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TITANIUM BEAST!!!

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Everything posted by TITANIUM BEAST!!!

  1. lol I am so greedy for the troll that is Astral In general, you need to calm down and try to react more than anticipate. You were guaranteed to do a 6A midscreen when I wasn't anywhere near you or even in the air sometimes. Your spacing got a LOT better as the matches went on, but sometimes I dunno why you chose to do certain things. You also need to learn more optimal strings. Lots of 2B in strings with no followup, which is why I was always trying to hit you after blocking it (it's -5 on block). You CAN use 2B in strings and stop, then reset the string, but your opponent has to be conditioned not to do anything. And in order for you to dash up after a blocked 2B to re-start a string, your opponent has to be REALLY well-conditioned, scared, or just not paying attention. One string I used a lot that I straight up stole from watching vids is 5B-6A to whatever. This string is GREAT. On a grounded hit, you chain into 5C and start a combo. If your opponent backdashes, you can just go straight into a highjump combo from the 6A. And 6A on block gives you so many options to keep your opponent guessing as to what's next. You can always 2C, which is completely safe on block. You have 3C for low or 6B for overhead, 5D is good too, or 6D-j.D to reset pressure. Just a really incredible series overall. In general though, just chill out and try to play safer. React as much as possible, only anticipate and make educated guesses when you have to.
  2. He didn't tech when he touched the ground, so he was considered in a grounded state for the rest of the combo as far as 22C is concerned, which is why I could end with it.
  3. It has to be TK GH for the 2C to hit, otherwise they are floated entirely too high. Dash 5B-5D works off of a regular GH and is standard for him, the main difference is that combos started off of TK GH do more damage. Speaking of, yo Prototype, GAUNTLET HADES GAUNTLET HADES GAUNTLET HADES
  4. I like j.C-j.D, j.C, unless they're too high in which case I just do j.C,j.C. I save j.B-j.C,j.C for situations where I'm comboing off of dash-cancelled 5D, and even then that's not the most damaging followup, it's just reliable. EDIT: Holy shit, that last combo gives back a ton of life.
  5. I went ahead and transcribed the combos from this video. 1. TK GH (counter), dash 5B-2C-5D(DC), 6A(HJC), j.C(JC), j.C -> BE, 6D-j.D(JC), j.C -> BE, dash 3C-5D -> 623D -> 236C -> 214D Damage: 4813 2. TK GH -> Keri Age, dash 5B-2C-5D(DC), 6A(HJC), j.C(JC), j.C -> BE, 6D-j.D(JC), j.C -> BE, dash 5D -> 623D -> 236C -> 214D Damage: 4312 3. 6C -> BK, dash [6D-j.D(whiff)]x2, GH -> Keri Age, [6D-j.D(whiff)]x2, hj.D(JC), j.D -> BE, 6D-j.D, 5D -> CS Damage: 7073 4. (during BK) FC 2C-6D-j.D(whiff), [6D-j.D(whiff)]x2, GH(RC), j.D, [6D-j.D(whiff)]x3, hj.D(JC), j.D -> BE, 6D-j.D, 5D -> CS Damage: 9055 5. (during BK) Gold Burst, [6D-j.D(whiff)]x2, GH -> Keri Age, 6D(JC), j.D, 6D-j.D(whiff), hj.D(JC), j.D -> BE, 6D-j.D(whiff), 5D -> CS Damage: 5307 6. Gold Burst, BK, 6A-6D-j.D(whiff), 6D-j.D(whiff), GH -> Keri Age, 6D(JC), j.D, 6D-j.D(whiff), hj.D(JC), j.D -> BE, 5D -> CS Damage: 5056 (the fact that he's capable of dealing so much damage from a Gold Burst is insane) 7. FC 2C-3C, 22C, dash 5B-2C-6C -> BK, [6D-j.D(whiff)]x3, hj.D(JC), j.D -> BE, 6D-j.D(JC), j.D, 5D(1) -> GH -> Keri Age, 5D -> 22C(RC), dash 3C-5D(1) -> 22C Damage: 7260 8. FC 2C-6D-j.D, dash 3C, 22C, dash 5B-2C-6C -> BK, [6D-j.D(whiff)]x2, hj.D(JC), j.D -> BE, 6D-j.D, 5D(1) -> GH -> Keri Age, 5D -> 22C(RC), dash 3C-5D(1) -> 22C Damage: 6781 Both of these combos are good examples of how insane Ragna's meter gain is. The first combo only requires you to have 31 Heat to start it, and the second one only 25 Heat, while both combos lead to massive damage. 9. 4B+C -> BK, dash [6D, JC j.D]x2, hj.D(JC), j.D -> BE, 6D-j.D, 5D -> CS Damage: 5538 10. 4B+C -> BK, dash 6D(JC), block opponent Burst, 5D(1) -> GH -> Keri Age, [6D-j.D(whiff)]x2, hj.D(JC), j.D -> BE, 6D-j.D(JC), j.D, 5D -> CS Damage: 7154 Good example of how you can still bait Bursts during BK combos. The damage doesn't include the throw or the first 6D either, so it's more in the 8k to 9k range. 11. FC 2C-6C -> BK, dash 6D-j.D(whiff), 6D(JC), j.D, dash [6D-j.D(whiff)]x2, j.D(JC), j.D, 6D-j.D(whiff), hj.D(JC), j.D -> BE, 6D-j.D(whiff), 5D -> CS Damage: 8181 I didn't include the last combo since it was for Unlimited Ragna. And of course, the video has 4B+C into 5D -> Astral at the end.
  6. Thanks for the input. I dropped double BE enough due to lag such that I wasn't comfortable going for it all the time. I'm also still working on my understanding of the mixup game, so I wasn't comfortable with just doing HF into no followup since I usually don't get much out of it. It's probably better against Litchi since she zones Ragna so well, though. When you say rapid into 22C oki, any specific examples? Not entirely sure which situations you're talking about. For Ragna online, simple combos work well enough, but anything tight is pretty iffy. A lot of times I would settle for 2B pickup after a 3C instead of doing 3C-5D DC into 6A launch because I felt like 2B pickup was more reliable. Also again, double BE is risky because if your timing screws up, you whiff a 6D and they neutral tech to punish you. I do poorly online because when I know there's lag, I don't feel comfortable going for anything because I'm not sure it will work. Litchi is okay, provided you're patient. I felt like DJ had a better grip on the matchup, but Top Cat had the combos down better so I was a lot more nervous when he hit me. Litchi can zone Ragna well, but you can play safe and wait for her to screw up, especially since Ragna's overall damage is pretty good. Ragna feels a lot safer and more solid in CS, plus you always have meter for shenanigans.
  7. Some matches of me playing CS online: http://www.youtube.com/watch?v=z86AbmWe8pI http://www.youtube.com/watch?v=XfK3UIfHOgc http://www.youtube.com/watch?v=8OQFyR38CoM http://www.youtube.com/watch?v=6lAvUTEdfJE http://www.youtube.com/watch?v=xatiRg5ep0Q http://www.youtube.com/watch?v=7lrAzE-EzUE If I do any sub-optimal combos, it's because I lose almost all my confidence in lag. All matches against Litchi.
  8. Hey guys, I'm trying to find a clean version of this image: http://videogamerx.gamedonga.co.kr/zbxe/files/attach/images/449112/110/948/psp_ggxx_accent_core_plus_cover.jpg It's the boxart for the PSP version of AC+, but I wanted to find a high quality version of it without all the "boxart" trim. If somebody could help me, I'd really appreciate it.
  9. Damnit Japan, stop making my ideas work before I can figure them out. Playback was really choppy for some reason, anybody else notice this? Makes a lot of the combos hard to make out.
  10. HOS, as a character, is hard because unless you have level 3 and/or Tension, you have almost nothing you can abuse. qwerty mentioned that HOS is a momentum character, which I agree with. Unless you have a lot of resources on hand, you are heavily reliant on making good reads on your opponent's habits and then capitalizing as best you can. Before you even get to that point, you have to get in on your opponent first, which isn't exactly easy. Micromanaging his Charge is also a lot more difficult than it sounds, which is part of the reason why you don't see a lot of top players doing it: they mostly just try to get the highest level of meter they can get and then go from there. His ability to mix up is also overrated, he's more about pressuring your opponent and goading them into making mistakes, then punishing them for it. He has very little in terms of actual blind 50/50 mixups that are strong.
  11. Huh? Oh yeah, thanks. Maybe I should check in here more often. :D
  12. Ragna had oki before. Difference is that BE means you don't have to pick between damage or oki anymore, you get both. Add in that damage overall got nerfed comparatively and tada, good character. Other reasons he's good include the fact that most of his combos are meterless AND they give him a ton of meter, so he's almost always got meter to RC. That makes his offense a lot trickier than it would be normally (good for him, he's too straightforward otherwise). Going along with that, he takes advantage of the Guard Primer system very well, provided he has meter. Which he does, almost all of the time. Plus they made some of his normals a lot safer. Wow, what a dumb character.
  13. Just in case you didn't know, the reason for this is that Soul Eater life gains are pretty much a fixed amount now. Whereas in CT it was a percentage of the damage the individual move did, now it's just a fixed number. There are multipliers for using the same move multiple times in a combo, but otherwise it's always the same.
  14. I think I mentioned earlier that mook frame data shows DS as having the same startup. This is why I wanted to see if they were going to release the errata for the guide in case some of the data is wrong.
  15. I got my copy of the mook today, I'll try to help out if that's alright.
  16. shrug I may hold off until Enterbrain releases any errata for the guide. The DS frame data initially makes no sense to me, I see no reason for it to be +5 now since the frame data appears to be the same as it was in CT. 2D frame data appears to be the same. BK DS is still -1 on block.
  17. Got BBCS mook today. Probably a ways off from full translation, but a couple of tidbits: 5B active time increased from 5 frames to 8. Recovery frames adjusted from 19 to 16, so it's still -7 on block. 5C active time increased from 2 frames to 5, recovery from 36 frames to 20, -8 on block. 2C startup decreased from 14 frames to 12, active time increased from 1 frame to 3, recovery from 23 to 13. +1 on block. 6D startup increased from 22 frames to 26. BK 6D same as CT. Dead Spike now +5 on block compared to +3 in CT. Belial Edge listed as being -2 on block. Hopefully I'll get a chance to work on data in earnest pretty soon.
  18. downloaded the character emblems and they don't display for some reason Great work though! Really appreciate all the hard work that went into this.
  19. Main thing I like about double BE is the meter gain. So ridiculous. And of course, if they're in the corner, you can do double BE and still get 22C finisher. The main thing is that they have to be cornered. What I'm interested in is multiple BE loops starting from midscreen leading into the corner. If 6D-j.D, JC j.C -> BE can be done consistently midscreen, I see some possibilities. BE is really finicky though.
  20. no link I get arcadia in the mail S: Litchi, Bang, Ragna A: Hakumen, Carl B: Arakune, Hazama, Taokaka, Lamda, Jin, Noel, Tager, Tsubaki C: Rachel
  21. latest arcadia tierlist sez ragna is s-rank whee yay?
  22. Did you use 3C or 2D as a knockdown move at some point in the combo before you comboed into Belial Edge? Because unless you do that, you can't use 22C in the combo.
  23. Really. If it's not a single-hit JI, you have no excuse. Maybe those combos used to be hard, but they're fucking easy in AC.
  24. A better question would be why you want to combo into it on the ground in the first place. Midscreen I don't even use it as an air combo ender unless I think it will kill them; I'd rather knock them farther away with the j.D so I have time to land and Charge or set them up if they try to approach me (because they think I'll Charge).
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