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Everything posted by severin
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Aw, that's an awfully cute gaussian blur + soft light we have going there.
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As for 5A spam, just barrier for a few hits, and he'll be out of range in no time. After gadget, you can backdash 5a mash, if you try to DP, and he times a 5a right, he will actually fully recover from the 5a in time to block your DP, and punish. As far as random 6B's go. I have no idea how you are getting random counterhits, as 6B is sloooow. Honestly, I'd save the meter for counter-assaults unless you really have to kill them. In which case, just combo into 3C 236B RC etc etc. Also, if someone has the time, can someone test the following punish for me? After IB'd 2D: 5A 5B 6B 4B 2DD 2148D 5DD 236C 2DD etc
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Gadget related things. Backdash beats everything but 6C and 720. j.B clashes out your DP. Everything else is kinda secondary to those two options.
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As far as shooting it goes, it all depends on where they do it. 6A can sometimes work. Remember, Berial Edge has 12f of recovery when it hits the ground. Just hit them when they land from it.
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Yo I'm easily out of ideas for a parody sig get at me
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Here's the thing about Ragna: He's one of the few characters without a real answer to 214D, and you get to zone him all day because of it. His pressure has definite points where you can IB > DP out of them as well, but that's only if he actually goes for those kinda options. His mixup isn't all that scary provided you know how to block 6B and gauntlet hades, the latter gets you out of pressure for free, as you can punish with 5A > anything for about 1800-2000 + knockback. Thank's to lambda's tiny hitbox, TK gauntlet hades whiffs at certain ranges, and you're probably going to be blocking high anyways at the ranges that it hits at (max 5B/5C range). Your damage comes from zoning, as he dominates you at close range.
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FFA SoCal arcade scene: BB, GG, MB (and other airdashers)
severin replied to Id_asz's topic in Offline Community
RAAAAAAAAH GUARD BREAK -
FFA SoCal arcade scene: BB, GG, MB (and other airdashers)
severin replied to Id_asz's topic in Offline Community
Let's do this. -
Besides IB punishes (which are difficult for everybody), 5B 3C 22C after 22C, and 6D whiff cancel combos in blood kain. Ragna has NOTHING that is difficult to pull off online. It is ALL practical. Train moreâ„¢. (note: fuck)
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Oh, it seems I am late. *dashes out of work*
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A dash 5a 6a is the easiest way to pick up the loop in the corner, or you can RC, then dash 5C(8) > 214A > 6A > loop, for massive damage.
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j.4D starts up 15f after you hit the ground, and is lvl4
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Also, here's some numbers for the actual frame difference on block for drive moves (as in, letting the move completely end without cancelling it) 5a: -25 6a: -21 5b: -17 6b: -31 5c: -35 6c: -20 5d: -23 2d: -30 6d: -16 4d: -26 j.4d: -26 Bloom Trigger: -13 Assault Through: -9 Spring Raid: -34 j.d is a bit difficult to really get numbers for, as it all depends on height.
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In general, you should be looking to eliminate 2C from your strings (unless after 5B/5C), as the 5B 2B 6B chain is actually a bit more versatile in the end due to the nerfs of 2C. XXX > 6B > 5C > 3C/6C > oki/236B is going to be your general pattern for connected hits. 2C still has its uses, for instance, if you connect a 5B, and want to punish without burning gravity meter, you combo into 2C, then TK Crescent. The following combo, of course, is all relative to your distance from the corner.
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That's funny. I seem to recall playing it since November. She's top. Deal.
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Zoning is still just as effective. It's just that you have to be a lot smarter about it, and make swords connect. At 43f recovery, you're going to be hurting if you miss a sword. Guess I should start writing that zoning guide then.
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Nah, that's vanilla.
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236A seems decently limited to me. It's actually really really slow, with a 38f duration. The only reason you can throw/astral after it, is because you can technically cancel into them after frame 31. So, most of the time, you're going to be really really negative if you try to use it in a blockstring, and get mashed out, or your throw gets teched. The few places I use it, are if they're conditioned to teching throws after it, is to warp in front of them at a range their throw will whiff, and then punish. Also, it can be good occasionally after they block AA swords. Also, if they actually respect it, and don't mash out, you can go for 2a -> purple throw, which will give a throw-reject miss to those that buffer a throw break preemptively.
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I like the notion of a captain as well. Then again, in the case of socal, getting 5 people to come up is going to be enough of an issue begin with.
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Play Tao. Sure you might get bored comboing everything ever into the tauntloop, but that is a sacrifice I am willing to make for the community. Also, sorry for not being there last night. Turns out, I was/am a lot more sick than I thought I was. *sniffle*
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Why would you want to do these combos though? Her meterless options do more damage. For instance: Off of 236C, you can do: 236C > Dash > 5C(8) > 6C > Dash > 2DD > 2148D > 5DD > 6DD etc (4300) or 236C > Dash > 5C(8) > 214A > Dash 6A > 2148D > 5C(8) > 6C > 236C > 2DD > jDD > etc (4700) and off of 2C (why are you getting counterhit 2C's tell me your secret) 2C (CH) > 6C > Dash 2DD > 2148D > 5DD > 236C > 2DD > etc for about 3500 if i recall correctly. you could probably even do 2C (CH) > 6C > Dash 2DD > 2148D > 5DD > 2336> Dash > 2DD > 2148D > 5DD > 6DD etc, and get close to 4k.
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Deutschetürkei: Another thing to note, is that the dash can be done surprisingly late, and is usually better done that way, as the lower you hit them with the 6A, the more hits you'll get out of 6C
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No star or 160x100 avatar either. Scrub.
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I vote that everybody ever goes today in order to practice for the fancy level-up event tomorrow. Everybody. Ever.