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Kain

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Everything posted by Kain

  1. The thing is, I know it doesn't have to be a CH to work, but that's 90% of the cases where CS actually hits, as it's kinda easy to see coming, even more if your opponent is paying attention to what you're doing in a real match. Also, when I did this, I found it harder (near impossible? whatever) to get the second one to hit when the dummy was at midscreen, but easier when the dummy was a little ways in the corner, and that was after maybe 15-20 attempts. So yeah... You have a point about the opponent being unable to burst out of it, it's just that the timing to pull off the second CS is pretty strict, like about a few frames after the screen turns to normal, and if you miss, you may be at a disadvantage. (0 Heat, still recovering from whiffed CS) Meh, that's my opinion on it. If you really feel it might help you pull off a comeback, go for it. But in any case, the risk outweighs the reward.
  2. Tried this out, and I have to say, that's more of a gimmick than you might think. See, you're expending 100 Heat to get 4550 damage. That's more of a waste of Heat than a useful thing to consider, especially considering you can only get it off in the corner, which is situational (unless you set the opponent to not tech ever, which is pretty bad when you wanna be sure your combos are true combos), and especially considering you can get more damage with efficient Heat management. And battle-wise, why would you want to waste 100 Heat on 2 CS's when the first one isn't guaranteed to hit unless it's CH? You could be using that extra 50% to take advantage of the situation with BK or a RC combo, instead of using it on a second CS, which is also not guaranteed to hit if your timing is off by a few frames. Long story short, it's a good find, but I wouldn't count on it seeing frequent use, since the timing is tight, you can only do it in the corner, and there are better ways to expend 100 Heat for huge damage.
  3. Unfortunately, that's old news, considering what you just said is already shown in a video 2 posts over yours. On Berial/Belial Edge, I've always been a sucker for air-approach moves (Jin's j.Down HK in MvC2, etc), and the fact that it can combo is good and all, but experience with proration on Ragna's corner loops tells me more hits=/=cool stuff. Sure, 20 hits off a BnB including that move is awesome and all, but why the hell would you bother using it when it turns out the damage sucks because Belial Edge added way too many hits into the combo for the damage to be feasible, while other BnBs do better damage for less hits? If it turns out to be nothing more than air combo filler, not even usable to pressure opponents from the air or to get a good combo out of it on hit (not counting air combos) or both in the final product, then I wanna ask ArcSys what the hell they were thinking, adding a new move that lacks usability in actual matches. For now tho, we'll see how it turns out.
  4. Holy shit @ 9755 damage combo on Hakumen. Also, a variation to the corner loop I came up with while practicing for 2Solid tournament's first round, no Rapid Cancel version. (Starting with Blood Kain) 5C>5D>214B-D, 5D(DC)>5D>DBD Does up to 6455 damage (AFAIR, anyway), which is nice. Also, another variation similar to this does the same damage, but I don't remember, and I don't care. Now if only it were possible to add BK in the middle of a loop that wasn't j.Dustloop...
  5. Unless the crappy start-up time for Dead Spike changed from 42 frames to 20 or something sufficent enough to use it in combos, in which case maybe it's actually useful in CS compared to CT.
  6. Something tells me they were attempting to make Ragna's j.Dustloop in BK mode either harder to pull off or outright impossible...>_> And 22C doing 400 damage instead of 800 makes me sad, since it just became a bad way to end OTG combos. By 'damage from overhead is nerfed', they probably mean either 6B, GH, or j.B(?) got a damage nerf. I'm thinking it's GH, but it's just a maybe at this point.
  7. Noticed that this place doesn't have CS discussion for Ragna, so here it is. RAGNA - New Move Berial Edge is not an overhead, can not combo from ground, slow - Berial Edge does not get advantage frames on block - Dead Spike breaks guard primer by 1 - Damage from overhead nerfed - no change to jump cancellable moves - JD is smaller during Blood Kain - CS still doesn't go through projectiles - C 2C are shorter but faster, less recovery time - 22C's damage is fixed to 400
  8. If you say so, so it shall be done, Final. And on the rating system for combos, it should go in order like this: -Damage. (Self-explanatory, from lowest possible combo damage to 7000+, not counting AH combos) -Usefulness/Practicality (Something along the lines of 'Why would you blow 100% heat to do 4600 damage, when you can do so much more with a simpler set of moves?' or 'Too situational to consider using seriously', and other stuff) -Ease of use. (Sure you can bust out a high-damaging combo, but if your sucess rate is like 33% or something ridiculous trying to pull it off, it's probably not worth it, specially when you can do something less damaging for 80-100% success rate) They can go in a scale of 5-10, doesn't matter what. (although I believe 10 would be more accurate for this kind of thing)
  9. With all that said, most of these combos have been come up with already, so calling them 'unusual' is kinda counter-intuitive. And there's a rule against posting Purple Throw combos. Just saying, I'm not trying to be a douchebag or something.
  10. It's simply a GH loop, which is possible because it's Blood Kain. If you tried that shit w/o Blood Kain, opponent would just tech out of the first sucessful GH. Basically, BK GH launches your opponent higher in the air. Of course this also increases the untechable time, letting you do another GH without opponent attempting to tech out. However, you can't easymode through it. Your timing has to be precise for every GH you do, and at some point, you have to break the loop to avoid getting screwed over by proration. (IIRC, 14+ hits. Correct if wrong, please.) It's possible to do it just using GH alone, but your opponent can block it easy if they're paying attention, which is pretty much what happens in most matches anyway, and he has to be in the corner for that to actually work, so yeah... As for setups, you'll have to ask other people, I don't mess around with BK GH loop enough.
  11. Dead Spike+use in combos=no. It's slow enough that anyone who's half-blind can see it coming and get a free counterhit. You could just cancel 5D into 214D, but oftentimes the circumstances reward you better for using a different move in place of that. In corner pressure/blockstrings, it's great, because you don't get pushback for connecting with it, hit or no, meaning you can maintain an advantageous position more often than not using it. The fact that you can just chip your opponent to death in BK mode using DS spam is not worth mentioning, since you're retarded if you let that happen to you, with such a huge frame of opportunity to counterattack or GTFO in between.
  12. On Choryujin's combo (since apparently discussing it in the combo thread results in moved posts): I think I got the gist of the first part, literally, in a online match against Tager, but I didn't finish it all the way, since I wasn't expecting to get a hit. But it'd help if you posted the damage for that and the aircombo follow-up. That said, it feels to me that the damage would prorate too much if you went for the RC follow-up, since from what I get, it'd go over 12 hits, which means crappy damage on ID, both versions, and the j.c/d would be doing like 100 a pop when you went for it, thus making it a bad use of 50% Heat. But hey, you never know.
  13. Brotip: -If Carl is staying the hell away from you, he's trying to trap you in a ground loop and is doing it through annoying you into an approach. Use reverse psychology against him and wait. Bait him into doing something by walking/running like a badass if you must, but don't try to fight him like you're playing MINDLESS RUSHDOWN FTW, no matter what. (said before, but whatever, it's that important) -Also, when you do get hits on him, always make the most out of them. He can't use Nee-san if he keeps getting hit, so yeah. -And if Nee-san happens to want to grab you, and Carl is trying to advance on you at the same time (not necessarily both), eat the throw. By that, I mean intentionally get grabbed, then Throw Break it. It should create some space between you and Nee-san, and probably ruin Carl's plans for a ground loop. IIRC, it also gives you 15-20 invul-frames to stop Carl's attempt on a combo. That's all I have.
  14. Well, what were you expecting? You posted it, of course people were gonna give their opinion on it sooner or later. >_> All I'm really saying is, this 'mess-around' combo could easily be improved on so it could be useful and all. That said, you don't need to listen to what they have to say on it if it bothers you that much.
  15. First of all...lol2cinsteadof3conlastpart Second of all, that's not impressive damage-wise, when you can pull off more damage using a different move for RC fodder, like say Gauntlet Hades>RC>6D>aircombo shenanigans. Last of all, the mix-up ground B/Cs aren't needed, since you already hitconfirmed the combo with the j.B>C>D moves unless your opponent can somehow tech out of 3 hits worth of hitstun. Long story short, combo is meh in its current state. In my opinion anyway.
  16. I see, well that clears things up. I'll get rid of No.1 and 2 then.
  17. Edit: Due to No.1 and 2 ending in p.throws>214B-D, they've been removed. Didn't get a reason for it,PM or otherwise, which is why I was confused the first time. Corner loop 3 (needs to be tested to be sure of anything) 5C>5D>214B-D(RC few frames later), 5D>214A-D(delayed, RC once it hits), 5D(DC on 2nd hit)>6A>aircombo ???? damage
  18. Edit: Due to No.1 and 2 ending in p.throws>214B-D, they've been removed. Didn't get a reason for it,PM or otherwise, which is why I was confused the first time. Corner loop 3 (needs to be tested to be sure of anything) 5C>5D>214B-D(RC few frames later), 5D>214A-D(delayed, RC once it hits), 5D(DC on 2nd hit)>6A>aircombo ???? damage
  19. I think shit just got real up in here... Also, on not using barrier guard over regular: Most of the time you'll find you won't even need it. If you're smart, you can use all that barrier stored up to unleash a Instant Burst to put them in the corner and have your fun with them, assuming you know what the hell to do when you put them in this situation. Also, Barrier sometimes pushes your opponent too far away to counterattack if they had you in a blockstring and you want to end it before it gets nasty, along with the fact that with a lower Barrier gauge, your start-up frames for Barrier Burst increase, and to extreme levels, it's easily avoided if your opponent isn't in RTSD mentality. (or so I'm led to believe)
  20. Feh, posted myself up on the map. Fun tiemz. >_>
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