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Veteru

[CS2] Ragna CS1 -> CS2 Changelog

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Hmm. What's the best way to set up such a Dead Spike? Usually I just don't have the time before they recover for such a thing. I guess I'd have to truncate my combos for it, right? Ending in 3C or something like that?

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hmm, after 2D in the corner seems the best option. If they quick, Deadspike will launch them for a very damaging combo. 5k+ meterless granted! Forward/Back roll seems to beat it.

This meaty sometimes is not very reliable, you need to condition your adversary to neutral tech first.

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Deadspike will catch rolls after Hell's Fang or Axe Kick last time I checked (only in the corner, though with the Axe Kick, it will work midscreen unless they back roll. I don't advise this after Axe Kick, the distance is way too risky), as it's a very integral part of my okizeme game. Delayed Neutral tech will beat it, but that's still a form of oki, as it remains good way to bait reversals or get them to start blocking. Leaves you at a bit of offensive advantage, more so if they don't neutral tech right and are forced to block it.

For the record, unless I went in to resume pressure recklessly (say with dash 5B) after a meaty Deadspike, I have never been hit with a reversal. I've either managed to make them whiff (through spacing the meaty), go through the Deadspike (also through spacing), or I just ended up blocking and punishing the reversal.

Like everything else Ragna has (or anything in this game really), don't apply this brainlessly, you'll only get killed.

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I fucking knew they nerfed 6A's hitbox! Motherfucker!.

i don't recognize the 4th one. what dat?

The 6A hitbox nerf was confirmed a long time ago, I think right after CS2 came out on the Japanese arcades. Although I didn't think it would look that bad... but still, 6A's still good.

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Seeing as the frame data changes are stickied, I figured I may as well sticky this for as long as CSII remains relevant.

I always knew that 6A's hitbox was nerfed, but seeing just to what extent is truly depressing.

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Guys, it's okay, it still does it's job :C

Dude, there is NO hitbox on that punch. That's not normal, it is freaking counter-intuitive. That arm in useless... it's like it doesnt exist.

I cant see what's wrong with the old 6A, the nerf is pointless and messes up great deal of Ragna's combo potential, which isnt THAT good to begin with.

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That old 6A hitbox would drastically increase Ragna's average mid-screen damage, due to increased ease of 5C->6A hit confirm into TK GH. Maybe that's it? :/

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Well, it's already late into CS2's life, it honestly hasn't failed me yet (though some match-ups the anti-air 5A is more reliable now, I admit). Hopefully they'll buff it for next game.

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I pick up Ragna and got used to tickling someone's face into a full combo from Arm's length with 6A and now this?!

Ah well. No big. It's still going to land now and then.

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Unfortunately, landing every now and then isn't quite good enough for what's ment to be a go-to anti-air.

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http://img833.imageshack.us/img833/5619/boxescopy.jpg

Big image, careful it bites.

Black/Green -> Added hurtbox

Black/Red -> Removed hurtbox

CS1 hitboxes provided through a hitbox viewer for PC, CS2 ones are on framedata. These were all the changes I could find, thought that there were much more changes...

They could change the whole 6A animation into an elbow

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