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Everything posted by TITANIUM BEAST!!!
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You can also probably do 6C -> dash, 6A -> GH. Dunno how good it would be. With the way Belial Edge works, you could probably do 6A into aircombo then end with Belial Edge, 6A -> ID stuff. The diving speed of Belial Edge is fast enough, it's the in-air startup that's slow. That really kills any use it would have in pressuring someone even if it was an overhead or advantage on block. Depends on how the first hit works, since that part apparently has a hitbox as well.
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I use meaty 2K alot against May to stop jumpouts on wakeup. Fuzzy guard is good but very difficult to apply against some characters. Meaty 2P is good too once the opponent is conditioned to block.
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Not sure why this is significant, since you could dash cancel the first hit of 6C in Calamity Trigger.
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superclack means that there may be a minimum jump height before you can actually execute the move. There are air moves that have this property and it prevents you from TKing the move in a useful manner since you have to jump to a certain height before you can actually do the move. As for why you would want to, depends on the properties the move has on hit/counterhit. TKing moves can be used in pressure and offense where you think your opponent will attempt to go low or throw you as a counter. And the spoiler said it's disadvantage on block, that doesn't necessarily mean it's unsafe.
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Depends on the situation. You're getting ~50% damage and knockdown, but you're sacrificing resources (doing another lvl3 directly from the BRP completely depletes your charge). So look at the other possibilities to see if you have something similar or better that uses less resources, or something with the same resources that gets you more. I'm betting you could probably AC FRC after the lvl 3 BRP and then dash to continue the combo into a full Dustloop into the corner, then finish it with a lvl2 BRP for a knockdown and another charge. That costs only 25% Tension, though you may sacrifice a little damage. Now if it's near the end of the round and you're feeling lazy, well, it's whatever.
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shrug only time will tell who will benefit the most from the system. Dead Spike is the only move that really strikes me as being good for beating on the Guard Primer, especially since it was apparently sped up. BK 5D is pretty good too, but BK 2D is punishable on block anyway and the other moves are as previously discussed. I mean, HF followup RC is decent, but unless that one hit is going to break their guard, I don't see it being worth the meter. Anyway, too early for me to be discussing this stuff anyway, hearsay and theory fighter, etc.
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lol I guess I just thought that it was a bit deceptive to say that Ragna likes the new guard break system. It's not about the quantity of moves really, more about the quality. For all I know, maybe they sped up CS so you can't interrupt between the two hits and made the second hit safe on block, but I somehow doubt it. I can see activate BK and then spamming 5D -> Dead Spike being kinda good, though.
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Outside of Dead Spike and the BK D moves, getting Guard Primer off of those moves isn't terribly helpful. The HF followup is hella unsafe without meter and you can interrupt between the hits of CS on block, soooooooo that's pretty useless.
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It's more about the move being useful in some way rather than how it would affect his balance. I mean, if the move is slow, can be blocked high or low, and is disadvantage on guard, WHY would you use it? Having it beat most anti-airs might seem too strong to you, but that would be better than Ragna getting ONE new move that was completely useless.
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Read again, he said priority AGAINST anti-airs, ie that it should beat anti-air moves.
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For 5C to be better in blockstrings, the recovery would have to be shortened a LOT. Currently it's -21 on guard.
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I wouldn't be surprised if it's possible, I just question whether or not it would be worth it. If the combo still exists in Continuum Shift, I'll probably put more time into figuring out ways to max the damage. As of now, I haven't even started using this stuff in matches yet, so I can't even quantify the value of the setup itself. Theoretically it looks pretty good, but no clue of its actual practical value.
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This is a sort of gimmicky combo into setup, but here goes: 5B-3C, 22C, dash 5A-5B-3C -> 214214D, dash OTG 3C -> 22C - 3416 dmg This is the most basic variation, there are more damaging versions that can be done. The main appeal this has to me is the setup you get when the combo finishes: you're in Blood Kain, with most of your timer still remaining, and your opponent recovering from a 22C, which is Ragna's best situation to be in most of the time. What limits this somewhat is that the setup is HIGHLY finicky. For example, it doesn't work on Jin period, even if you replace the 5A with a 2A: the distance is so far after the second 3C that you don't have time to run up for the 3C -> 22C at the end. It also doesn't work on Arakune, since both dash 5A and dash 2A after the first 22C will never hit him, ditto for Bang and Noel. For characters with small hitboxes (like Carl, Nu, and Litchi), you have to do dash 5A with the right amount of momentum, or the second 3C will whiff. Incidentally, against Tager and Litchi, I was unable to combo into the second 22C from a 3C and had to tack on 5D(1 hit) in between in order to connect with it, raising the damage to 3535. And that brings us to the second problem with this setup: it lacks damage and costs meter. Going for a dual MOJZ combo off of the same starting string yields 3419 dmg, 3 points higher for no meter whatsoever. Of course, there are more damaging setups available, but as you might expect, the combo gets even more finicky when you add hits. This is part of why I haven't put a ton of time into researching more damaging setups with this. But to give an example: dash 6D-j.D, dash 5B-3C, 22C, dash 5A-5B-3C -> 214214D, dash OTG 3C-5D -> 22C - 4416 dmg This works on Ragna. Pretty heavy damage, but it's only reliable in the corner. Cancelling into 22C on the first hit of 5D works reliably midscreen and drops the damage to 4271. But again, you have better options for damage in either situation. I mostly like this just because of the setup you get.
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Shrug there's no need to do double QCF, it's just a timing thing. The window to input the followup begins just before the frame that the second hit becomes active. Doing the motion twice may help you buffer for the followup more easily, but I find it slows me down too much.
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shrug yeah why don't you ask the Noel players how they feel about all of her nerfs? Or the Taokaka players. It's just the first loketest, nothing set in stone. And like I said, almost all of the characters are getting nerfs to what they had that was considered good. Basically, don't bother complaining yet.
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Hey new guy. Read the thread, new guy.
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At this point I just think that Arc is in a balancing stage where the attitude is "nerf everyone's stuff that's too good". Since Ragna doesn't have a lot of stuff that's "too good", he didn't get hit that bad. Time will tell.
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22C works if your opponent falls to the ground and does not tech. 2D and 3C are the most common ways to do this because they cannot be teched. This property carries through combos, so any combo where your opponent suffers a full knockdown is a combo where you can use 22C at some point, provided you are in range for it. As noted earlier, 22C does not prorate, it does a full 800 damage every time it connects. It also induces a stagger state. Whether or not you can combo off of this state depends on the situation (combo length etc), but this is one of the few situations where Ragna has advantage and can press his offense. This is because when you tech out of a stagger, there is a short window where the only action you can take is guarding. Ending combos with 22C is the best way for Ragna to continue offense.
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Ragna mirrors in the first set are hilarious.
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I wonder how well this would work if they just refuse to tech and break the purple throw every time? Sounds like it would work really well on people who were not aware of the trick, though.
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Wow, I actually like that vid more than Onslaught, more stuff that can be applied in a practical manner.
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Remember that the opponent has to be cornered to loop with GH by itself.
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214B loop is possible on everyone, IIRC.
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Nerfs or Buffs each character should recieve, GGAC Edition
TITANIUM BEAST!!! replied to shinquickman's topic in Archive
I'd rather have it start its low/throw invincibility earlier in the animation so you could actually draw a CH with it reliably. Giving it an FRC point is just kind of meh. Generic and boring. -
I haven't really figured out how to incorporate 2C into my game yet, but something to keep in mind is that while it's not as long range as 5C, it's a LOT safer. 2C is only -7 on block, which means at its max range, a lot of characters will have to IB it in order to punish it properly. Compare this to 5C's -21 on block (which is fucking AWFUL) and you can really see a difference. On that note, I think the hardest thing to do for Ragna players is to learn how to eliminate 5C from your blockstrings and limit it to ranged punishment. 5C is really terrible in blockstrings as you have very limited gatling options on block and the recovery is so terrible that you are basically forced to cancel 5C into SOMETHING almost every time it's blocked, which puts you in a bad position more often than not.
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