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TITANIUM BEAST!!!

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Everything posted by TITANIUM BEAST!!!

  1. It probably works in CS due to the way they changed untechable time in combos. That combo looks too long for a CT combo.
  2. http://www.nicovideo.jp/watch/sm9335466 In the match versus Hakumen, Shuuta performs this combo in the corner: 3C-(delay)5D -> dash cancel, 2C-5D -> dash cancel, 6A -> HJC hj.C -> JC dj.C -> Belial, dash 6A-5D -> 22C Did 4513 dmg, seems pretty good. There are some interesting Belial loops too, I haven't finished watching the vid yet. EDIT: In the Litchi matches, Shuuta twice uses 3C -> Blood Kain to end one of his combos after Belial Edge, interesting setup. Some really good matches all around.
  3. Depends. A Pot who likes to jump a lot is a Pot I'm not particularly scared of. The respect is always there due to sheer damage output, but unless he's in striking distance, I don't feel scared.
  4. We had some locals who were originally from Kuwait and apparently their arcades are hardcore. Makes sense since it's a pretty rich country.
  5. Unless you play Nu or Tager, backdashes suck in BB. Seriously, their invincibility is pathetically short.
  6. You can cancel dashes with Barrier Guard. There's really nothing unsafe about dashing if you know when to do it and how to do it.
  7. Hell's Fang is not a "safe dash", you can get punished if they Instant Block it. That's why you shouldn't whore it out. Wasn't sure if you knew that.
  8. HOS is still the most fun I've had playing any character in GG, ever.
  9. shrug we'll see. I'm not quitting until I beat Frank down. After that, it's questionable. I may just play at majors for fun and not enter any tournaments. Unless there's a revival in NC or a new GG hits.
  10. he'll be back they always come back
  11. There is no reason to JCC the Black Onslaught off of a dash cancelled 6C. Just do the Astral as soon as you recover. You only JCC if you're doing Black Onslaught directly from 6C in the corner. BTW, can we please stop using this JCC term? It's crap and unnecessary. Either call it a Tiger Knee or a JI (Jump Install) if you want to keep it in the family.
  12. I do lots of lows on 2D-spamming Bang.
  13. Nothing much to look through, it's probably just general stuff like "Ragna does this" and "Belial Edge is useful!" A bit too early for really good info.
  14. Thought I'd post a couple of things from Dec issue of Arcadia: 2C is the only move listed as Fatal Counter for Ragna. 6B combo is listed as follows: 6B-5C-6C -> DC, 5D -> DC, 6A -> HJC hj.C -> JC dj.C -> Belial, 5D -> HF -> Tsuika (3733 dmg) Also: 3C-5D -> DC, 6A -> HJC hj.C-D -> JC dj.C -> Belial, dash 5D -> 22C (4222 dmg) 5B-5C -> HF -> Tsuika does 1942 dmg now (was 1956 in CT, big deal I guess). 5B-5C -> CS, dash 6A -> HJC hj.C-D -> Belial, 5D -> HF -> Tsuika does 3996 dmg. Maybe more stuff later, I can't translate JP on the fly.
  15. Dead Spike is usually backdashable or can be hit out of on reaction, IIRC. It still seems to be that way in CS. Seriously, Dead Spike can really get you killed sometimes. That's why I said Ragna has to take risks in order to pressure someone continuously. Same with using 6D, if your opponent doesn't pay attention then yeah, you can do 6D-j.D over and over and they'll sit there until their guard gets broken. But anyone who's awake can often jab you out of it or just IB and fuck up your followup pressure. The nice thing about 6D is that once the other guy blocks it, you have a lot of options (sort of). But getting a seasoned player to block that move can be kind of difficult sometimes.
  16. It really depends on your opponent and how you've been conditioning them. The SAFEST way to end strings is with moves that are either unpunishable even with IB (can be rare) or with jump cancellable moves. If you've been doing the same string for a while or your opponent has been paying attention to how you end your strings, stopping them early can throw them off somewhat, but it's situational. In some situations a character can IB your 2B and do a fast invincible move to punish you and there's really not much you can do about it. Example, versus Taokaka who has 50%, you dash up and do 2A-2B and she IBs your 2B then reverses with Hexa Edge, you'll get hit if you just stop (since you're at -10). Even if you cancel into another move, you'll STILL get hit unless you did something with invincibility like ID or BK.
  17. 2B actually has a pretty significant recovery, it's -5 on block. That means it's -10 when IBed, making it punishable by a wide variety of moves. Mostly it's the followup options you have from a blocked 2B that can make your opponent hesitate after blocking it, allowing you to reset your string. But really, you don't get to pressure a lot with Ragna unless you are really gutsy and like taking risks.
  18. New Ragna voice is meh. At first I was like "oh this is pretty cool!" Then I listened more and some of his lines sound so flat now, as if he's just saying them without putting any feeling into it. Outside of that, too early for anything definitive, I want to see players doing the awesome combos using BE that I've been reading about. The move seems WAY faster than what I've heard.
  19. You don't really need to CH with Savage Fang to get heavy damage. Every version can be comboed off of, though the level 1 and level 2 versions are more situational since they blow the opponent across the screen. All you really need is enough of an opening to land the move, and with how ridiculously fast it is, that's not hard.
  20. No it's not. You can do that now in CT.
  21. This is what I meant by "restrictive", though I suppose it wasn't the most correct term I could have used. The farther away you are, the harder it gets. You can do dash 5K-5S© and that makes it easier somewhat. This is why I tend to stick to simpler followups unless I already have my opponent in or near the corner.
  22. That's best for corner, midscreen there seem to be too many restrictions as far as position.
  23. Dash 2S-5HS IAD combo. You can also Fafnir, but that works better near the corner.
  24. I suppose it's a good thing I didn't get to see that post before you edited it, Blade. You are free to play the game however you like. I made an objective observation. I hope you didn't get butthurt over it.
  25. Damage > meter gain, usually. This isn't a Capcom game where meter management is super-important. The main positive for Belial Edge is again, you can do a full aircombo (which is where you get your damage from) and then end it with Belial Edge, then rejuggle with grounded ID for better wakes. As mentioned already, this is a pretty positive change, but it shouldn't be the only thing the move ends up being good for. Blade: That's a terrible idea and probably a huge waste of meter.
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