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Cheefoo

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  1. Does somebody have some kind of infographic explaining what the fuck is going on in Blazblue's story? I remember seeing one once. Back in CT I gave up on its story mode because of the shitty "choices" and joke endings completely ruining the flow. I pretty much skipped through CS story mode. CP story mode started off giving by giving me a fucking CLASS to try and explain all the backstory of the game's world, so I didn't even bother because there wasn't a character to unlock. Now in CF things start off where CP (apparently) ended, so I listened to Rachel's recap (which was surprisingly concise and understandable) and then I was ready to get into the action! Then fucking time resets again. But this time it's DIFFERENT because of magic/ars magus/master units/grimoires/nox nyctores/Terumi being ebin again/Ragna being special. It seems like all the villains have stupid godly powers that can rewrite time and shit but Ragna still just hits them with his sword and wins. And he's like the Black Beast or something. But he's also the brother of Saya who is some kind of vessel of some kind of god thing and Jin who has some Power of Order bullshit and is Hakumen but at the same time not really. And Ragna gets trolled by Terumi because Terumi needs him to exist because he's like a ghost inside of a guy who looks just like him (that he made or something?) so all Terumi does is be ebin and fail to win ever because Ragna is the best and loves his sister who has a lot of clones that he has to not beat up. AND Rachel tries to help Ragna with her tsundere magic and she knows that time loops and also somehow has some magic thing that can stop anything bad from happening ever (it's an ABSOLUTE defense). But then Rachel said something about Naoto being actually like IS Ragna and then I fuck this.
  2. I'm guessing midscreen 22C>DC>dash>5C doesn't work anymore. But if it did, something like... 6C>CT>6C>6D>BE>3C>22C>DC>5C>TKGH>5B>5D>DID would be super hype.
  3. What is this 6C directly into belial nonsense? Please tell me there's a better looking midscreen combo option. Going directly into belial just looks so... wasteful.
  4. So we all around gain a bit of damage, but now we need to cut our corner combos a bit short for oki? I'd imagine a 3C oki corner combo in CP2 would do roughly the same damage as a tsuika oki corner combo in CP1.1. I never quite got 3C oki down, though. My j.C always went right through their neutral tech iframes. Guess I just need to delay the jump cancel even more. I'm just glad we're getting more gatlings. As someone who likes to throw out 6C and 2D to catch people who constantly hold up-back, I'm stoked to see 5C>6C on block and 6C>5D.
  5. On IB, I think these are all the frame-tight gatlings Ragna has: 2A/2B>5B 5B>2C 5B/2C>5C 5B/2C/5C>3C (I find 3C IAD crossup pretty handy for baiting DPs in general) 5C>5D And could 5C>2D at max range be safe against Kagura's DP on IB? I don't have him unlocked to test myself.
  6. 5A>5C doesn't work currently, so I doubt it would in that version. Does anyone know if 5D only knocks down on air hit? And how close does it leave the opponent, close enough to go straight into 22C? These seem like some pretty neat "buffs", but CS1 style belial edge sounds too good to be true. It's only an early loketest, so who knows if ANY of this will make it into the final release version. By the way, how long has it typically taken for a new BB version to go from the first loketest to arcade release, and then console release?
  7. I know it's definitely not designed, or very well suited for catching jump outs, but I notice a lot when GH is blocked by an airborne opponent they will hesitate to punish. I probably should have started by introducing the situation in question. I'd like to better understand why people hesitate in that scenario, and how, as a Ragna player, one might take advantage of it. I was thinking people would sit tight and block after GH AA blocked, because: A. They know something I don't (that GH might leave Ragna at an effective advantage considering the time it takes for the opponent to drop back down or something - keeping in mind that GH is likely to hit at later active frames if they jump backwards) B. They don't know that it's still -8 or whatever and they're free to at least try to punish (unless Ragna wants to DP) C. They are afraid of keri age followup (probably not likely, because they should know that if they just land and crouch they're safe) D. They are afraid of RC into mixup I think in most scenarios it would be D, seeing as I've even seen this happen during pro-japanese-high-level matches where B and C should be non-factors. However I'm still wondering if A has any validity in cases of certain matchups. I'm definitely not suggesting to use GH as an anti jump out tool, but rather to consider taking advantage of the strange habit people seem to take of staying defensive after blocking GH in the air. Also figuring out why in the hell they do that so much.
  8. Oh, interesting. I always thought 5D's first hit had a lifesteal effect. The wiki says, "For example, using 5D (200 drain) then D Inferno Divider (50*2 drain) will result in less lifesteal (292 drain) than with 5D's and D Inferno Divider's lifesteal base values added together (300 drain)." Then it goes on to say 5D has only 100 lifesteal later on, so I was doubly certain it hit twice with 100 lifesteal both times. Unrelated musings/questions on GH: If the opponent blocks a 5C and holds up-back-barrier, wouldn't a GH technically be safe on block? It's normally -11 on block, and air barrier would add 3 blockstun so it would be -8. How much time would it take them to land, and would it be enough for you to hazard a dash 5B? Additionally, due to GH's hitbox actually taking a few active frames to normally reach a grounded opponent, would reaching them earlier due to them being slightly off the ground further his frame disadvantage to a noticeable point? When should TK GH be used over the grounded version? Like, when does it actually reach the opponent to function as an overhead vs crouching? Does anyone know exactly how minus it is on block, and how much that could vary depending on spacing/opponent's hitbox, if at all? I know GH is unsafe, not very rewarding and one of the easier overheads to block, but it seems like it could be a decent way of preventing jumpouts if you can catch them low enough to the ground that they don't have any air good normals that could come out before they land, but high enough that they won't land until you've mostly recovered. But could such a sweetspot exist?
  9. The wiki's example for Ragna's lifesteal multiplier seems to imply that 5D's two hits only progress the soul eater rate by one attack, despite hitting twice, while 623D progresses it by two, one per hit. Is this a case-by-case differentiation, or is the wiki just wrong? I always assumed that multiple hit soul eater moves would progress the multiplier by the number of hits (which would explain why OD carnage scissors ticks it forward five times). It's pretty minor but it's driving me crazy!
  10. Mash DP with 623C6323C6C32C363C23C6C. It's the perfect option select. Afraid you might misinput or mis-time the 623 motion? Think again, with the frame buffer and the flawless input-mind-reading system (the game knows you want to DP essentially) you'll get frame perfect reversals every time. Clashed with something? You'll just do another DP. Hit with the DP? You'll just follow up with a straight punch. Got blocked? Think again, inferno divider is unblockable. 9 frame startup YOU CAN'T REACT TO THAT SHIT. Remember that blockstrings have an intrinsic rock-paper-scissors to them, and leaving gaps isn't always the best way to go about things. Mashing beats slow resets, frametraps beat mashing, and DPs beat frametraps. Also DPs beat slow resets. What beats DPs? baiting them a better DP I love me some 5C>2D because of how much I catch people up-backing when they see 5C. But the shitty thing is, 2D doesn't get you shit unless you predict that it hits and RC for a combo (unless someone can hitconfirm a normal hit 2D into RC>5C WHICH I WOULD LIKE TO SEE). Normal hit knocks them down, and unless you're right on top of them (which should never be the case when you're in a 2D friendly scenario) they can just ROLL BACK FOR FREE. I really wish 2D was dash cancellable. It would actually leave him at exactly the same frame advantage (2D recovery and Ragna's DC are both 22 frames) but it would give him the chance to actually maintain some kind of pressure after a 2D hit. CP 1.2 hype woo make it happen.
  11. Now somebody just has to beat this by exactly 2 damage then Ragna can be confirmed for official hypest combo character???
  12. Your buttons lack conviction. You must understand that they each have a beginning, middle and end, like all things do. If you couldn't defend each and every button press in a court of law, you should reconsider pressing it in the first place. They are each unique, you bring them into existence and you will be judged by those who look into the past through them - they are your children. Nothing happens without a reason, and I even began to think you were just pressing buttons for fun. You're throwing your helpless babies against a brick wall. In other words, that HF>Tsuika>RC>HF combo was an abortion.
  13. So does this not work anymore? 5B>5C>2D>RC>5C>5D1>214A>5B>5D1>214B>214D>6A>j214D>5B>5C>623D>236C>214D Usually drops around the j214D. Is this combo any different from CP1.0 or am I just shitting something up? I didn't think any of these moves got changed at all in 1.1... Oh by the way, sometimes I add in a 2C between the intial 5B>5C. I'd hope that's not causing the combo to drop later on...
  14. Has anyone considered using 236A>RC>IAD>jA>jB>3C instead of just 236A>RC>3C? It's a bit harder to pull off (also you can jC instead of jB - but I've barely been able to get that to work) but it works at further ranges, where the 3C would whiff. Also if you start with 5C>236A BUT you're too far and they recover from 5C's hitstun before the 236A reaches them and they manage to block it, if you input the RC>IAD>jA>jB you're still going to be in a very good situation, much better than if you tried to 3C straight after the 236A. I'm not sure of the full pros and cons, but I did 5C>236A>RC>IAD>jA>jB>3C>22C>2C>2B>TCL>3D and I think I did a tiny tiny bit more damage than without the IAD. However the proration would probably take more effect if you already have a weakpoint applied and use it to extend the combo.
  15. Like every character vs. any character, you have to know what moves can be escaped and where the gaps are. Sometimes you're going to have to guess when to get out, but in the case of Jin's 6B, I think it's plausible to react and punish. Getting out of pressure is definitely an uphill battle, but at least with Hakumen you have some decent tools to escape. 2D catches mids and lows from the first frame, so it can be very effective if you instant block to create gaps in their string and mash 2D. However it doesn't stay active very long and can get you punished. 5D catches highs and mids, but takes some time to actually start up (7f or something). However it stays active a lot longer and can even be held to further extend the active frames. Pretty effective against jump-ins, but not so much during actual pressure. Yukikaze catches everything but grabs (and unblockables I think). However, it costs 50% meter and it can of course be punished if used improperly. 6D catches colds. Counter assault is often overlooked but can be especially useful to keep in mind as a Hakumen, thanks to his great meter gain. 50% meter to smack the opponent away while you're in blockstun, taking back the momentum. Can technically be blocked and punished. Also it's important to know when you should just sit tight and block! If you think there's going to be a decently wide gap in their string, you can try to jump back and barrier with 7AB. If they try to reset pressure, you're going to be in the air - best case scenario you'll get out of range of their followup, worst case you're going to block it in the air. However if they decide to go for a low while you're still in blockstun, holding up trying to escape, you're going to eat it and might find yourself in a worse situation. Like always, you have to balance the risk vs. the reward when choosing what to do. Sometimes (most times on defense actually) you just have to make an educated guess though! Remember to try to throw tech when they get uncomfortably close. Some characters will be more obvious in their throw set-ups, while others will be harder to predict (due to them being in throw range so often). 1/4ABC option select is nice, but I recently discovered pressing 1/4ABC gives a MUCH smaller throw tech window that just pressing BC, so I've thought more about when to use each. Throws are pretty much the "fastest" form of mixup, so reacting is pretty much not going to happen. Just get a feel for your opponent's options vs. your own and take a chance. You definitely have to know each and every character you're fighting against, so it's more complicated than it might sound, but never give up!
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