236D and it's impossible to nail her recovery on reaction. Right now, I'm doing 5C starter instead. For grounded hit, 5C 2B(2) 5B 5C 214D gives about 2.7k, while airborne 5C 5B j.B(2) j.BB JC j.B(2) j.C 214B gives about 2.6k. I also can't find a way to do cross-up Juumonji pick-ups on her due to hitbox, I'd love to know if it's truly impossible or just very hard.
  17. Right now, I'm doing 236D (FC) dash 5C 2B(2) 5B 5C 214D. This does about 2.9k. If you have Awakening you should do 236D (FC) dash B+D 214214D 2B 5B 5C air combo probably.
  18. I've been experimenting with combos that end with dive kick for oki, the combos are pretty short and deal like 200-300 less damage but you get knockdown. I'm pretty sure there are better combos out there but yeah, waiting to see what you guys have.
  19. I had nothing useful to add since it was completely right.
  20. Oh, okay. That makes sense then.
  21. Honestly, I thought that was impossible for a Haku cause of j.2C and j.B's hitboxes. I guess if the situation is you jumping back without barrier you will get hit by it though. Don't worry, much respect for repping the low tier squirrel now CS2 is a whole different story
  22. 5D and GH are legitimate call-outs for obvious jump-ins. Of course this also means that they have the side-effect of accidentally catching people when the Ragna didn't intend for it to be that way, but that works for a bunch of other moves and characters too. BC Hell's Fang isn't as much as that. This is where you're mistaken, because even top Ragnas drop combos just as often as top players who play other characters. It's more random chance based on unorthodox combo situations than difficulty in execution. Work? Honestly, if you mean execution, then there is no game out there that rewards work equally. Some character types naturally require more work (double characters) and some naturally require less. And some things are just going to be hard. It's not something the developers bother themselves about unless it's a very serious problem, I'm sure. Btw Don't_Explain, 6B forces crouching in CS2 and you can combo into it so Makoto gets full carry as long as you do a 5B close enough.
  23. I'm just worried about misinformation being spread. Sound laughable but some people do read these forums to learn more about the game :V
  24. What is this random ground normal? The only normals that do reach above his head are 6A and 6C. If you complain about 6A having a hitbox above his head then you're fucking retarded, and if you're complaining about getting hit by 6C, then...there's no hope for you, really. Ragna 2A starter in corner? 2.7k. Anti-air 5B? 3.7k. CH 6A? 2.8k. 6B starter? 3.4k. You get 4k+ if you RC 5B 5C 2D. If you RC 623C, you get 3.3k. I didn't know BC Hell's Fang lead into 4k+. Makoto wasn't? You telling me EX Ragna is worse than this? What happened to Carl, Hakumen, Hazama (8k from 5C anti-air?!?!)...Stop whining about execution, at high-level play most things that you see are still completely match practical. The hardest thing we see is like...dashing Hirentotsu loop. Please stop spreading misinformation.
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