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Everything posted by Lucalibur
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6D proration RIP BKI DbD does way more hits than it used to. Seems to still have the old 1500 Min damage though, which is fine.
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Very true. Whether by design or because they wish to keep those characters strong, certain characters always remain strong to some extend. Sadly(or not), Ragna is not one of them. Then again, this just me being butthurt over the loss of combo options and (even more) weakened mixups. We will manage.
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I see. I wish I had a good Tsubaki to play with every now and then. Possibly because ASW has a history of pulling out the -big- nerf hammer on top tiers. Ragna had crazy max damage for the most part, and they were not happy with that... -Seo, I will try that. It doesn't gives matchup experience, but it should help with making out the difference between the animations. Thanks for the tip.
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Sadly I barely see any Tsubakis online. And I mean BARELY ANY. I can see it being an experience thing, but it's hard when you barely get any any matchup experience VS certain characters, which is...rather depressing. Edit: I am sorry if I sounded mad or irritated on this post, I didn't mean it. I just lack matchup experience VS a few characters that I don't sadly don't see very often online, which is my main, if not only source of competitive play against other human players.
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Tsubaki's overhead is also harder to see it coming than Ragna's due to it having similar animation to 6B, which is a low.
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One day Dead Spike will start hitting low, and then the whole world will fear Ragna's unreactable full-screen mixups off 5D in the form of Gauntlet Hades and Dead Spike. Un-freaking-reactable. Ok, I should be serious here. I really think 6B could have been fixed by simply adding repeat proration to it. The loss of most reliable gatlings from it is too big of a loss, specially in a character that never had such good mixups to begin with. Like, we get 2K off 6B and 2.5K off GH mid-screen and 3K off both on the corner or something? Feels kinda unfair. Maybe we should start pulling a Jin and RC after 6B to go into 5C.
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There was an era when we had those, mang. Let us blindly hang on to the foolish hope of this character acquiring good tools rather than combo filler stuff.
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That seems to be the case. Was the addition of JCC intended by the designers or was it just something found by players and ASW simply decided not to touch it? If it's the later than JCC not being considered a cancel penalty for OD would make sense. Still, it's great news. Even at near max HP we have enough time with BKI to get something done. I'm looking foward to low HP combos though...closest we gonna get to pre-CP BK and all.
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That is good news. It totally canceled out the momentum, not even carrying it over after recovery. If JCCing is not possible then maybe we can at least JC and continue the combo from there.
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Depends. If OD brutally stops momentum(Much like Belia Edge), I can see J.C working. If not then 5C>OD>J.C will probably only work on characters like Tager. HOWEVER, Maybe we can 5B>5C>OD>Air DID. This might be range dependable\Requires IAD but I'm sure BKI DID's hitbox can make it happen.
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Seems like a dash 5B is usually the way to go after DID FC then. Unless it's at max distance like that it will probably be a easy link like Lumin said due to we using it as a punish, and thus we will be close to the opponent. I wanna see what sorts of crazy BKI combos we can do off this...
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http://youtu.be/7acby5wF-4c?t=7m20s Don't know if this(Or something similar) was posted yet, but while everyone knows the properties of D ID on FC, This is the first time I have seen how high it actually sends the enemy flying up. It seems Terumi fell on the ground on the earlier frames of Ragna's 6B(Which he was obviously aiming to be a 5B instead). I don't know how well you can follow it up if it hits too close to the ground, but we can definitely follow it up with something like 5B if it hits the enemy high on on the air.
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We have been combo filler and 5B for 3 games, so I will go with what Wolf said and throw common sense out of the window here. Let's make all our battles a combo video.
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I think 'a balance' is a good way to put in this case, even if I didn't played CT to know(and regardless, CP's system might be different from CT's). The whole cast can now do full combos rather than having to cut combos short or be forced to drop them regardless of how bad some of their proration values are. It just seems like a good thing. Yeah sure, your combo might do very low damage and barely give any heat, but at least you can finish it properly now.
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What would you jump cancel it from though?
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I laughed at this harder than I had any right to. I disliked the new timing based system at first, but it seems to be working well enough. It doesn't suddenly destroys combos as much it allows characters like Jin who are full of stuff with bad proration values to actually do full combos rather than being forced to cut things short.(Hitstun reduction kicking in after about 4 hits? No thanks)
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The block\Whiff animation makes it worth not hitting the enemy with it though, so it's all cool.
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Oh, my mistake. I watched the video back when it was first released and didn't do it again, so I didn't remembered all combos in it. You raise a fair point too. How much damage do we have to sacrifice to reapply both weakpoints in the combo is worth taking into consideration, otherwise we will simply be doing combo video stuff that is less practical and more awesome. I also remember this match where the Azrael player was mashing 2D when the enemy refused to get up, and he applied the lower weakpoint about 2 times before the Jin player finally decided to get up. With that in mind, it doesn't seems to have a limit as to how many weak points you can apply per combo, and as long hitstun decay doens't ends it, you can probably keep going.
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Humm, true enough. I would not be surprised if we start seeing combos that start with only 1 weakpoint and end with both given the technology that was found in that video.
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Possibly. The combo video showed following up table flip(which adds a lower weakpoint) without having a weakpoint beforehand to be possible, so if you have both weakpoints applied when you start the combo, going into the normal combo route>2C>3D(Lower weakpoint used)>Table Flip(Might require something beforehand, reapplies lower weakpoint)>stuff>air stuff>J.D(Uses upper weakpoint)>air stuff>J.D(Applies upper weakpoint) might be possible. Of course, this is just me theory fighting. The combo might be too long and the new hitstun decay might not allow it off weaker starters, but I don't doubt combos that start with both weakpoints can add both back.
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NO MAIN, NO GAIN. ...Is what I would say if I didn't used Bang, but the abs tell me to be honorable, so subs get it too.
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Yup, happy new year for Bang and all who main him across the planet. May the strength of the 4 seals FRKZ command grab super lead us to victory. Now excuse me while I go back to my corner for I am still crying scarves over the removal of the old FRKZ theme. I just loved that thing.
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Sure, why not?
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I admit I had to google what that word meant lol It is not fail proof nor spammable as far I know. There are still a lot of attacks it doesn't beats as well, so it's rather high risk if you ask me. @zeakikung Body INV it is then? Alright then, thanks.
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Because what is recovery.