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Posted

Yes, i play BBCS ragna, i havent played BBCT in 5 months =/ so yea. 6a is too unreliable imo=/ i get alot of clashes and it screws up my combos =/ i would ID but the hakumen's here bait it.. so i guess the only decent option is to wait for him to come to me?

If all fails, defense is the way to go yes. Though its considerably more difficult when fighting Haku-men due to the fact that Ragna's biggest plus is beaten by Haku-men; Range. And from what I can tell, Haku-men got a stabbing attack that is considerably faster than any C attack from CT.

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Posted

6A is still an amazing anti-air made even better by it's speed buff in CS. It really should be your go to anti air. If people are clashing with it then you just need to work on your timing. Heck if it clashes you can just throw out another 6a or ID and there isn't much an airborne opponents can do about it. Also, be careful about being baited (stuff like Bangs jD, Haku's jD, and Tagers j2C).

Posted

Thanks for the help, now i need some help on hazama, wen he shoots the chain, he can choose to land infront or behind you, which is pretty annoying, any tips? ive tried ID and 6a, but if he chooses to land behind you, u get crossed up and i end up ID'ing on the wrong side =/ and it seems after u block his j.2c, he can go straight for his 3c, cus its fast as hell. D: halpz plox

  • 2 weeks later...
Posted

Not bad at all. You got some pretty standard Ragna combos down. But I will point this out. 1. Don't start the match with Gauntlet Hades. Startup and recovery is rather slow, and if the enemy decides to rush you, you will most likely regret it. 2. Don't use A so much in a combo. Otherwise the rest of the combo is weaker for it. 3. While do you have some variety in your combos, try not to use Hell's Fang so much. I saw a lot of Ragna's standard BnB combo in there (5b-5c-hell's fang). Its a wonderful attack I know, but it leaves you horribly vulnerable on block or (god forbid) instant block. On more experienced players, a bad hell's fang could cost you quite a bit. Oh and don't expect Rachel's to be as easy as this one. I know quite a few that could go up to 40 hit combos for more than half your health.

Posted

I just started playing and I have that habit of spamming A for some reason @_@ I'm also having trouble doing most of Ragna's air combo, I don't know if I'm jump canceling? correctly or not as I can only get up to the 5B, 5C, 5D, 6A, hjc?, 5C, 5D and then after that my combo drops; any suggestions?

Posted

Oh, and I will absolutely take in your advice, thank you so much ^_^; I have had my run in with those Rachel's and those stupid level 60 Noels >.> they all play the same and yet I can't beat them lol.

Posted

I don't know if I'm jump canceling? correctly or not as I can only get up to the 5B, 5C, 5D, 6A, hjc?, 5C, 5D and then after that my combo drops; any suggestions?

You're doing it wrong then.

After the hjc, it should be j.C>j.D>JC>j.C>j.D>623D>236C>214C.

Posted

Oh, and I will absolutely take in your advice, thank you so much ^_^; I have had my run in with those Rachel's and those stupid level 60 Noels >.> they all play the same and yet I can't beat them lol.

noel? she's free with ragna, at least when i play she is, just be a bit more patient and make her respect that DP yo.

Posted

You're doing it wrong then.

After the hjc, it should be j.C>j.D>JC>j.C>j.D>623D>236C>214C.

So, I have to jump every time whilst I'm doing the combo? And what does Dp mean? Sorry, I'm totally new haha

Posted

So, I have to jump every time whilst I'm doing the combo? And what does Dp mean? Sorry, I'm totally new haha

DP = Dragon Punch = ID = Inferno Divider = 623C (the D version of ID is not a DP as it doesn't have F1 invulnerability)

DP is an attack usually with the 623 motion that is invulnerable at frame 1 making it a reversal.

Also, when you see the combo 5b>5c>5D>(DC)>6a>(JC)>jC>jD>(JC)>jD>623D>followup the JC (both letters capital) means Jump Cancel, you want to jump at these points during the combo. Also about that specific combo the one I listed will work on all non-midgets but against some characters you can do jC>jD>(JC)>jC>jD>D.ID for added damage using a high jump after the 6a. The timing on the 6a also has to be slightly adjusted for certain characters.

Lastly, are you on PSN or XBL. If you on XBL I would be more than happy to help you with some stuff. GT: FlyingVe .

Posted

I see your problem:

You're not jumping immediately after 6A hits. 6A is a JCable move, so you should not be waiting for it to recover before you jump in the air.

Also, it's always better to turn teching on so you know your combo is true, not just going by black beat.

Posted

^^ what Kain said. Also, be sure to master the normal version of the air part of the combo first. That is, after the 6a jC>jD>(JC)>jD>ID after you have that down then you can play with High jump Cancels and adding the jC after the double jump. Using the HJ after 6a makes the whole combo easier to land, and the second jC will not work most of the time. Also, another combo that will work in similiar situations, does more damage, and is easier to do is: 5B>6A>5C>5D(1 hit)>GH>5B>D.ID does about 3.3k or 4k if you start with a jC.

Posted

When you do the followup to GH try to delay it as long as possible. It should look like ragna's foot just barely touches the ground. This is a good link to get down (the 5B relaunch) as it's used in alot of ragna's combos.

Posted

Update: I can do the air combo now!!! Thanks Kain!! ^_^ but, as for the other combo that FlyingVe is talking about, I can't connect the Gh>5b still.. Should I make a video of that and post up here as well?

Posted

Update: I can do the air combo now!!! Thanks Kain!! ^_^ but, as for the other combo that FlyingVe is talking about, I can't connect the Gh>5b still.. Should I make a video of that and post up here as well?

Go ahead if you want.

I also have problems with GH>214D(delay)>5B sometimes, and my accuracy is like 25%. But I can still help.

Edit: Yes, it should be 2 hits, so GH>214D(delay) is what you should be doing.

And don't double post, please. There's an edit button for a reason.

  • 4 weeks later...
Posted

So I've been trying to make some significant improvements on my Ragna game before CS comes out, and it seems like all of my problems are rooted in two major problems I have. Namely, nailing the 5B > 6A > ect off of a GH, and nailing the 6A in whatever > 5D (DC) > 6A Both seem to be things where, for the life of me, I just can't get the timing down. Any general advice? What is the best way for me to figure out the timing for these? Is there any videos, or some shit, that would help? Any help would be much obliged.

Posted

So I've been trying to make some significant improvements on my Ragna game before CS comes out, and it seems like all of my problems are rooted in two major problems I have.

Namely, nailing the 5B > 6A > ect off of a GH, and nailing the 6A in whatever > 5D (DC) > 6A

Both seem to be things where, for the life of me, I just can't get the timing down. Any general advice? What is the best way for me to figure out the timing for these? Is there any videos, or some shit, that would help?

Any help would be much obliged.

You must be underestimating its hitbox or speed then.

5D(DC)>6A is easy to do, since you can literally mash it out with no problems.

GH>5B>6A is hard, but the hard part is really landing a properly delayed GH>5B. 6A and everything after that is easy.

Posted

the hard part is really landing a properly delayed GH>5B. 6A and everything after that is easy.

This. You pretty much have to do Keri Age (the GH follow-up) right before Ragna lands on the ground. The timing becomes easier as you practice it, though.

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