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Lucalibur

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Everything posted by Lucalibur

  1. Ah, I see. Thanks for the answer. Pretty weird for the level 2 to be like that, you would expect level 1 to have the fastest startup, but whatever works. Those + frames on level 3 and G are pretty amazing though, not gonna lie here.
  2. I don't play Makoto so forgive me for just breaking inside the Makoto forums just like this, but...why is the level 2 version less safe than level 1 if both level 3 and G are positive as hell? Is this a thing with Makoto's drive or is this a specific case?
  3. Looked up and yeah, Kusoru. Dude is hilarious.
  4. So we should stay free and play like that crazy Sol player I forgot the name? He is pretty awesome, so I would not mind that.
  5. lmao this. Most of Ragna's specials are already combo filler at heart. At least old 22C was oki first and could be RCed for truly stupid damage second.
  6. Yeah, what he said. /Puts pitchforks back on pocket IMO Ragna looks 'ok' in CP. I am still salty about 6B's nerf, but I'm more salty about the loss of so many of our dash cancels. Outside of that, he still gets really good damage with meter. I have seen 5B>5C>2C>RC combos doing over 4600 damage with crazy corner carry, and that is a lot. I don't know how much Dead Spike was really buffed because I don't think we have info on how + it is on dash cancel, but the slightly faster startup is definitely welcome. Outside of that, he seems to be the same old Ragna. 5B managed to get away with yet another buff(If I am correct 5B only got buffed with each patch since CT which is pretty amazing given BB's history of mass nerfing) and ID is still godlike.
  7. It IS pretty interesting. It's amazing how much junk we can link on FC. Gustaf into 5A, 6C into 5A, 5B into 3C on standing enemies...Using all of those FC only links on a combo sounds interesting, but the sheer amount of 5As required to link each of them would probably ruin the proration, and they would also take a significant portion of the combo time. Better to go just go for junk like 5C(FC)>6C>5A>5B>3C~ I think.
  8. It seems that each country is incapable of blocking a certain type of mixup. While Americans can't block overheads, Japaneses can't block crossups. But seriously, glad to see Ragna got at least one player we can count on for ArcRevo.
  9. Not only that, but we are talking about a 90 P1 N starter according to the wiki. That is 3K meterless easily on a croucher, and well over 4K with any weak point.
  10. This dude is crazy. Like, he is absolutely insane and it's amazing. We need to know who the player is, I need more of that.
  11. Pretty sure the Hitstop applies on block as well. In CSE the only reason Dead Spike was +3 is because of the 8F hitstop on enemy(while Ragna gets none), otherwise it would be pretty damn unsafe. With that being said, I was expecting no-dash cancel Dead Spike to be less safe than just -1. Guess I was just overreacting to the possibility we can't meat with it anymore. We obviously still can, it's just not as good.
  12. I believe it is lacking the custom blockstun Dead Spike has. The mook says it's a level 4 move, which have 18 blockstun.
  13. Gauntlet Hades follow up can't hit crouchers? No wonder everyone has been mashing after a blocked GH lately. Outside of that, most of the data seems to be what we expected. Blood Scythe is +5, aka positive even on IB, but it has almost 40 startup(doesn't stops Japanese players from respecting repetitive uses of it though). It says Dead Spike is -1. That is for no dash cancel, right? Is the dash cancel version listed in there and I'm just being blind or is it simply not listed? Should be easy enough to calculate how positive it is since we have the data for Ragna's dash cancel(unless it was changed), but yeah...
  14. The startup is just too slow to be used effectively as a DP. Maybe on reaction to an overhead, or when you're really sure it will hit, but if you really want to DP and got 50% meter to burn then yeah, it's like it was discussed before: Go for Growler and rapid if it gets blocked.
  15. In Japan, you can BS all day. America is full of BS, so you can't really BS like you can in Japan. Guess it depends on where you're playing. Also Lumin, your sig still kills me in all sorts of ways.
  16. The OD version does the move EVEN MORE justice. Blow back is one thing, but that slide effect just adds a whole new level of massacre. Edit: http://youtu.be/WxC_3pd-qU8?t=1m43s So lower weakpoint J.2D on ground hit staggers. Huh.
  17. Playing online with Azrael is going to be the most beautiful thing, considering he is a links character and online is laggy as fuck at times. Then again, I don't live in one of the main countries, so maybe I just have bad luck.
  18. I do hope you know people from all shapes and forms are going to attempt landing Bang's astral on Ragna now, because they literally have nothing to lose.
  19. Yeah, the second rekka hit can be special cancelled. Not only into bunker, but charger and crush trigger as well. It's pretty damn useful and will combo into all of them due to the amazing untechable time it got.
  20. Sadly, I don't even know where to start looking. I only saw it being done once, and it was completely impractical. I believe the player just messed up the input or something since it was done so early in the combo there was no decay at all. I believe 35-38 frames is the startup for blood scythe, which would not be too far off your calcs.
  21. I DO remember it comboing from NORMAL 5D at the very start of a combo, though.(aka no hitstun decay) No, I have no idea why the Ragna player did that, but it definitely comboed. Sadly I don't remember which video it was from. I believe Blood Scythe must have around 30-35 startup rather than 40-45, which is why it will combo without hitstun decay, but not with it.
  22. I believe the AI simply didn't teched from the crumple, but IF you can follow up OD Scud then depending on the proration values, we might be able to do full, highly damaging combos by doing stuff like 5B>OD>Scud>2C>Drive stuff. Theory fighting, yes, but the idea of being capable of applying both weakpoints mid-combo and still follow up is...delicious. Even if OD runs out(by doing it while having a lot of HP, for example), we can still do a lot of damage through normal combos thanks to both marks, AND scud makes sure they are just re-applied right after it, making our following pressure that damn dangerous.
  23. lol don't worry. Zeth is intimidating but he is a good guy. The combos off 5D\2D\whatever done are currently linear due to being optimized. No point in not going for the best combo off a hit, right? 5BB is not an overhead, and on air hit it will knock the enemy down and allow emergency teching, so you can't follow up. On counter hit it groundbounces, so you can do some follow ups, but nothing big unless you got marks\meter\both.
  24. Yes, but J.D's downwards hitbox is not nearly as godlike as J.2D's, so it's not as effective...from what I have seen, at least.
  25. Sometimes you just have to take the risk. I'm sure I am not the only one who already attempted to go for CH only combos without hit confirming because I was expecting it to CH. Sometimes it works, others it doesn't. If we don't want to take the risk though, then it's a rather safe alternative to go from 6C off a 5C, because even without meter\weakpoints we still get a lot of reward off it on FC. Something like...5C(FC)>6C>5A(Don't know if 5A is required)>5B>3C>22C>5B>Rekkas>IAD J.C>6A>IAD J.C>5B>Air stuff. With a weakpoint we could go into Kick Loop\Table Flip off second Rekka hit, and with meter we can make hit confirming easier by going for 5C>Gustaf insteaf, or maybe a BHS ender, or some other combo extender I don't know about.
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