AyNakoMikey Posted August 12, 2010 Posted August 12, 2010 Quick question, what's better to do after gadget if you're planning on doing another command throw, 360A or 360B?
Overheat Posted August 12, 2010 Posted August 12, 2010 360A if your opponent is fond of 5A/2A mashing.
FlyingVe Posted August 12, 2010 Posted August 12, 2010 If you time the 360B properly it will beat pokes. There's no reason to use the 360A as a tic after anything with frame advantage, unless you need the range. Edit: another reason to use 360A is if your expecting a backdash and you need the additional suction of 360A to catch them Not recommended because at that point it's pretty easy to jump out of on reaction.
Overheat Posted August 12, 2010 Posted August 12, 2010 Hmm... Nice to know. I once did GF > 423B > 720C, when a Litchi tried to DP out of pressure.
MIRACLEfool Posted August 12, 2010 Posted August 12, 2010 Did the buffering of the 360 and 720 get easier in CS or is it just me?
FlyingVe Posted August 12, 2010 Posted August 12, 2010 I remember reading something about the 720 being made "mashable" or something to that effect. Which would explain all the scrub Tagers spinning their sticks and mashing C, like this was SF or something.
A.X.I.S. Posted August 13, 2010 Posted August 13, 2010 Did the buffering of the 360 and 720 get easier in CS or is it just me? it feels a tad bit easier to spin it, I don't drop it as much.
fear4 Posted October 15, 2010 Posted October 15, 2010 http://www.youtube.com/watch?v=WOsxjzRFGb4#t=8m17 What magicianry did Galileo use to do this? 5a comes out then about a whole second later the 720 comes out.
Isorropia Posted October 15, 2010 Posted October 15, 2010 That's pretty standard for 720s in fighting games, they allow quite a large buffer window. What you can do is something like 5A/2A > spin a 360 ending in a non-jumping direction > wait a tiny bit > spin 360 and hit C. After spinning the first 360 you can even walk forward for a little bit before completing the 720.
DJ Koopa Posted January 6, 2011 Posted January 6, 2011 I have yet to play a good Ragna other than two people. Ironically, I play Ragna mains the most... I think Bootowski and Crasied Setsuna are the only two decent ones I've played. It's a shame Bootowski is a total noob, like dickwad to....well, not as bad as some others, but still bad. Red Tyranny is a decent Ragna player, I think. Go look him up.
Silius Posted January 6, 2011 Posted January 6, 2011 That's pretty standard for 720s in fighting games, they allow quite a large buffer window. What you can do is something like 5A/2A > spin a 360 ending in a non-jumping direction > wait a tiny bit > spin 360 and hit C. After spinning the first 360 you can even walk forward for a little bit before completing the 720. Or you could do: 63214>5A (during the following motion) 789 > 360° > C In other words, lower half circle > 5A (to prevent you from jumping) > upper half circle + 360C Both are almost identical, but have some pros and cons. But do whatever works best for you. Either way it's fairly simple after a little practice, it looks more difficult than it is.
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