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Justice7541

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Everything posted by Justice7541

  1. This looks mostly accurate.
  2. There are so many ways I could interpret that post and I'm pretty sure none of them are what you actually meant to say.
  3. That thread is full of lol. What happened to your old car? I remember you saying something about it being stolen by minorities or something but I don't remember the details.
  4. But that would put Litchi at bottom tier since everyone in America with the exception for LK sucks at Litchi.
  5. Nah, it does help a bit. Just a couple more things in response to what you posted: 2) Which moves are exploitable on IB? I know IBing 2B pretty much gets you out for free unless he DPs and 5D is free if he dash cancels (which he won't) but are there any other points where I can 5A/5B or otherwise force him to commit to Gauntlet/ID? 4) Isn't 2A 9-frame recovery? ID is 7 frames so if I try to meaty with it I'll just get punished. Although I'd say Ragna's DP is plenty worth bursting, it gives him a free RC, takes like 2.5k, and puts you in corner and ready to take it up the ass. I guess it's not as bad as eating his FC 2C but it still sucks. EDIT: Oh yeah, as for the staggering, a lot of the Ragnas I play just go OH LOL A PAUSE and mash out a DP and just RC if it's blocked. Even that is pretty shitty for me since he can ID RC j.C > pressure string. I wouldn't stagger against Hazama either and ID is basically the same thing except less damage, safer, and meterless on hit.
  6. Netplay's only worth it so you can watch people get salty. I've had nothing to do for the last week so I've been playing on PSN a lot and there are already like ten people salty at me. Fortunately (or perhaps unfortunatiely depending on your point of view) they tend to have a bit more common sense (read: tact) IRL.
  7. I need some advice on this matchup. Ragna is like the only character that consistently blows me up (even Litchi and Valk are free compared to Ragna unless LK is at the wheel). Basically these are my observations: 1) Gauntlet overhead destroys me. Not much that can be done about this but it would be nice if there was something I could do to stuff/punish it instead of just letting Ragna RC it into whatever he wants for more endless pressure. 2) The Gauntlet overhead aside (which is really what really destroys me the most), I've found that Ragna only has one hole in his pressure string without IB and that's anything > 6B. Otherwise his blockstring pretty much goes on forever so long as he has meter and he gets it really fast even on block, which means you're potentially in for 2-3 resets worth of him doing whatever he wants to do (so long as he doesn't do 2B 6B), and if you screw up the blocking on anything he can take it into 4k damage, corner, 50% meter, etc. If he sneaks a Dead Spike in you're in for even more punishment. Daifunka is a really crappy reversal all around and Ashura is a godawful super in general. Of course it's not that hard to IB the back of his blockstring but all the exploitable gaps appear to be near the beginning (primarily 2B) and that makes it a lot more difficult to do consistently without risking huge damage. 3) Bang has no AA so Ragna can basically jump in on you for free since his j.C will beat everything Bang has unless he does it really deep into a 5A for some reason. I suppose you could airthrow (I've never tried) but whether or not that works I imagine it'd be a pretty easy way to get yourself set up for 4k damage, etc. That not only gives him another really annoying option for resetting his blocsktring, but it also makes him really annoying to approach. Nailgliding to approach helps a lot for when he's grounded but of course that does nothing about his j.C. Hell 90% of the time when the Ragna's at neutral he just jumps around mashing j.C and there's nothing I can do about it. 4) Last but not least, Ragna is impossible to pressure. Bang can't stagger his pressure against Ragna like he does against a lot of characters (i.e. 5A 2A, 5A 2A 5B, etc.) since Ragna can basically dial in a DP in response to any apparent gap and at the very least it'll be blocked (which lets him RC the DP and that makes it his pressure game again). If you get hit by the DP you're seriously screwed, coupled with Berial Edge it's an absurdly good DP and it's probably the only reversal other than Houtenjin I'd seriously consider bursting if it hit me at full health. That also means that you can't meaty with anything other than D nail, ID punishes anything else clean and again, Inferno RC means baiting it is a no-go if he has meter. You can try to make him whiff it but Bang doesn't have any meaties outside of DP range so if he sees you that far out there's no reason for him to ever try it. I could always just take combos into raw damage with no oki but that really puts me on the losing end of the pressure game. I was talking about this in the PSN thread but a lot of Bang's other powerful tools don't do much against Ragna, i.e. bumper and FRKZ are both incredibly unsafe thanks to his 6A/DP/5D/j.C and D nail reset gets raped six ways to Sunday. I'm trying to figure out what Bang really has going against Ragna other than command throw, 5A, and nails.
  8. The problem with stance as mixup is that if you see stance and the opponent doesn't immediately cancel into Ressenga, you can just jump out and all the followups will whiff. Ressenga itself doesn't even do anything other that reset blockstring so you should be favoring low block over high block in most situations. As for SRW, I never understood the appeal of mech games where you can't build your robot.
  9. Yeah, you get 2 frames of extra hitstun on crouchers. That's why Jin's 5C 6C only works on crouch. As for what the combos will look like, since it doesn't launch I'm guessing it'll either be 5D > jump cancel reset or 5D 623B > some other crap if you're in corner. 5D bumper might work too depending on how much stun it actually has.
  10. I thought Ragna was still mid tier.
  11. The thing is that he doesn't have ANY midscreen damage without meter. Even Bang can at least do something like 5A 5B 2B 6C 623B which does like 2k I think? Hazama gets like 800 damage midscreen off 5B and unlike Bang he doesn't get stuff like bumpers and double overheads to get him that free hit in corner.
  12. This discussion reminded that 2B 623B d.6B 2C works. Turns out it's great for bumper setup off everything, I just got kicked from some random scrub room online for trolling with it.
  13. I always thought an overhead that needs counterhit to be useful was a stupid idea. Then again, it's still useful since it gives untechable down and oki and it's not like -15 on block like in CT.
  14. It's actually easier on smaller characters. Try just doing it off 2D, it's the same timing. 5C isn't true airunblockable so they can just barrier and laugh in your face. That's assuming, of course, that the nail even hits them, most people won't be mashing to tech on a 6C so they'll typically just tech through the nail as it explodes or just fall through it. Believe to put them in airblock from a B nail you have a better shot doing wallbounce > 5A 5B j.236B but of course I've never tried.
  15. Thatsthejoke.jpg
  16. You have to land after any C nail. The move has really long landing recovery that pretty much forces you to go to the ground no matter what.
  17. I used to do 6D B bumper setup in CT. It's not very reliable since it gives them so much time to react and roll out and the position of the bumper isn't optimal for mixup after a 2A meaty. I may give that 2C B bumper 2A pickup a shot though, sounds like it could be lulz. I have found that you can compensate for the spacing problem off a 623B 2C emergency tech by pushing them forward very briefly with a dash and still have time to beat any non-reversal option with a 2A. As for Blade, you mash like a mofo and try to poke him out on his unsafe approach. Don't bother trying to block, I've never seen anyone successfully block FRKZ mixup for any extended period of time.
  18. There's something I've been wondering for a while. Does 6C fuzzy if you do 5C RC 6C? I have no idea how to set up a fuzzy guard in training mode.
  19. I only play Blazblue to gather material for my yaoi fanfics.
  20. How the fuck do I block Litchi's crossup bullshit?
  21. Or you can just do it late, let the dash start up and then do the input. That adds a few frames to the startup of the move but if you're doing Daifunka or 623B it shouldn't matter.
  22. Already had the 5D stuff, it's near the bottom under neutral changes cause I'm not necessarily sure it's all bad (it combos into Daifunka and firepunch now, etc.). Forgot the 623B CH wallbounce though.
  23. Henaki needs to update the first post so we don't just have a random collection of partial changes like the last CS1 changes thread, which ended up just being random stuff thrown together from loketests. Here, I'll even put together the Bang changes for you. Bang + 6A 5B 2B 5C 6C 5D 2D Ashura all air unblockable (can be barriered). + 6A faster, combos off 5B and 5C now. + 5B attack level increased. + 2B 5B gatling added. Cannot reinput 2B. + 5C fatal counters. + 2D JCable on block again. + 5D much faster startup. 2B 5D works on crouch now. Can be special canceled. + 6D much faster startup. Can be special canceled. + j.623B much safer on block. + D nail knocks down on air hit. + Ashura damage increased to 2500, now gives frame advantage on hit. - Overall proration increased. Deals less damage now. - 5A apparently less effective as AA - 6A untech time decreased. - 5B slower startup (~2 frames), more pushback. 5A 5B 5C no longer connects if barrier blocked. - 6B no longer combos into anything on normal hit. - 2C techable. Still untechable in FRKZ. - 6D no longer removes primer. - j.D proration significantly increased. - 623B (both versions) slides on hit. Small wallbounce in corner. Wallbounces at all distances on CH. - D nail appears to be less safe (less stun?) - Ashura startup increased, less safe on block. - Daifunka untech time reduced. Can't combo into anything after. o FRKZ backdash distance halved. Forward/vertical dash distances still the same. o Ashura command changed to 236236A. o 5D no longer launches on hit, wallbounces on CH. o j.D ground bounces on CH. That's all I remember from the Bang character boards. I'll add in more stuff if I remember anything I forgot.
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