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MashButtons

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Everything posted by MashButtons

  1. Not sure why you would want to see a mid-tier character tones down even farther. Especially when it's a melee glass cannon.
  2. Is it just me or does Jin have the worst hitbox in the game for Ragna? Sometimes I can't even get a single belial rep mid-screen without them falling out. Double is impossible unless your in corner. 5a - 5b - 6a - 5c just straight wiffed on the 5C, removing one of Ragna's best jab combos and cutting possible max damage down considerably.
  3. Nothing involving using 2D is safe. Even if you rapid cancel it (thus making it safe on block) the startup is slow and obvious enough that you could be poked out of it...but that would require a great read by your opponent. 2D is for if their trained to block high, it can be worth the risk/reward to throw out 2D at certain distances (aka as long range as possible) since does lead into good damage, meter gain, and oki. If they IB (or are a character that can punish 2D regardless of distance), RC it. But it's really not something to use in blockstring. If you want a blockstring low, 3C and 2B are much better choices, since both are cancelable into something that is safe (2C, or a jump cancel).
  4. They are character dependent, but the majority of characters have some kind of air unblockable. Off the top of my head, Bang's 5C, Hakumen's 2C, Ragna's 6A, Noel's 6C....
  5. Jab Combo 2 5A/2A>5B>3C>5D>66>6A>2+9>J.C>9>J.C>214C>66DD>9>J.C>21 4C>66>5D>22C I can't get this combo to land. Always black beats at the first belial edge, no matter how tight or delayed everything else is. Edit: Alright, I found out that part wasn't working because I was trying it on Jin, and apparently 6a BE combos mess up on Jin. But even trying it on Ragna, using J.C > 9 > J.C > BE caused him to tech immedaitly after BE, and using the usual J.C > J.D > 9 > J.C > BE caused the correct bounce, but the combo becomes invalid before the second BE still.
  6. Is there anyway to combo off a belial edge? Perhaps counter hit only? There are some situations where it could be used to counter an attack that would normally unpunishable (like a wiffed Lamba sword when your really high in the air).
  7. Some information about the Fight Night in Madison. So far we have a Hakumen, two lambdas, an arakune (with tager as a sub), a litchi, and a Ragna (myself, who subs Mu-12). If you guys got some game to spin, come down and spin it!
  8. Madison here. Also have a friend that plays. Send me a message if your ever interested in playing.
  9. Step 1: Be knocked to the ground. Step 2: Hold down as you recover. Recover with A, B, or C. Step 3: Your character quickly gets off the ground with no white flash. Nobody should need a video for this.
  10. I don't care about Nu or Rachel, just thank god Arakune's matchup aren't as ridiculous as they were.
  11. This matchup is just dumb. I don't think Arcsys spent any time testing the Hakumen vs. Arakune, Tager vs. Arakune, or Ragna vs. Arakune matchup. Tends to be completely one-sided. I don't even fight Arakunes online because it's so ridiculous. Thank god CS is bringing him down some.
  12. For discussion of the Ragna vs. Tao matchup.
  13. If you get a black beat, that means your opponent could have 'teched' which means to recover. You flash white and are invincible for a bit when you tech. Black beat combos are invalid combos really. They hit if your opponent doesn't tech, but any good opponent will (against Ragna anyway. Against some character there are situations that you really wouldn't want to tech).
  14. Watch for jump cancels or dash cancels that can be super punished. A ragna player will have to leave some gap somewhere if he wants to continue pressure (and he does). Common jump cancels are after (blocked) 3c, 6d, and 6a.
  15. D inferno divider into D inferno divider into D inferno divider. If I have spare heat at the end of the match, this is how I choose to kill people.
  16. Arakune's dive crosses up, so he can hit you from behind too...
  17. Because Ragna will get angry that you tried to get out of his combo. You don't want an angry Ragna.
  18. So he searched and couldn't find anything. Then we got mad at him and linked wrong information. Then we linked the information again, but it still wasn't right. We have now conceded that nobody has the information, but we're still mad at him for making a new post, even though no old posts have this information. Go dustloop?
  19. Ragna isn't gonna want to give you room to snake-chain grief him from across the screen? My advice is to get 50 heat and make him fear Hazama's DP-like DD.
  20. A mindset I see a lot of floundering players fall into is that if they get really good (or think they are) they stop taking fights they think they should win easily and screw it up by trying to be flashy. They stop trying to get in the head of the opponent and instead get in the head of the crowd (real or imagined crowd) and try to make things as over-the-top as possible. Then when they lose, their reaction is "I could have beat that guy easy! I was only screwing around!" Doesn't matter though. You still lost.
  21. If your going to continue using hell's fang, you should add some mixup to it. Since it's a -frame advantage on block, and most opponents know this, there are a few ways to take advantage of this. 1.) Hells Fang - No followup, 5b ~ mixup Risky, but useful if you've trained them to block the second hit. 2.) Hells Fang ~ Immediate followup This is how you train them to block. This is super-risky though, and there are better options. 3.) Hells Fang - No followup, Rapid Cancel into 6d ~ mixup 4.) Hells Fang ~ Follwup ~ Rapid Cancel into 6d ~ mixup Slightly risky, if you think they may do something to try to hit you, use 5b instead of 6d. 5.) Hells Fang - Inferno Divider Extremely risky, and not very high payoff. But if you know you're going to get punished otherwise, may be to gamble to make. 6.) Hells Fang - Inferno Divider - Rapid Cancel ~ j.D - 5b ~ mixup Consumed meter, but very off-putting when a Ragna player starts using his heat to make his stupid-unsafe moves safe...an easy way to land solid combos. All these assume the original Hell's Fang is blocked. If it's not, followup on regular hit, or go into a combo on counter-hit (as the hit stun is enormous)
  22. Ragna. "Unleashing ARMAGUS!" and watch the opponent run. J.D loops are scary. Never gets old.
  23. GH (CH) > (Dash) 5C > 5D (First hit) > Blood Kain > 5B > 5D (First hit) > GH > Delayed Keri Age > (Dash) 5D > (Dash) 5D > Devoured by Darkness Slightly over 5800 damage I believe. Can be done with 69 heat. The Dash 5D after the delayed Keri Age is the most difficult part. Cannot be a TK GH CH. I find the combo works best after this setup: Opponent gets up from Oki: 2B > 3C > Not Over yet > Dash 2B > 3C > Not Over yet > Gauntlet Hades. Opponents often get hit by a Counter hit Gauntlet Hades for some reason, they try to attack when they don't see you dash forward. Note this IS NOT A COMBO ABOVE, just a mixup to go into the previous combo more effectively (since trying to get a regular CH GH is difficult) Tested so far to work on: Tager, Litchi, Bang.
  24. It has to be a CH 214B. The bounce on counterhit is what let's the rest of the hits connect. What's a P1 rating? Just the same thing as proration rate? I'll stick it in the combos thread when I have time. Edit: As it turns out, the combo won't even work with a TK GH CH. Not enough bounce.
  25. I've been doing GH (CH) > (Dash) 5C > 5D (First hit) > Blood Kain > 5B > 5D (First hit) > GH > Delayed Keri Age > (Dash) 5D > (Dash) 5D > Devoured by Darkness. It does a little over 5800 damage, and while it's a little difficult in execution and requires 100 heat (you can do the combo from 69 heat, at the combo itself gives the other 31 heat), the damage ends many matches and the enemy rarely seems to burst it. The problem I'm having is that Gauntlet Hades Counter Hits are a rare thing. I can use it to punish DPs (sometimes) and stupid magna tech wheels, but the openings don't exist against good players. What are good times to catch people with Gauntlet Hades? (I know about TKing them, although I don't do it well yet.)
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