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KayEff

[CP] Ragna Gameplay Discussion

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Yeah, I'm interested in whether overdrive still drains his health or not. I kind of hope not, because I'm pretty sure no one else's overdrive will have something like that.

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overdrive is essentially x-factor

this game be taking the marvel route now, i kid you fucking not

also WELCOME BACK FINAL ULTIMA

Sorry to leave you high and dry, man. I just got unenthused with BlazBlue at the same time the community at large started to. Needed a reason to get invested in the series again, and this might be it. AC+R news has been my life support for a while now, it has basically replaced breathing. I will need a backup during the cold, uninformed months.

I still don't plan on doing much tho-- actually no, I sort of mean that.

Hey, so how about that Ragna, everyone?

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The reason why Overdrive is such a big deal with Ragna is because his Overdrive just so happens to be Blood Kain, which in the previous game could be comboed into with relative ease, and it's a direct upgrade that requires not too much skill to use. Meanwhile Bang's overdrive is Fuh Rin Ka Zan, which felt like a nerf to many players, was relatively hard to control (and even when you figured it out it still only did as much damage as a simple Blood Kain BnB), and now requires 4 seals just to activate the burst in itself. This leads me to believe either A. Ragna's Blood Kain will get nerfed. B. Bang's Fuh Rin Ka Zan got severely buffed and is worth the gimmick or C. Both characters will have a game changing power-up.

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lol so 6b can only be special cancelled

id punch combos dont work they fall like straight down

madao slides down LOLOLOLOL

be floats lower it seems

ds has faster startup but longer recovery, ds>ds works on air hit

gh followup floats lower

6a cant be jump cancelled on block, floats lower on hit

6c and 5d dash cancel removed

5c has more recovery

new move hits mid ground ver downs and air ver bounces

throw in corner couldnt be picked up with 5b

be>6b didnt work

cs 1st hit staggers

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Hey everyone wished for it, they got CT Ragna back.

GG no re

Someone care to explain 22C sliding down? what's that mean?

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Probably means when he punches them, they go into that slide animation, instead of stagger.

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Probably means when he punches them, they go into that slide animation, instead of stagger.

22C > OTG 2B anyone? That'd be hilarious. And it'd depend on recovery.

Either way, it's just the first loketest, but a lot of these changes look interesting.

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well the madao slide down might actually be a buff lmfao, might be able to continue combo off it in corner

cs 1st hit stagger sounds like a buff

this game sounds like a load of shit so far lulz

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22C > OTG 2B anyone? That'd be hilarious. And it'd depend on recovery.

Either way, it's just the first loketest, but a lot of these changes look interesting.

I'm not sure interesting is the word, but I'll remain optimistic. First loketest after all.

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I don't see how that means much. Other characters could have been hit hard/he does different combos now/you only know some changes/it's just a loke test

but goddamn if that 22c thing stayed you just know that you would be able to do something cool in the corner like pick up with 5C or 2B or something

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I'm not sure interesting is the word, but I'll remain optimistic. First loketest after all.

It's Ragna.

>Does he have 5B

>Does he have Inferno Divider

We'll be fine.

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It seems like a good chunk of the cast is getting nerfs and/or people don't know how the changes to their character really affect them. So it seems like every character is getting re-adjusted. It's only the first loketest and I'm sure there's way more stuff to be found. Just gotta remain optimistic I suppose.

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lol so 6b can only be special cancelled

id punch combos dont work they fall like straight down

madao slides down LOLOLOLOL

be floats lower it seems

ds has faster startup but longer recovery, ds>ds works on air hit

gh followup floats lower

6a cant be jump cancelled on block, floats lower on hit

6c and 5d dash cancel removed

5c has more recovery

new move hits mid ground ver downs and air ver bounces

throw in corner couldnt be picked up with 5b

be>6b didnt work

cs 1st hit staggers

i don't wanna be rude but i'm incredibly lazy

you mind citing your source here?

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jbbs

apparently 6b>6a/5d and 6a>5d gatlings work

madao>6c(2)>tk scythe>5b worked

cid punch can be picked up by 5a

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