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Everything posted by -Ladon-
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didn't hear that, that's pretty nice, also allows for the fuzzy guard-rapid setup to be better as well
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I do 62369 so it's a smoother input
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I have a feeling this will work on my quad 2C combo, lemme go check well I couldn't reproduce it, feels like they're teching too fast after the TK CID if you can reproduce it, combo is: corner, near opponent 2c-2c-6c-dc-2c-5d(1)-GH-2c-5D-dc-6A-jc-j.C-j.D-j.C-BE-6A-TK CID then it seems to blue beat before I get in range for j.C pickup, you guys might have the timing down better than me though combo does about 5.2k with D ID ender, I'd imagine 5.5k with 22C pickup
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if you instantly cancel it doesn't
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Is the J.D that is listed for non-BK Ragna? shoutouts to getting even more proration on moves that could use less of it
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Kune is my worst matchup bar none, it just feels like while you can get a solid rushdown going and get a lot of momentum he always has the opportunity to get out and even without curse zoning against him is unbelievably hard. CS Ragna feels iffy, while I love his meter gain, damage and oki, I still feel like he needs more mixup in general instead of high meter/damage, with the removal of ID wallbounce and CS bounce(for crossunder ET mixup) I can't really say how he's going to look in CS2 other than generally weaker, but so is a large portion of the cast. I wish someone would've tested blood kain at least a little in BBCS2, I still want it to be a staple in his game post-burst or even pre-burst if you got dat yomi bad matchups with who's considered the top characters in japan, subpar mixup, bad zoning make for a pretty hard time getting far in SBO @above: while ragna has a lot of Same Move Proration, if he didn't, his average damage would probably be more around 4.5k rather than 3.5-4, plus, his best prorated move(2c) is a fatal and has no SMP
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~~
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5C proration is ass, since your combo has two of them, you're going to get bad results
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pretty impractical, but it's a really good hit confirm setup in the corner and a solid way to get 22c oki without having to rely on 3c
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doesn't combo into anything except 5A on a cornered tager, and leaves you at - frames, so no also whoever said it won't be used in combos is most likely wrong, it's an aerial corner push, which rg doesn't have
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belial being harder to connect is fine, people actually have to line themselves up now god forbid
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there's usually no solid info on frame data until the game is actually released, so yes, it's possible no one's noticing slight frame changes
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they are, and you're correct in assuming it doesn't, some of the highest non-fatal meterless combos come off a TK GH counter hit and involve a grounded GH
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WAIT, I CAN PLAY RAGNA BECAUSE HE'S TOP 3 AGAIN? WHY DOES THIS KEEP HAPPENING TO ME
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after the 5D dash cancel just hold up and get the timing when your jump is coming out, then press B when you know the jump is coming since the 5 frame buffer will let it hit on the first frame of the jump alternatively, if the character is close enough you can just do 6c-dc-5d-dc-6A instead, just have to hit them lower on the 6C's fall arc
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So since I don't want a blow up, I'd like a solid explanation on ragna vs. kune being 45/55, it feels more 6-4 kune's favor but if there's a reason I'm all ears
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BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
-Ladon- replied to Spirit Juice's topic in Archive
I don't know why that made me laugh so hard -
BBCS2 Loketest 4: Oct. 23 Discussion (NO COMPLAINING)
-Ladon- replied to Spirit Juice's topic in Archive
Nice mixup Ragna -
My post in the Combo thread a while back: Universally, the ender is pretty much the same, if you really want to CS/DBD you can, you just have to do it earlier
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if you do double BE blood kain, most of the time you end up with near 100% heat for the sacrifice of not using CS to end the combo it's all meter management, you either want all that meter for the rest of the round or you don't, CS ender will do a good 800 extra damage with decent oki whereas double BE-6D-j.D whiff-sjc-j.D-j.D-D ID ender will net much more meter
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let's not forget the best burst system ever you wanna get out of a combo? it'll only cost you 150% more damage the rest of the round bro
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it's all getting used to the timing, do it enough and you'll have it down, the best cue is to wait for the game to resume after hitstun pause and then press D again instead of doing it during the pause, which will cause the JD to hit if they're low enough.
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Season's Beatings: Redemption-GG:AC $300 bonus-Daigo, Choco- Oct. 15-17, Columbus, OH
-Ladon- replied to Ghaleon's topic in Archive
shoutouts to people who still thought the real viewer count was 600 when the chat had more than 2k in it -
I think it's good for close ranged rushdown characters, considering how skewered a lot of matchups are for a close-ranged character to get in on a zoning character, since if you force mixup barrier jump is still too good.
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5B* and yes, playing a character who requires you to have smart ways to get in, getting there, going for mixup and getting jumped out is retarded