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Fluck

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Everything posted by Fluck

  1. Just to make it clear, hitting a persona is considered as having your move blocked, so you can't jump cancel if you did something like 5B or 5C in neutral and hit her persona only.
  2. Yosuke is a disrespectful char in general lol, there aren't many things he can't handle in neutral. However, a Yukiko player can still run her pressure game on him, so just get that one hit and make it count. He's got even less life than she does.
  3. 5A and j.A can hang with Yosuke's normals if you're good at spacing.
  4. 6A into Jayoku is totally confirmable, I can do it and my hit-confirming is ass :/
  5. You have to OMC with the right timing as well, if you do it too late it won't connect, if you do it early you'll OMC before the 3rd hit.
  6. Thanks KF. I guess they probably added much more recovery to DS.
  7. The main reason I'm confused is cause Ragna's dash cancel is 22 frames...it's faster to just let Dead Spike recover normally. Although, I have heard reports of Dead Spike having more recovery now so that could explain it. Can anyone confirm this?
  8. So uh, what's the use of being able to dash cancel Dead Spike?
  9. I've been planning for this all year, hope I can make it and see everyone I've talked to on IRC there!
  10. Combos are still going to be long, they are just faster. Ragna's combos haven't been nerfed at all.
  11. BUFUDYNE is air UB as well.
  12. Nah, it's more to punish stuff like blocked DPs.
  13. Fatal Counters and gives decent stagger time when it does.
  14. I prefer to do 5C 2C 236B Moonsaults in Sukukaja.
  15. Does this mean DbD doesn't link into 5B anymore?
  16. You can do normal jump-in stuff like dash 5A 5C 2C 236B etc. or settle for a weaker combo depending on the spacing and timing of your hit. You can do j.C while rising or while you're at ridiculous super jump heights, that's the main benefit.
  17. Sol ?_?
  18. I was expecting huge in-coming nerfs, instead everyone gets nerfed along with Ragna (lol???), he is the only S Tier character that is relatively untouched while Valk and Haku are in all kinds of trouble. He still has big damage and he still has nice corner carry, all of his most important spacing tools are intact (no j.C nerf, seriously???) and that is primarily why I play Ragna. I'm not bothered at all that he has weaker pressure or mixup cause those aspects of his game have always been mediocre anyways.
  19. Comboing two AoAs into each other basically drops the scaling to almost 0 immediately, the CPU doesn't block the new combo and then gets reset.
  20. I like this Ragna.
  21. Yes, it does. If he does it too close you can hit Yosuke himself.
  22. It's unblockable but it hits very low, you're supposed to jump out of it.
  23. 214B doesnt force FC.
  24. They have much more health than Yosuke (8300). Yu has much better oki than Yosuke (or Chie). Izanagi oki is hands down the best in the game because it can't be late teched, whereas Chie and Yosuke's sweep into oki can be. Yu has much stronger normals than Yosuke, 5B and 2B are in a class of their own apart from Mitsuru's A moves, while Yosuke relies on his speed in order to get in and make his normals effective. Yu's combos also all end in knockdown, whereas Yosuke usually has to reset back to neutral. Ziocar is a ridiculously good move that Yu has as well, it beats many moves and leads into big damage with meter.
  25. If you mean a grounded confirm, just do 5B 5C 214D.
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