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Final Ultima

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  1. Also, something worth drawing attention to: To me this implies that either all Guard Primer removal ignores Barrier for the most part and it's not just a luxury for Ragna, or that it still is, but it just won't take for the last Guard Primer point.
  2. At any point after knocking down the opponent, it just becomes a case of having their hitbox in the right place so that you can grab it. There are a few characters that stand straight enough when launched so that such a thing is possible. Ragna is one of them. If you think that's weird, comboing into 22C (RC), dash 5B+C, 22C works against Tager. Ignore the fact that it's a purple throw combo, just think about how hilarious that looks.
  3. No, I meant Yukikaze, like how you can dodge it if you throw a projectile at it. Granted, it'd matter for Akumetsu too, as it can't counter projectiles. At any rate, it doesn't impact Ragna that much, what will with all that close-mid range fun. Uh, gimmick possibly worth mentioning: If you've got good reactions and you see Haku-Men counter a normal while you're sitting on meter, you can Blood Kain through the response. You won't be able to punish him, but he won't be able to punish you either.
  4. That's not actually true. The reason Haku-Men's counter whiffs is purely because Ragna's Drives tend to have greater range than his counter can reach. If they were classed as projectiles, Tager would be able to Sledge through them. He cannot. Haku-Men doesn't care about whether something is a projectile or not outside of Yukikaze, he just cares if the opponent is in range or not.
  5. It's not a Soul Eater move, so I wouldn't bet on it.
  6. Summarising a lot of the previously mentioned changes. Making 6D slower seems awfully arbitrary. It's not as if it was hard to backdash away from before. It's most regular use pretty much disregards the necessity for any kind of actual speed anyway. I suppose it might prevent it getting a look in for Blood Kain combos if the Blood Kain version is equally as slow, but that's reaching. The P2 nerf for Gauntlet Hades stings. For stuff like 6B, 5C, 6C into the Gauntlet Hades combo, that'd make like 600 damage worth of difference. For throw combos it's even worse, you're looking at about 800 damage difference because Gauntlet Hades is performed so early on into the combo. I wouldn't be surprised if stuff like this is how most of the general damage reduction is being done. 6A > TK Belial Edge makes me tingle just a little bit though. Nice to see that it can combo into 5D on aerial hit as well, that may prove useful.
  7. It's honestly not that bad. If the health disparity scares you so much, just play it safe with 5C and j.C. Tagers may love overzealous Ragnas that make mistakes, but there's not a whole lot they can do if you play smart. Hell, even if you want to get stuck in at close range, just remember that his 360s aren't invulnerable reversals and his backdash isn't nearly as good as Potemkin's is in Guilty Gear, so have your 5A/2A spam at the ready and the momentum should remain yours. It's probably one of Tager's better match-ups, but that doesn't mean it's good for him.
  8. It's a small thing, but I was thinking that Belial Edge might prove useful for air throw combos in the corner, seeing as you can't just whiff aerial Gauntlet Hades in that sort of position.
  9. Blade, unless Belial Edge gets significantly stronger by the final release, it's almost objectively not worth the meter you're spending on it. When Ragna used Belial Edge at the end of the combo in that video, it added about 200 damage by itself. Even considering that combos in general have been neutered in Continuum Shift, that isn't nearly worth using 50% Heat for. Listen, you can be creative all you want, just don't lash out when people tell you that an idea is impractical when it is precisely that.
  10. Any video that has Ragna actually finish an air combo. It's not really a new move or anything, it's just that Kakato Otoshi is a Soul Eater move now.
  11. So, other stuff worth noting that I just posted in the Continuum Shift Changes thread. "Ragna's Guard Primer is now at 5 instead of 4. Also, during Blood Kain, all of Ragna's moves that reduce Guard Primer ignore Barrier." 5D, 2D and Tsuika are all shown ignoring Barrier in that match against Noel.
  12. Ragna's Guard Primer is now at 5 instead of 4. Also, during Blood Kain, all of Ragna's moves that reduce Guard Primer ignore Barrier. On the aesthetic side of things, Ragna's stage is now Monorail. Tager is still in Orient Town. Edit: It's more than just Ragna that's received changes to his Guard Primer. The current situation looks to be as such:- Tager: 10 Bang, Haku-Men: 6 Everyone else: 5 Rachel, Taokaka, Carl, Λ-11-: 4
  13. 6C (DC), 6A (HJC), air combo still does good damage.
  14. You should still try doing it without the 2B, the 2B prorates the combo pretty badly. It's quite possible on most characters. It's just that against Tager you have to modify the combo (2D, 5C, 214A, 5A, 22C, 5B, 214A -> 214D), and against the likes of Jin, Rachel and Carl, I don't think you can do it at all. As for 5B after 22C, just do it as soon as you recover. Holding the button helps. There is never a character or situation that renders you unable to do 5B after 22C, to my knowledge. It's just everything after that that starts becoming impossible as the combo gets longer.
  15. It's not how many moves he has that affects the Guard Primer that intrigues me, because I don't think the moves that were chosen came as a surprise to anyone really, and as mentioned above, they're not exactly the most versatile of moves. What intrigues me is this idea rolling around that Barrier Guard doesn't affect Dead Spike or Blood Kain normals.
  16. Too slow. Admittedly, you need to be rather fast to get away with it compared to the more basic setups, but if you find you just can't do it fast enough, you can omit the 5C and it'll still work fine, just at a slight loss of damage.
  17. Reposting this here after ryokoalways confirmed my suspicions: Judging from the videos, the way you obtain a second Burst is as it was in the first loketest. There are two Break Burst icons, but one is grayed out until you lose a round. Using a Burst makes the icon disappear permanently, so the most you can have is two per match, and if you don't lose a round, all you'll ever have is one. This applies to all the characters shown in videos thus far.
  18. So, 2C now combos into 6C. Nothing groundbreaking, but it's a welcome addition. It'll add an extra hit to some point blank combos, and for stuff like 6B, 5C, 6C into whatever, 2C can probably replace 5C because it does more damage. Every little helps.
  19. My quest for big damage has entered legitimate 150% Heat Gauge, character-specific combos. During Blood Kain:- (mid-screen to corner) CH 5C, [6D, delay j.D (whiff), land] x2, j.D (JC), delay j.D, land, hj.D, j.D, land, 5D (1 hit), 623D -> immediate 236C -> immediate 214C, delay j.D, land, 5D (DC), 3C, 22C (RC), dash 3C, 5D (1 hit), 22C (RC), dash 3C, 22C - Damage: 9868 Works on Haku-Men and probably only Haku-Men. There may be variations that work for Tager and Rachel (the other two likely suspects for this sort of relaunch combo), but I couldn't get it to work on them. You're spending 50% Heat to enter Blood Kain and 100% Heat on those two Rapid Cancels, but this is none of that Critical Heat malarkey, no siree bob. He gets back his 50% just by beating the opponent silly. You have to whiff the first two j.Ds on purpose so that you have no landing recovery so you can go straight into the next move once you touch ground. Landing the falling j.D after Kakato Otoshi isn't nearly as difficult as it probably ought to be. Just don't throw it out too late or you'll touch ground before it becomes active. You'll quickly get a feel for it. I actually got the idea from a 10000 damage combo on YouTube, but decided that its opening move needed to perhaps be a tad more practical than 214A (whiff) -> CH 214D (trade). Not to say that any of this is even the least bit practical, but it's the principle that counts. (Note: To be fair, even if you're doing this combo without the RCs at the end, you're still doing 8131 damage for 50% Heat that you earn back doing the combo.) Edit: Modified for even more damage, but now slightly more finicky. If you don't care for the extra damage enough to put up with the extra difficulty, after CH 5C just do 6D, j.D into j.D loops instead. Much easier combo for about 500 damage less. Second edit: Now with video! http://www.youtube.com/watch?v=JZcKHKMiIAQ
  20. Ggh. Wasn't the entire 100% Heat thing just a prank post anyway? In fact, Prototype909, didn't you even acknowledge this earlier? Seriously guys.
  21. Dual MOJZ = Double 22C, doing 22C twice in one combo without consuming Heat. OTG = Off the ground, hitting a downed opponent. Tick throw = Poke with an attack that recovers quickly to force the opponent to block, then throw as soon as their block stun ends. Tick throws see less regular use in this game due to the longer and more visible Throw Reject prompt and the presence of Option Select.
  22. 5A is also good for comboing off a cross-up j.B if it doesn't Counter Hit.
  23. Two hits. If 22C had the hitbox to hit an opponent that'd been hit by 6A, 5D (1 hit) while they were already airborne, it'd see a hell of a lot more use. Ah, it's worth noting that against Jin and Rachel, you need to wait a bit after the 6A before doing 5D, or the second hit will whiff.
  24. Whenever a ground string gets to about the tenth hit or so (it's not determined by hits per say, more like time spent in hit stun, but it's just a rule of thumb), everything goes mental. Pushback starts getting rather extreme and hit stun shortens. Because 22C's animation is reasonably long, it forces this faster than most moves. There's absolutely nothing worth doing if a combo gets that long during a grounded state. Just dash in and apply pressure.
  25. I am apparently some kind of idiot, because it took me until just now to realise that you can throw in a 5C after the dash 5A/2A, 5B and have the combo still work. The only real complication is that you can't really take your time with chaining into 623C if you want the 623C to hit. There's added pushback but it's nothing too serious. (midscreen or further back) 5B, (2B), 3C, 22C, dash 5A, 5B, 5C, 623C -> immediate 236C -> delay 236C, 22C - Damage: 3560 without 2B, 3673 with 2B Works against everyone but Jin, Noel, Arakune and Bang. It's worth noting that against some characters, adding 2B will push them too far back for the 623C to hit. In this situation, try to do 5A later on into the dash to get as much dash momentum as you can, and it should work just fine. It's a bit hard to control though, so don't expect it to work all the time. (midscreen or further back) 5B, (2B), 3C, 22C, dash 2A, 5B, 5C, 623D -> immediate 236C -> delay 236C, 22C - Damage: 3548 without 2B, 3662 with 2B Works against Jin. This version is actually easier to do if you add in the 2B. Without it, you need to delay the 623D slightly so that the 5C pushes you back far enough to keep the 623D from hitting twice.
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