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Everything posted by Cheefoo
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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.
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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.
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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.
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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.
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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.
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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?
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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.
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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?
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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!
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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.
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Now somebody just has to beat this by exactly 2 damage then Ragna can be confirmed for official hypest combo character???
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Ragna Critique and Self-Improvement Thread
Cheefoo replied to Bandit Revolver's topic in Ragna the Bloodedge
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. -
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...
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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.
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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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Under Night In-Birth, PS3 release confirmed (Jul 24, 2014)
Cheefoo replied to Hecatom's topic in Under Night In Birth
Holy shit, that's disgusting. The retardedly long combos are what turned me off to the game, and that... holy shit it was an entire 60 seconds. But this is fixed in the newer version, right? I mean, the game does look interesting, but for me to even consider it these minute long combos better be gone. -
I need a gif loop of Ragna mashing DP>RC>DP>RC over and over again. Bonus points if you can put a continuous string of "INFERNINFERNINFERNINFERN" text flying across the bottom. Or "623CABC623CABC".
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I saw like only one 6B, and I assume that came out because you got crossed up. In addition to shippu off of drives, you could also do the A-cancel-enma for some decent damage. Needs more kishuu/grabs as well. ESPECIALLY kishuu with them english voices. "MMM! Tickles... MMM! Holding back? MMM! MMM! Impressive... MMM! MMM! Done so soon? MMM! Not yet! MMM! CUM, DARK ONE. MY TURN..." That Ragna seemed pretty solid, especially nice burst baits. Though that 5C>2D>5C>2D>5C>2D through me off a bit, and literally only ONE dead spike?!
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How do Hakumen hitconfirm? Is it even worth spending meter off of 2A>2B? There's no way I can confirm a straight up 2B normal hit into kishuu>enma. SHOULD that be possible, though? If I get a 2A or a 2B hit, should I just convert to a 3C knockdown straight away?
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After a blocked 2D you're pushed too far to really do anything. You're practically guaranteed they're going to jump away, and it's going to be especially hard to airthrow a Hazama that flies around with his chains. Hell, if they barrier my 2D I have hard time keeping up the pressure even if I RC the fucking thing. 2D should only be used every so often to make sure your opponent isn't just holding up-back all the time, but you really don't get much of a reward for landing it unless you RC it preemptively. On CH it's great, makes for a decent frametrap to catch people who try to mash after IBing 2C, or to catch people who mash after 5C in an attempt to stuff DS. But like said before, it carries a risk if the opponent IB's your 5C and has meter for Houtenjin. 2D on block helps in matchups where having space in between you is good, like against Tager or Azrael or whatever, but against Hazama, you really want to stay on top of him as much as you can.
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EXACTLY how plus is deadspike when DCed at "point blank"? I'm assuming the first active frame reaches roughly as far as a 2D, so being at that range vs. being absolutely next to the opponent shouldn't give different frame advantage, right? I seemed to get +2 when I DC is as soon as I can, but I'm really not 100% sure if I'm testing it consistently. EXACTLY when can you DC it? It doesn't seem to be the first active frame from what I can tell. I'm not sure how I'm misinputting it, but it seems to be inconsistent. Sometimes I will CH 2A's with my 5B, other times I'll get hit out when I try to follow it up on block. Also, correct me if I'm wrong, but I think DS has 18f blockstun and 12f hitstop, and as it is a projectile, the hitstop does not affect Ragna, right? It essentially has 30f blockstun, so shouldn't you in theory be able to DS>RC>DS without a gap? (I know this is technically pointless but I was just testing) When I tried this it had an opening, though. Was I not inputting it fast enough, or is there some other effect, perhaps relating to the projectile property that I'm not aware of?
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Barrier and hold up-back a lot. Seriously. It isn't a "huge risk" because these isn't much Ragna can do to punish jump-outs at a distance. If he's out of 2B's range (chances are he will be unless he starts his pressure with 2B, at which point you won't be up-backing yet) he'd need to hitconfirm a 3C>HF (shitty damage, probably hard to confirm, never bothered testing), 2D>RC>5C (hitconfirming this is harder in CP) or get you with a 6C (he doesn't have many options on block if he "guesses wrong" and does it when you aren't up-backing, so most Ragna's won't opt to throw out 6C on block unless they're calling out your up-backs). Also, if he catches you right after you jump with his 5B (you could barrier it mid-air though), the followup 5C will likely whiff due to its nerfed hitbox and he's probably not going to confirm it into 5D on reaction. Lastly, he could just try to airthrow you if you're jumping out a lot, but if he guesses wrong, he'll just fly over you uselessly and lose all pressure. You could probably 4ABC OS this anyway, and I've never heard of TRM setups in midair.
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After he does 2C, jump out. He might be able to catch you with 2D, 3C, or 6C, but all of these will more or less end his pressure if they are blocked, and if they do hit you trying to jump out, they probably won't get much damage off of it. Up-back is generally quite effective against Ragna, but be careful of getting too predictable. GH is totally punishable on block. I think Izayoi can do 2C to go under the GH followup, if you're afraid of getting stuffed. 6D leaves him at quite a distance if you barrier-block it. You should generally barrier most of Ragna's pressure and your life will be made much easier. DS can be kinda predictable if they always use it after 5C, and you'll usually have enough time to jump over it and get out of harm's way by holding up-back. Also note that if they do their dash-cancel too late, they might actually be slightly negative on block and you could try to mash 2A. However, I tested some stuff out and if Ragna has you positioned just right, his 5C>DS blockstring can't be up-backed out of; the DS hitbox will be lined up so the raised "brow" catches you just as you begin to jump. It could be character specific (though I don't imagine jumping hitboxes would be too radically different) but I think DS is kinda underused by Ragna players. At this "sweetspot" distance, most characters won't be able to mash out of the ~8 frame gap in between the 5C and DS. I think the frame advantage of DS>DC was like +2 in this scenario, but I might not have been doing the DC as fast as possible. But of course IB'ing 5C allows you to easily jump away from DS, and if Ragna DC's the whiffed DS you can easily do a falling normal and CH punish him. BS can be kinda scary, but if you're confident in your reactions you can definitely jump and air-throw him. Anti-airing might be riskier, because often BS can cross you up and potentially FC you. Don't worry too much about getting NH by BS, it only does 1k damage flat and is absolutely impossible to combo after even with all the meter in the world. It does give him oki, though. Another interesting thing to note is that BS (ground version, at least) retains Ragna's dashing momentum. A BS from a standing position won't go nearly as far as BS from a run. Partly why BS seems to be so hard to predict whether or not it's going to cross you up. (god damn I hope CP2 allows Ragna to combo after BS NH with RC) All in all, just hold up-back. Barrier block. Don't panic. Ragna's high-low mixup is pretty bad. Just watch out for BS or DS throw setups, but both those moves can be avoided with a bit of luck.
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It looks like everyone's backdash is getting nerfed.
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I thought that was only on normal hit, counter hit having enough untech to be unpunishable (unless you hit them into the corner or something?)