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Everything posted by Final Ultima
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Well, you can probably get a little more use out of it in BBCP due to 22C having better active frames. Plus there's a greater incentive now than there was before, what with 22C being the best starter for combo length in the entire game (on top of having good proration values). I mean sure, it's a gimmick, but I wouldn't just dismiss it entirely. It'll make for good combo video fluff, if nothing else. That being said... Don't do this.
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Yeah, not a problem. I was relaying the changes (both to Ragna and to the system, hitstun decay etc) to people in the Ragna Character Forum Skype Chat while you were working on the notes so I figured I may as well do it eventually anyway. It's not a mistake.
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You can no longer cancel 6B into any C normals.
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No, I was just going by combos that are meterless beyond the initial setup. You're not going to want to burn 100% Heat on a combo that doesn't involve Over Drive, typically.
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I went and calculated the lifesteal from an Over Drive combo that did about 6400 damage (which is pretty typical for a full length Over Drive combo off of any given starter with enough Heat to Rapid Cancel at the start and land a Yami ni Kuwarero at the end). Assuming all the figures from the JBBS are correct, the final lifesteal value was 3920, which seems about consistent with the actual Life Gauge considering it had to be low in the first place to get full Over Drive length. As far as combos outside of Over Drive go, if you're talking about 5B > 5C > 2D (RC) into stuff, you're probably looking at something in the late 800s to mid 900s range.
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Does anyone in that JBBS thread mention about lifesteal on block during Over Drive? I added the new lifesteal rate to the Ragna 101 thread last night, but I figured I'd wait to add the specific lifesteal changes until all the numbers are known (edit: actually I'll start adding them in later anyway).
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It actually wasn't quite as bad as it sounds. Base lifesteal was higher back then. I mean yeah, lifesteal during regular combos still wasn't great, but during Blood Kain combos Ragna would usually end up healthier than when he started, even taking the constant drain into account. You have to remember that optimal BBCS Ragna Blood Kain combos were basically all about 6Ds with a couple of j.Ds thrown in here and there, you didn't throw the kitchen sink at them like you do in BBCSII and BBEX. It would've been even better if Yami ni Kuwarero wasn't so useless back then.
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Jojo's Bizarre Adventure: All Star Battle
Final Ultima replied to SolxBaiken's topic in Misc Fighter Central
Not exactly. Sendo (or Hsien-tao if you prefer) is written as 仙道 and means "Way of the Hermit". In the context of JoJo's Bizarre Adventure, it refers to the art of using Hamon (波紋, literally "ripple"), hence Zeppeli's line "The energy of ripples is the power of Sendo". Jonathan does, after all, have an attack called Sendo Hamon Overdrive, and I'm pretty sure he's not saying it to be redundant. -
There hasn't been anything major done to individual moves aside from the previously mentioned JCable Keri Age and the Over Drive version of Carnage Scissors gaining some extra hits and enabling a follow-up combo. It's mainly just some proration changes here and there. To my knowledge, we don't have any concrete info on lifesteal yet, so that's up in the air for the moment.
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I've always just assumed that it would work. That's why I asked why people weren't doing it however many pages ago it was. Specials, Distortion Drives and Bursts have always been fair game for that sort of thing so I don't see why it wouldn't.
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Jojo's Bizarre Adventure: All Star Battle
Final Ultima replied to SolxBaiken's topic in Misc Fighter Central
The original leak was correct. Jonathan Joestar, Will A. Zeppeli and Johnny Joestar. -
Maybe in some circumstances, but for the most part, probably not. Even if the untechable time gives you better oki, it's considerably slower, so it's not going to be as versatile. I wouldn't want to shorten combos for it, at any rate.
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Where's the Beef? A GGXXAC Health Tier List
Final Ultima replied to Silmerion's topic in Guilty Gear General
Edit: Actually, I was mistaken. It turns out that the life gauge in Continuum Shift and onwards is a little misrepresentative of your actual life, but in a consistent way across all characters, not like it was in Calamity Trigger. But yeah, in Calamity Trigger, that health partitioning actually served a purpose. -
With defensive Bursts being faster now, I would think that they just lost a bunch of active frames to make up for having less start-up.
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Well, if its jump cancelable on block, then there's no reason why it wouldn't be jump cancelable on hit. In that case, if Over Drive combos start getting more lucrative, a jump cancelable Keri Age will allow for a little more time efficiency, going straight from Keri Age into delayed Belial Edge or Blood Scythe or something. The more we can do with that small window of time, the better.
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Taking a page out of Unlimited Ragna's book right there.
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I should add that Sol's FB Tyrant Rave gets bonus damage from Clean Hit amount in GGXXAC+R anyway, it's just that said bonus has been increased.
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Changes to Sol in the ver1.10 location test. Fafnir: Input window for Tyrant Rave follow-up has been lengthened. FB Tyrant Rave: Damage bonus from Clean Hits has been increased. That's as specific as it gets right now though.
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Wait, if 5B > 5C > A+B+C+D, 5B works as TITANIUM BEAST!!! says, then what's stopping Ragna from doing 5B > 5C (JCC), A+B+C+D into dash 5B?
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Yeah, there's an example of cross-up 623D(1) (RC) into dash 3C in the combo thread.
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Edited the changes list a few posts back to incorporate something I overlooked earlier.
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Unburstable Blood Kain with no life loss sounds really appealing at first until you read the fine print... you know, stuff like "lasts for a generally much shorter duration, damage nerfs for most Blood Kain Ds and P2 nerfs for several of them". I wouldn't be surprised if there's some element to it that players are overlooking for now, but as of now I think that Ragna's Over Drive is steered more towards critical health comebacks for that precious lifesteal, if anything. It's not a "do it whenever" Over Drive like a lot of the better ones are. I think they the developers realised that a mode that lasts longer at lower life would specifically benefit Ragna and went out of their way to make sure it wasn't busted like some of the others. As a result, it's situational again... like it's always been, really. Also, as TITANIUM BEAST!! said, it's not as easy to bust out mid-combo and still get full time out of it. I'm waiting on some 6C (JCC), A+B+C+D stuff, personally.
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In the corner it wouldn't really matter, and at a distance you could always omit the second hit (especially seeing as the first hit of 623D seems to have a larger hitbox in Chrono Phantasma, it seems to hit more often at least). It'd probably be preferable, even.
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Hazama just crouched right before it hit, you can tell if you look through it slowly.
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If only, if it was Marvel we'd get it all for free.