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-Kid

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Everything posted by -Kid

  1. Not that, that's legit. There are several times when i'm pressuring Hex and out of the blue, he mashes 4B as if it's Inferno divider. ._.
  2. lol i never get bored of it. Just like how you never get bored of using 4B as a reversal
  3. So this be my new nickname? UK is still free tbh
  4. Tsubaki players will forever remain salty vs ragna no matter the iteration because 5B ID
  5. I second this MU. At most it'll be 6-4 in ragna's favour. 7-3 seems a bit too much. Most likely it'll be 5-5 though, looks about even~
  6. GGs to everyone i played yesterday
  7. I'm online right now, gonna have a room open with private slots, if anyway wants to play with me, send me a message.
  8. I've been wondering, could Jin's 22C stagger on a standing opponent be used as a potential setup for fuzzy guards? If it's anything like ragna's 22C fuzzy guard, it should work so that if the opponent tries to crouch after recovering from a 22C standing stagger, whilst you do a dash j.A with Jin, they'd get hit. Think this could work? But more importantly, could we combo off this? Obviously it's character specific, working only on the top heavy charcaters like ragna, Hakumen, Tager etc.. At least..that's how Ragna's one works.
  9. Lol i tried sooooo hard not to come back and repeat myself regarding BS
  10. This. Although i wouldn't say that ragna was previously fun, as he got so boring, so quickly....But CP just takes the piss. Combos are boring, mix-up is lacking, options are limited. This. Blood scythe is a poor attempt at making ragna look cool when he really isn't, anymore. I don't know about anyone else, but i think the ground version is completely useless, and TK version is only good for combo potential, of which the variation in combos isn't big anyway. Other people's new moves change their style of play slightly, or adds a fun factor, even if minutely, for example: Jin: HIZANGEKI Tsubaki: Command grab Hakumen: Agito > Mix-up etc. This is an example of the few things that's going to happen to those that think to spam BS, or to even use it as a blockstring option against the more based/competent players. http://www.youtube.com/watch?v=2Dx3BLPBpJI&t=12m15s Takes little to no effort to be able to react to BS. Players might as well jump and try to poke out anyway, because Ragna ain't getting shit of that fatal air hit if he beats you, even if Rapid. I could go on about how i don't like ragna's changes and how he has become even more hella boring, so i'll stop here. It's something we just have to deal with, sadly. Other characters have had their fair share of nerfs throughout the series...although that isn't saying much, because Ragnas CP changes/nerfs are just stupid IMHO...they are not even sensible nerfs if you ask me. But as i said, we just have to firm it tbh.
  11. Play more Tsubakis. Get more experience. I used to say and believe the same thing, but now i've got Tsubaki experience, it's easy to see the difference and block it. It's an experience thing.
  12. And what reward is it that you are refering to? As far as i'm concerned, Ragna gets approximately 3.1K off a 6B in the corner. Tsubaki gets approximately the same damage as Ragna with 1 stock in the corner with her 6A, which is not a big deal to attain since you Tsubaki users will be pulling stock out of your asses in CP. Yeah it's slower, but Ragna's gattlings after 6B are unsafe as far as i'm aware....possibly 5D also.
  13. 1. Don't roll past Hazama when your grounded and in the corner. There is an OS he can that if you roll past him, you'll activate his distortion and get hit. If you don't try to roll past him, he'll just barrier block. I think the OS is 421421 A+B. 2. Use the 22A~C OS when you knock someone down with Axe kick. 3. Optimize your combos. For example, the best meterless throw combo to use on everyone except Tager, Valk and Haku is: Throw > 5C >5D(1) > DS > 5C > High Jump Cancel > j.C > j.D > Jump Cancel > j.C > j.D > BE > 5D > cID(1) > Follow up to Punch > CU 3C > 22C. Nets like 4.1K damage. 4. Dat Mid-Low mix-up using 100 Heat. 5. Use more tools in your block strings, it seems that the opponent doesn't really have to worry much when blocking, because most of what you do it a mid or a low. Throw out more overheads, use more throws. I don't think i counted at least 3 throw attempts from you. Keep the opponent on their toes. Preferably, use short blockstrings and reset presseure. For instance: 2A > 5B > 2C > Reset pressure. 2A > 2A > Dash 2A > Reset pressure. Also from personal experience, 6B is easier to block when gattlinged into it. Throw out a naked 6B at times or even a meaty 6B on wake-up.
  14. I can see TK BS being useful in pressure to catch out mashing, depending on the character, and what their mashing obviously. I don't think i'd be using BS much in pressure anyway, although it's plus on block, it's so slow and seems easy to react to with an air grab or anti-air. Expect to be hit out of it a lot against the more agile players. I see people throwing out BS so much as if it has a 1F start up and is +9000 on block.
  15. I wasn't taking a stab at you at all for posting that match. I was just basically saying "Oh yeah i remember seeing these vids, made me wonder wtf Kaqn was doing lol" Goro is good Shachou (Blue) http://www.youtube.com/watch?v=AgeUvWapo7I&t=3m30s
  16. There were too many moments in those matches against Goro that i was saying to myself "wtf are you doing Kaqn". Still decent matches nontheless. http://www.youtube.com/watch?v=3p3D8_LDQAg After these matches, and Kaqn vs the world part 2.....I had myself saying "Damn, is that really Kaqn?"
  17. ^ This It's a good idea to wait to get the game so you can have a feel of CP Ragna, instead of basing first impressions on other people using him, although i don't blame anyone for thinking that they want to drop him after watching him, because i too thought Ragna was unappealing..boring..whatevs, that i decided to sub him. But now i'm just going to what and see what happens when i have the game.
  18. Probably going to have to still spend 50 heat to follow-up from that. Also that unteachable time may only be apparent when you hit with the tip of ID. Still pretty handy though, since it means that your opponent will now tech on the ground instead of teching in the air. Also it seems that Ragna recovers faster than the opponent neutral techs. So..
  19. LOL http://www.youtube.com/watch?v=Yj4kFkqasJE&t=1m56s * a fraudulent scrub All in all. This^
  20. Lol i literally just finished watching that video before coming on to dustloop. Yeah it's pretty neat that Jin gets quite easy confirms into 5D > D Ice Car > damage. Hizangeki and CT make any combo swag with Jin
  21. Wow, i'm probably the only one that disagrees with this.
  22. On normal hit, probably just HF. Might have to spend a little heat if you want a full combo. On CH, you're best bet is probably DS or GH as previously mentioned. Seems so.
  23. well, ok?
  24. Why not? If you can rapid cancel the ground hiyoku early, I don't see why we shouldn't be able to do the same with the air version.
  25. Look at Jin for instance. He gets shit loads of time to combo after he hits with a 5D and seeing him get like 4K+. That's not even a fatal counter btw. In EX, you'll have to do the most basic combo of a 5D starter, because as soon as you start a combo off 5D with Jin, the combo is already prorated slightly. It is definitely a universal thing regarding the A to D starter stuff. As for Mu's steins? I'm not too sure about that. Can't say much really.
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