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Justice7541

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Everything posted by Justice7541

  1. How's that 236C~6D 214B 5C 236B work midscreen? I can't get 236B to hit midscreen. Not even close so I doubt it's a delay thing.
  2. I was referring to how the projectile itself takes a bit longer before it starts moving (at least IIRC) meaning it might be possible to do something like 5B 236D~214D and get behind the opponent before it hits.
  3. Might be a good crossup if spaced properly since D saber starts up slightly slower than A saber I think.
  4. The last 5C won't work if it's off anything other than 5B starter or later in the combo, i.e. j.B 5BB etc. won't work. You pretty much need to hit it right away. To make it more lenient/compensate for longer combo time, drop the 2C. 6DC > 2DC is a timing thing. it is easier if you are close to the opponent when you start the combo or if you are far from the wall. If the opponent in smack in the corner and you catch them with a max range 3C or something the 6DC will hit very low and the 2DC will be very tight. Other than that it's purely a timing thing; try to actually time it instead of mashing. 2C 5C is a late gatling, not a link. You can just mash 5C after the 2C and it should come out.
  5. I played Hazama since CS1 and the guy I casuals with on a weekly basis plays Ragna. I've got a decent grasp of the matchup I think.
  6. Yeah that won't work. Do 5C sj.BC dj.BC, that works.
  7. Either time it or mash it really fast. It also has to be high enough, if it doesn't combo into 5A you won't be able to make it go into Phorizer.
  8. That airdash looks mad hype. You won't be flying up and down like Aigis but even a little bit of height adjustment will make triangle/air dash high/lows much more ambiguous. She just falls way too slow after her triangle dash currently to make a good mixup, the sooner she hits the ground the better.
  9. What makes you think it will be substantially better? If anything it will be worse due to how GG is in general. I guess Xrd might be more forgiving execution-wise online since it doesn't have FRC timing or character-depending gravity (not sure about this one actually) so it may be more playable online that AC, but that's not actually make the netcode itself per se any better. And it certainly won't help you block TK Bad Moon any easier. Arcsys has been making tweaks to their netcode progressively (compare CP to CT netcode) but I don't see why it would suddenly make a huge leap in Xrd. The change in the game engine doesn't really affect this since netcode is mostly about sending inputs back and forth.
  10. You might have to do a read in a fighting game, clearly not a viable tactic. It's not like I'm exclusively an Izayoi player.
  11. See above. Bang's pressure isn't as safe as it looks and his buttons aren't nearly as good as they were in CS1 either. Not to mention his new super that replaced FRKZ is pretty meh so you don't really have to worry about his seal gain.
  12. Is May JI 5K still a thing or does Dolphin auto-JI now? I can't really tell.
  13. You can bait out IB 5C > Jayoku. Obviously there's no 100% way to reset pressure indefinitely but Ragna can easily make it so the gamble doesn't pay off to mash anything against Ragna. If he IB 5C Jayokus and you just DP on the superflash, he wastes 50 meter and eats 2.5k, etc. Jump and airthrow him. Or just DP even.
  14. There's a Gamma after the second 3C. Albeit it's pretty far along in the combo already so I doubt the extra 10% proration really makes a huge difference, but 150 damage lost seems about right. I doubt you'd actually do that much more by dropping the 3Cs and it definitely looks to be making the combos much easier and consistent. I guess Gamma taking the nerf makes more sense than Beta though, since GA 3C > Gamma looks like it'd be leading to massive free damage otherwise.
  15. Alright, I wasn't sure about the frame data on 5C 2D, I guess it can be Jayoku'd, although the average Hazama player probably isn't going to try it since it's so easy for Ragna to blow up Jayoku. On block, even if it's -4, it's still in Ragna's favor because his range is so good. A standard 5C 2D reset pushes you out far enough that Hazama has nothing that can reach you, which means his only options are to Gasshou, Jayoku, or try to jump out. Jumping out is sort of legit but you can still go after him to keep him in pressure if he does it. Gasshou and regular block Jayoku are obviously super unsafe and easily baited. That leaves IB Jayoku which is technically a punish on Ragna, except you can just RC ID for a guaranteed punish if he actually tries it. It's not a 100% safe inescapable infinite Kokonoe-tier blockstring by any means but I'd say the odds break down in Ragna's favor off a blocked 2D.
  16. I was there like 5 years ago, back when BBCT was a thing, and it was pretty much a big ballroom with TVs arranged everywhere. I don't know how much of the stuff was provided by the con organizers and how much was brought in by attendees but I'm willing to bet it was primarily the latter. I would recommend you bring your own copies of BBCP and/or P4A if you want to be sure to be able to play those games. A lot of the setups will probably be occupied by random stuff like Vinegar mentioned otherwise. In general I would always go prepared for the worst at anime con tourneys since they tend to be pretty casual, i.e. if you're planning to play BBCP I would not expect Kagura/Terumi/Kokonoe to be unlocked.
  17. The translations weren't super clear. I thought the way it went was someone saw Beta and assumed that was 236B, when in fact Beta is 236C. It could have been that the translator saw 236B and translated it as Beta but I think the patchnotes had moves listed by name, not input, so the former would be more likely. Also Izayoi only gets 4.2k if she gets the full 2C 5C 2C deal going, which is pretty iffy on a lot of characters. I'd say trading 150 damage for more consistency is a pretty good deal. Being able to do 5B 5C 3C 236B~214A etc. midscreen should also be a pretty good option for saving stars. Might even end up doing more than her current 5B 5C 236C~6D route.
  18. Has anyone confirmed if the new Gauntlet buff affects both hits or just the first one? I know the first hit would sometimes whiff midscreen if you were too close to the opponent but I guess the second hit not hitting on crouch was intentional? Personally I liked not having to worry about Ragna not frametrapping punishes with the followup, although I imagine Ragna players feel the opposite about that.
  19. What's Hazama going to do versus 2D? Legit question. I think 5C 2D is airtight even if he IBs 5C, or at least close enough to make mashing out a Jayoku fairly difficult. The worst case scenario is he blocks your 2D and Jayokus your pressure reset 5B.
  20. On the other hand, the new 5D is hilarious. It's like Ragna 5B tier, just YOLO mash that shit.
  21. That's probably due to the proration nerf on 236C. Sounds mad hype though.
  22. You can actually bait out Ouga with a j.C, the counter actually has a hitbox and it's a super shit one at that. It won't hit anything higher than like 2A height so if you JC the j.C when you see it get guardpointed you can actually go above it. I've done it before although it wasn't off a safejump, I'm not sure if you'd be too low to jump out of it was.
  23. Any vids for this character yet? I wanna see the new airdash.
  24. I'm quite happy with losing a bit of damage in exchange for overall better drives (other than 2DA nerf) and a 2C that can't be punished by even Tager from fullscreen. You know your recoveries suck when Tager of all people can rush you down.
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