Veteru Report post Posted March 16, 2011 Ragna Continuum Shift -> Continuum Shift II Changes Hitbox Changes Image courtesy of Tong http://img833.imageshack.us/img833/5619/boxescopy.jpg Frame Data Changes Ragna Continuum Shift Frame Data: http://dustloop.com/guides/bbcs/frameData/ragna.html Ragna Continuum Shift II Frame Data: http://dustloop.com/guides/bbcs2/frameData/ragna.html 5A General proration 82 -> 84 Attack Level 0 -> 1 FAdv -2 -> +0 Untechable 10F -> 14F Gauge 82 5B Damage 640 -> 540 General proration 90 -> 89 Guard ALL -> High/Low Untechable 17F -> 19F 70% repeat proration removed Gauge 223 5C Damage 710 -> 690 General proration 85 -> 92 Guard ALL -> High/Low Attack Level 3 -> 4 Startup 12F -> 13F Active 5F -> 4F FAdv -8 -> -5 Untechable 17F -> 19F 70% repeat proration removed Gauge 285 5D Damage 680,950 -> 544,760 General proration 92,75 -> 92,80 Guard ALL -> High/Low,ALL Attack Level 4 -> 4,5 FAdv -26 -> -24 Untechable 30,37 -> 30,38 50% repeat proration added to second hit Second hit has 14F hitstop (This isn't new, but it means the hitstop does not correspond to the new attack level) Lifesteal 0,100 -> 0,200 Gauge 225,314 BK5D Damage 760,1280 -> 750,1000 General proration 92,70 -> 92,80 Guard ALL -> High/Low,ALL Attack Level 4 -> 4,5 Startup 13F -> 17F Active 5(13)1 -> 5(12)1 FAdv -26 -> -24 Counterhit state 59F -> 62F Untechable 30,36 -> 30,50 50% repeat proration added to second hit Lifesteal 0,200 -> (0,150 on hit)/(0,120 on guard) Gauge 310,414 2A General proration 82 -> 84 Attack Level 0 -> 1 FAdv -2 -> 0 Untechable 10F -> 14F Gauge 62 2B Damage 480 -> 400 Guard Low/Air -> Low Attack Level 1 -> 2 FAdv -5 -> -3 Untechable 12F -> 14F Gauge 165 2C Damage 780 -> 660 Guard ALL -> High/Low Untechable 17F -> 20F Stagger on counterhit 28F -> 29F Gauge 273 2D General proration 75 -> 94 Guard Low/Air -> Low Attack Level 4 -> 5 Recovery 32F -> 23F FAdv -15 -> -4 Counterhit state 35F -> 31F ??? Hitstop 14F (This isn't new, but it means the hitstop does not correspond to the new attack level) Lifesteal 100 -> 200 No longer removes a guard primer Gauge 310 BK2D Damage 1250 -> 1050 Guard Low/Air -> Low Attack Level 4 -> 5 Recovery 32F -> 23F FAdv -15 -> -4 Counterhit state 35F -> 31F Untechable 46 -> 54 Lifesteal (300 on hit, 200 on guard) -> (150 on hit, 120 on guard) No longer removes a guard primer Gauge 434 6A Initial proration 70 -> 80 General proration 89 -> 80 Startup 14F -> 13F Active 6F -> 4F FAdv -7 -> -5 Counterhit state 25F -> 22F Head Attribute invincibility 5~16 -> 5~13 Hit area reaches above Ragna's head during the final 3F (17~19) -> final 2F (15~16) 70% repeat proration removed Gauge 256 6B Initial proration 80 -> 70 General proration 89 -> 92 Guard High/Air -> High Attack Level 3 -> 4 FAdv -6 -> -4 Untechable 17F -> 19F Gauge 298 6C Damage 640,740 -> 512,608 General proration 89 -> 92 Guard Low/Air,ALL -> Low,High/Low Attack Level 3 -> 4 Startup 18F -> 20F FAdv -18 -> -16 Counterhit state 56F -> 58F Untechable 17F,50F -> 19F,50F On hit or guard, can cancel into dash from 19~56 -> 21~58 Gauge 211,251 3C Initial proration 100 -> 90 General proration 84 -> 88 Guard Low/Air -> Low Extended knockdown against grounded opponents -> extended knockdown on counterhit 70% repeat proration removed Gauge 298 6D Initial proration 80 -> 100 General proration 92 -> 94 Attack Level 4 -> 5 FAdv -16 -> -14 Untechable 19F -> 21F Lifesteal 100 -> 200 Gauge 310 BK6D Damage 1250 -> 1000 Initial proration 80 -> 100 General proration 92 -> 89 Attack Level 4 -> 5 Recovery 13+15 -> 16+16 FAdv -12 -> -14 Lifesteal (400 on hit, 200 on guard) -> (150 on hit, 120 on guard) Gauge 414 jA General proration 82 -> 84 Attack Level 0 -> 1 Untechable 10F -> 14F Gauge 74 jB Damage 560 -> 450 Initial proration 100 -> 90 General proration 84 -> 86 Attack Level 1 -> 2 Gauge 186 jC Damage 760 -> 620 Gauge 256 jD Damage 680 -> 590 General proration 80 -> 89 Attack Level 4 -> 3 Untechable 19F -> 17F 3F recovery after landing Gauge 244 BKjD Damage 1400 -> 900 Attack Level 4 -> 3 Active 4F -> 3F 3F recovery after landing Lifesteal (250 on hit, 60 on guard) -> 50 ??? Gauge 372 B+C No longer special cancellable Damage 800 -> 1400 Initial proration 100 -> 90 General proration 65 -> 55 Range 80 -> 100 Untechable 34 -> 100* Second hit causes wallbound, untechable for 60F after wallbound Gauge 579 4B+C No longer special cancellable Damage 800 -> 700 Initial proration 100 -> 90 General proration 60 -> 55 Range 80 -> 100 Gauge 289 jB+C Damage 800 -> 1400 General proration 65 -> 55 Untechable 60F -> 80F "Hitstop 0F" removed (or it may be an omission?) Y-Axis range: -60~160 -> -60~280 Gauge 579 Dashcancel: Unchanged CounterAssault General proration 82 -> 92 Attack Level 0 -> 4 Active 10F -> 19F Counterhit state 21F -> 30F Untechable 10F -> 19F Cooldown 180F Fully extended by 3rd active frame Gauge 0 Hells Fang Counterhit state: 21F after active frames (Not actually a change, just listed differently) Gauge 302 Hells Fang+: Gauge 786 BK Hells Fang+: Damage 1150 -> 1200 General proration 92 -> 100* Recovery 40F -> 25F FAdv -24 -> -9 Untechable 56F -> 80F Hitstop 16F -> 20F 60% repeat proration added Gauge 993 C Inferno Divider Active 2(4)12 -> 2(4)6 Recovery 18F+19F -> 24F+19F Invincible 1~21 -> 1~18 Cancel into followup on hit from 13~ -> 13~36 CH hitstop 14F Gauge 173,190 C Inferno Divider (Air) Initial proration 70 -> 85 Active 2(4)12 -> 2(4)6 Invincible 1~19 -> 1~16 Cancel into followup on hit from 11~ -> 11~34 CH hitstop 14F ??? Gauge 173,190 D Inferno Divider Damage 440,440 -> 600,600 Startup 9F -> 7F Invincible 6~17 REMOVED Airborn 12F~ -> 10F~ Cancel into followup on hit from 15~ -> 13~36 CH hitstop 14F Gauge 248,248 D Inferno Divider (Air): Damage 440,440 -> 600,600 Active 2(4)12 -> 2(3)12 Counterhit state 51F -> 50F Invincible 5~15 REMOVED Cancel into followup on hit from 13~ -> 12~35 CH hitstop 14F Gauge 248,248 BK D Inferno Divider: Damage 720,720 -> 650,650 Startup 9F -> 7F Invincible 6~17 REMOVED Airborn 12F~ -> 10F~ 60% repeat proration added Cancel into followup on hit from 13~ -> 13~36 Lifesteal (250,100 on hit)/(100,100 on guard) -> (100,100 on hit)/(60,60 on guard) Gauge 269,269 BK D Inferno Divider (Air): Damage 720,720 -> 650,650 Active 2(4)12 -> 2(3)12 Counterhit state 51F -> 50F Invincible 5~15 REMOVED 60% repeat proration added Cancel into followup on hit from 13~ -> 12~35 Lifesteal (250,100 on hit)/(100,100 on guard) -> (100,100 on hit)/(60,60 on guard) Gauge 269,269 Upper: Counterhit state 43F -> 42F Can cancel into followup on hit or guard until 43F -> from 15~25 Gauge 128 Yoko Fukitobashi General proration 65 -> 70 Recovery after landing 15F -> 12F Untechable 60F -> 18F* Untechable 55F after wall bound Repeat proration 10% Gauge 165 Kakato Otoshi: General proration 92 -> 50 Recovery 17F (+13F after landing) -> Until landing (+13F after landing) Counterhit state while airborn -> entire duration Untechable 38F -> 50F Cannot emergency tech -> Floor bound Gauge 198 BK Kakato Otoshi: Damage 480 -> 1000 General proration 92 -> 90* Recovery 17F -> 11F Untechable 38F -> 60F Cannot emergency tech -> Floor bound 60% repeat proration Lifesteal 150 on guard -> 200 on guard Gauge 414 Gauntlet Hades: Damage 950 -> 800 Counterhit state entire duration -> 40F Cancel into followup from 30~ -> 30~40 Gauge 331 Gauntlet Hades (Air): Damage 750 -> 700 Initial proration 100 -> 90 Counterhit state entire duration -> 40F Cancel into followup from 30~ -> 30~40 Gauge 331 Keri Age Damage 650 -> 550 General proration 75 -> 60* FAdv -13 -> -12 Untechable 45F -> 51F Gauge 227 BK Keri Age Damage 1150 -> 1100 General proration 75 -> 90* FAdv -13 -> -12 Untechable 45F -> 70F Gauge 455 Dead Spike Damage 700 -> 1000 Initial proration 80 -> 100 General proration 92 -> 96* Startup 32F -> 28F Active 3F -> 12F Recovery 23F -> 15F FAdv +5 -> +3 Counterhit state 47F -> 43F Untechable 27F -> 36F Special launch on air hit Added repeat proration 60% Hitstop 6F -> ???(Hitstop value no longer listed) Fully extended by 8th active frame? Gauge 414 BK Dead Spike Damage 400x3 -> 600x3 General proration 92 -> 96(once)* Active 1,1,2 -> 12F Recovery 23F -> 15F FAdv -1 -> +5 Counterhit state 47F -> 43F Untechable 27F -> 50F Hitstun vs grounded opponent 25F -> Hitstun 32F Guardstun 23F(Unlisted) -> Guardstun 23F Special launch on air hit Added repeat proration 60% Fully extended by 8th active frame? Gauge 248 (x3?) MOJZ FAdv +9 -> +5* Untechable -- -> 12,19 Second hit staggers for unlisted value -> Second hit staggers for 30F Added repeat proration 5% Bonus proration 120% Can be used while opponent is downed -> Can be used while opponent is downed, or after hitting an airborn opponent with 3C Gauge 165 Berial Edge Damage (300,250xn,100) -> 600,100xn Initial proration 90 -> 75 General proration 85,80xn -> 90(once)* Startup 8F -> 15F Active 4(10), until landing: ((3)3)xn -> until landing: ((1)1)xn Recovery 12F -> 16F FAdv -2 -> +1 Untechable (25, 25xn, 50) -> 44* Repeat proration 60% -> 10% ??? Gauge 248,41xn Carnage Scissor Damage 1000,2100 -> 1000,2300 General proration 92,60 -> 92* Startup 9+4~12 -> 9+7~12 Recovery 30F -> 64F FAdv -15 -> -49 Untechable 60,52 -> 90,80 Second hit wall bound -> 2nd hit knocks opponent across the screen Repeat proration 20% Guaranteed damage 20% -> 30% Cooldown 180F Gauge (230,529) [parenthesis probably indicates it's the base value from which the target's meter gain is calculated] BK Carnage Scissor Damage 1000,3000 -> 1000,2300 General proration 92,60 -> 92* Startup 9+4~12 -> 9+7~12 Recovery 30F -> 64F FAdv -15 -> -49 Untechable 60,52 -> 90,80 Second hit wall bound -> 2nd hit knocks opponent across the screen Repeat proration 20% Guaranteed damage 20% -> 30% Cooldown 180F Lifesteal (1000 on hit, 600 on guard) -> (400 on hit, 200 on guard) Gauge (230,529) [parenthesis probably indicates it's the base value from which the opponent's meter gain is calculated] Blood Kain Cooldown 450F Yami ni Kuwarero Untechable 100F -> 19F,100F Guaranteed damage 0 -> 25% Lifesteal 1500 Gauge (1380) [parenthesis probably indicates it's the base value from which the opponent's meter gain is calculated] Black Onslaught Cooldown 180F Share this post Link to post Share on other sites
WolfCrimson Report post Posted March 16, 2011 Woohoo CS2 frame data! Thanks a billion Veteru! Hey mods, hurry up and sticky this thread (and delete my post) Share this post Link to post Share on other sites
Chsal Report post Posted March 17, 2011 What does "Gauge" refer to? Because most moves have 100~200 gauge and I'm sure as hell it isn't Heat O.o... Share this post Link to post Share on other sites
LuminAbyss Report post Posted March 17, 2011 What does "Gauge" refer to? I was wondering this is well. It has to do with heat gain, doesn't it? Also, with counter assaults level increase, does that mean combos after it will be possible (provided they're close enough)? Share this post Link to post Share on other sites
Agent P Report post Posted March 18, 2011 Maybe is just me, but those numbers dont look quite good. I mean for example, what!? they also nerfed his invinsible frames in ID? and those prorations with his already limited/predictable mixups looks just... oh well. I really want to try this game just to see if im still gonna be able to play with Ragna properly. Share this post Link to post Share on other sites
a Lisianthus Report post Posted March 18, 2011 Dead Spike Damage 700 -> 1000 Initial proration 80 -> 100 General proration 92 -> 96* Startup 32F -> 28F Active 3F -> 12F Recovery 23F -> 15F FAdv +5 -> +3 Counterhit state 47F -> 43F Untechable 27F -> 36F Special launch on air hit Added repeat proration 60% Hitstop 6F -> ???(Hitstop value no longer listed) Fully extended by 8th active frame? Gauge 414 is frame adv supposed to be +3 in CS2 or +13? seems like it'd be +13 according to that data Share this post Link to post Share on other sites
Nini Heart Report post Posted March 18, 2011 +13 on block is just silly. It's probably correct at +3. I'll see if I can find the scans to check though, this has piqued my curiosity. Share this post Link to post Share on other sites
KayEff Report post Posted March 18, 2011 Dead Spike has 23F of guardstun (judging that Dead Spike BK has 23F of guardstun as well, this part was taken from translations), and Dead Spike has a 54F duration. 54F - 28F (startup) = 26F 26F - 23F = 3F Share this post Link to post Share on other sites
WolfCrimson Report post Posted March 18, 2011 Dead Spike has 23F of guardstun (judging that Dead Spike BK has 23F of guardstun as well, this part was taken from translations), and Dead Spike has a 54F duration. 54F - 28F (startup) = 26F 26F - 23F = 3F Wait... if the recovery for DS is 26 frames, and the guardstun the opponent is in is 23 frames, wouldn't that make DS's frame (dis)advantage -3? I'm getting confused here. Was the frame advantage listed in the mook or is it something you (the translator) calculated yourself? Share this post Link to post Share on other sites
WolfCrimson Report post Posted March 18, 2011 Also; I've figured out what "cooldown" is (listed with BK, CS). It's the time needed for normal heat gain to resume. It's 2 seconds for CS and 7.5 secs for BK. Share this post Link to post Share on other sites
The Katz Report post Posted March 18, 2011 Maybe is just me, but those numbers dont look quite good. I mean for example, what!? they also nerfed his invinsible frames in ID? and those prorations with his already limited/predictable mixups looks just... oh well. I really want to try this game just to see if im still gonna be able to play with Ragna properly. Bold 1: It's long due. It needs a hitbox fix too, if you ask me. Bold 2: I feel ya. Damage off of mix-up doesn't seem likely too often. Bold 3: Congrats if you can. I doubt over 60% of the Ragna mains will be able to. :P Share this post Link to post Share on other sites
LuminAbyss Report post Posted March 18, 2011 Well, as far as the invincibility goes, for going through most pressure or reacting to most moves, wouldn't 18 frames be enough? Congrats if you can. I doubt over 60% of the Ragna mains will be able to. :P I don't know, I keep seeing more Ragna's pop up in CS2. He seems to be more popular now xD Share this post Link to post Share on other sites
KayEff Report post Posted March 18, 2011 Wait... if the recovery for DS is 26 frames, and the guardstun the opponent is in is 23 frames, wouldn't that make DS's frame (dis)advantage -3? I'm getting confused here. Was the frame advantage listed in the mook or is it something you (the translator) calculated yourself? +3 is what the mook said, although given what it says in the notes it doesn't calculate right. It shouldn't even be positive at all. Share this post Link to post Share on other sites
FlyingVe Report post Posted March 18, 2011 The math on DS has didn't add up correctly in the CS1 mook either, curious. Share this post Link to post Share on other sites
a Lisianthus Report post Posted March 19, 2011 if DS is only +3 then you have 1 frame leniency to jump out and barrier a 5b.. that's pretty bad lol Share this post Link to post Share on other sites
LuminAbyss Report post Posted March 19, 2011 if DS is only +3 then you have 1 frame leniency to jump out and barrier a 5b.. that's pretty bad lol Right, but whenever people try to do anything that isn't stand there and keep blocking, they get stuffed. Share this post Link to post Share on other sites
Beautiful Death Report post Posted March 19, 2011 +3, +5, whatever. It's good enough. Anyway. I really like the fact that some of his attacks got +1 to attack level. Seriously. A character like Litchi has a level one jab but an in-your-face rushdown dude like Ragna only has level 0 jabs? Weird. I also found it odd that his 2B and JB had such low attack levels. Now it's all good. But.....Inferno D has NO invincibility at all? Huh. Guess it's strictly combo fodder now. Oh well. What else.....Dead Spike got massively better proration....I think we all knew that with the way his combos are. Well, guess the dead spike combos wouldn’t tell you about the 100! P1. As if THAT matters. It’s not like you’re going to be getting a hit with dead spike very often. 2D. I though it was just plain awful looking at the location test stuff since you couldn't combo off of a 2D without meter AND it didn't break primer....but now it has considerably better proration and went from being -12 billion to just -4? Lol pretty darn drastic. Pretty a-ok all around. I think I like this version better. Now if only it would break primer lolz. Would be way too good. Also, unless I'm reading wrong once again, it looks like his throw range was buffed up. Too good. Better frame data is exactly what Ragna needs. Dunno if he'll be top tier or anything, but maybe I'll stick around for him. I just can't get over the level one jabs. Super dooper awesome. Hmmmm. I can't know for sure, but I think that with 2A being level one combined with the instant block nerf might mean that Ragna's 2A's would be a faultless blockstring in itself. 5A obviously would be too, but that doesn't matter. Mmmmm. Wish I had CS2. I've gotta spin the new Dudena round. Thanks for putting the farm data up Veteru. You're the Boss. Share this post Link to post Share on other sites
TITANIUM BEAST!!! Report post Posted March 19, 2011 I don't know, I keep seeing more Ragna's pop up in CS2. He seems to be more popular now xD I'm curious about this. A friend of mine did his study abroad in Japan last year and he told me that the two most popular characters in CS1, the ones he always saw getting played in the arcades, were Ragna and Hazama. Now, the popular theory about Japanese vids online is that they often only upload matches that they feel are interesting. So, theoretically, if Ragna is significantly weaker in CS2, and is not able to win as often, they'd probably upload MORE matches of him, instead of less. But again, it's just a theory. Share this post Link to post Share on other sites
FlyingVe Report post Posted March 19, 2011 Am I the only one that noticed DS now has 12 active frames? Now I know why players are using it as a meaty so much. In addition to stopping roles and comboing on normal hit, every frame more meaty it hits makes that +3 even bigger. Even if you hit with the middle of it, thats +9. Edit: Also, BE is +1, could be semi-viable as an approach. Chance your timing and trajectory. Probably useful against the zoners. Share this post Link to post Share on other sites
LuminAbyss Report post Posted March 19, 2011 Sweet, I like using BE as a quick drop down approach on people already, the +1 frame advantage is much welcomed (as opposed to the safe unless IB'd -2 in CS1) Wait Ve, could you explain that about the Deadspike active frames? Each active frame gives another +3? I didn't quite understand. @Titanium: That would sound like a logical reason. But I've also seen a video of Ragna winning a tourney (Here's one from February, though this was early on), so really it could be he's winning more AND he's more interesting to watch. We'll have to wait and see. Share this post Link to post Share on other sites
Agent P Report post Posted March 19, 2011 Sweet, I like using BE as a quick drop down approach on people already, the +1 frame advantage is much welcomed (as opposed to the safe unless IB'd -2 in CS1) Wait Ve, could you explain that about the Deadspike active frames? Each active frame gives another +3? I didn't quite understand. @Titanium: That would sound like a logical reason. But I've also seen a video of Ragna winning a tourney (Here's one from February, though this was early on), so really it could be he's winning more AND he's more interesting to watch. We'll have to wait and see. Yep that sounds logical for me too. Still I dont see Ragna wins that often, specially against Noel and Makoto because is easier for them to make comebacks thanks to their insane damage from everywhere with no requirements at all, man I have saw so many videos where one mistake of an almost full life Ragna, who was also playing better than his opponent, ended in a insane/easyToPull Noel/Mak combo that leave him almost dead but thats another topic. I also saw the +1 in BE, and also use it as an approach tool already in CS, mainly because not many people are expecting it and I try to do as many mixups variants as possible, after all Ragna is already that predictable as it is. Even in CS, if you lose against Ragna, you really deserve the lose, I mean he is one of the more easy, if not the easyer, characteres to read. I didnt saw that BK Carnage Scissor does the same damage as a normal Carnage Scissor. is this true? wtf!? I guess they really want to force us to use the lame Yami ni Kuwarero. Why is its damage not listed? Im curious lol DS active frames are now confusing me too lol, explain, explain lol Share this post Link to post Share on other sites
Chsal Report post Posted March 19, 2011 every frame more meaty it hits makes that +3 even bigger I think he meant every frame later you hit with it, that +3 becomes more significant/noticeable, not that every later frame would add an extra +3. As in, hitting with DS 1 frame later would change it to +4 and so forth. By the way, somebody explain to me why BK has less lifesteal than nonBK? Share this post Link to post Share on other sites
FlyingVe Report post Posted March 20, 2011 Wait Ve, could you explain that about the Deadspike active frames? Each active frame gives another +3? I didn't quite understand. Sure. SD or frame advantage is calculated assuming the move hits on the first active frame. So, if you were to only make contact with the final active frame, you would start recovering sooner while the enemy would be beginning his guard stun later, actively giving you more frame advantage. In the past DS only had 3 active frames, so it was hard to hit meaty with it, but 12 is alot, this is probably the main reason why you see everyone use it as for oki so often now as that's the situation where hitting meaty is easiest, in addition to stopping role and being safe. Math wise, if you hit on frame 2, it would have one more frame of advantage than the default, so, +4. In my example, hitting with the middle of the move, or frame 6, it would be +9. Of course hitting meaty with the move in situations outside of oki is tricky in this game. Share this post Link to post Share on other sites
TITANIUM BEAST!!! Report post Posted March 21, 2011 There are a fair number of positive changes, but the negative ones seem to present a pretty middling result. I like that 5C is only 1 frame slower and lost 1 active frame, compared with all the buffs it got. There are a lot of little changes that look nice on paper, like 5D 2nd hit being level 5 now. That makes 5D DC only -2 on normal guard and -5 on IB. Some characters simply won't be able to punish it anymore. His A attacks being raised to level 1 is not a huge buff, but it's a welcome change that will hopefully make his pressure a little more viable. 2B going to level 2 is pretty good too, it takes some of the silly mindgames out of say, the Hazama matchup (no more IB -> Jayoku against 2B, so 5B-2B is a solid, safe string against him, if spaced right). WTF is up with 6B initial proration getting nerfed? Wow, as if 6B was overpowered. Removal of invincibility on DID is silly too, but I guess their logic was that most players weren't using it outside of combos anyway, so it was redundant. Too bad. Share this post Link to post Share on other sites
WolfCrimson Report post Posted March 21, 2011 At least D ID got a big damage buff, it's 600+600 now. Share this post Link to post Share on other sites