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TITANIUM BEAST!!!

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Everything posted by TITANIUM BEAST!!!

  1. He's Ragna, and so he will always be bad according to Ragna players. He will never be a complete character due to his design, but even when he's decent, people on this board will tell you he's bad, and I don't blame them.
  2. Still got nothing on Kogatan, that dude is the only smart Ragna I've seen so far.
  3. If you guys wanna record then that's cool, but as far as streaming, I get the distinct feeling that no one out there really wants to watch us play BB lol. The guys on this site hate on JP players, I can only imagine what will be said about our level of play.
  4. Mook releases on 29th. We'll have frame data soon enough, patience!
  5. This is pretty much what I was saying. Azrael is best at close range, but his dash doesn't really do well in terms of closing distance, and he doesn't have any additional movement tools to make up for it. Against a character like Hazama, who has the ability to control his position from almost anywhere and also fights well at long range, this makes for a tough fight.
  6. Azrael's biggest limitations are probably his mobility and his lack of long range tools. He pretty much has to get close to you, but lacks the tools to do so against characters who are strong at range (Hazama immediately comes to mind).
  7. Kogatan is still the #1 Ragna. http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 kaqn is no longer #2, he dropped to #6 or so.
  8. Wonder if anyone's thought to use OD after hitting with a CT in the corner. Might be able to pick up with either 3C -> 22C or 22C raw into an OD combo.
  9. I'ma play Azrael in CP and make you all cry. Ragna too. ps play more GG
  10. Yeah I was about to say, can't judge 6D damage potential off of one of kaqn's autopilot hitconfirm combos.
  11. Ah, changed names since that video. Number 13 Ragna, 122 overall? Dude is a beast even then, hopefully he'll jump up the ranks quickly.
  12. That guy is good. The Litchi that he beats in that vid is the number 3 Litchi in Japan, and 10th overall. I can't even find that Ragna on the ranking; he just doesn't show up.
  13. Yeah I've definitely seen Ragna get hit after TK BS was blocked on a consistent basis, probably why almost no one does it.
  14. TK BS will be another Ragna special in that it will be several times better when you have meter to RC it. Basically an easy mode cross up in contrast to IAD DID. RC for combo or further mixup shenanigans.
  15. Interestingly enough, kaqn is currently the number 2 rank Ragna, number 1 being kogatan.
  16. I thought that was for Extend, though. Wasn't that a while back?
  17. Wow, is it really that bad? I'd like to see jiyuna provide some sort of breakdown here, rather than hearing this stuff secondhand from chats.
  18. My initial apprehension to the new combo system is mostly gone now. I think I didn't like it because it seemed to affect Ragna in a very negative way, but now I'm okay with it. I think it had a positive effect on the game overall.
  19. Some decent stuff there, looking forward to seeing what else comes about. Being able to follow up OD CS is ridiculous.
  20. Cool ideas. The standard corner throw combo is probably stronger, though.
  21. ODing off of a JCable normal is better...but how many useful JCable normals does Ragna have, that you'll actually hit the other person with on a regular basis? 6C requires either crouching or an RC off of certain moves (so you're spending the meter anyway in many cases). 6A scales bad and can't be used in hitconfirms because you can't JC it on block anymore. 3C doesn't float very high at ALL, so unless you're already juggling someone, 3C > JC > OD seems pretty unfeasable (though not necessarily impossible). RC off of OD is not ideal in comparison, but realistically you will probably hit it more often in a real match. The most combo-friendly move you can OD off of with a JC is 6C, and you won't even get to hit someone with it that often. So which option is better? The more damaging one, or the one you might actually hit someone with? Because if you go that route, then you're no longer comparing OD off of a JC with OD off of an RC, but OD off of an RC to a non-OD combo that you might be able to end with a CT or super. In which case, we don't know which option is more damaging (yet), so why just completely write off the option of ODing off of an RC? I considered OD off of JC as well, it would probably be pretty good if optimized, but you might not get to hit someone with it that often in comparison. Another potential option is combo into CT, then OD, if CT gives enough time from its knockdown. Options would include corner throw > CT > OD > etc, or corner combo into 22C > CT > OD > etc.
  22. I read your post. I understand that you think using the meter for CT or DD would probably result in more damage. The only thing is, we don't know what combos would be possible with access to more time in OD, sooooo it's still an option worth considering. I have almost literally no clue why you think you already know all the best options available in the game when it's been out for one month, and, unless you live in Japan, you haven't even had the opportunity to play it yet. Please don't insult my reading comprehension. I know I may have come off sarcastic, but no offense was meant. I was also hoping the fact that OD duration is super-fast would maybe eliminate the need for RC into OD, but again, until someone actually sits down and tests all the possibilities, the only thing we have to go off of is what we see in video. And that's a fraction of the actual play that happens in Japan.
  23. Well, y'see, here's the thing... THAT'S why you'd want to do RC into OD. Having more time in OD might result in more damage, y'know? Of course, I saw Potofu do some simple OD cancel combo that ended up doing 5k, something like 5B > 5C > OD > 5B > 5C > 2D > DC > 5C > 5D(1) > GH > KA (OD ends) > 5D > CS, so it all depends. Won't know until someone sits down with it and figures it out.
  24. There are plenty of BK combos that can recover 50 Heat during the combo, but I think the designers tend to look at the game from multiple angles/playstyles and so the consideration of raw DBD needing to be strong for the meter cost is probable. BK combos tend to be rarer at higher levels of play anyway since most of them aren't very Burst-safe (Ragna's not very Burst-safe in the first place) and they tend to be much easier/stronger near or in the corner.
  25. I agree that DBD doesn't need to do huge damage anymore, but mostly because of the meter commitment required. In previous games, you really needed 100% meter to do it raw (50 for BK, 50 for DBD). Now it's just 50, so the regular non-OD version being weaker is understandable, though I don't like that it's blockable. I don't think the HP loss was intended to rationalize the high damage, it was mostly a deterrent for just doing the move outright. It would be Genei-Jin otherwise, there'd be no reason not to do it. If he didn't have the additional health regain from DBD and his other buffed Drive moves during BK, nobody would do it unless you were guaranteed to KO the other guy.
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