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Posted

@SolBadass, Ty and please explain what you mean by the miss 3-4k damage if you may

@Skye Yea I am a bit with him and with other chars that have invincible DP's I try to keep cautious so i dont get hit by em. I try not to ID too much but yea I should do more. Thank you for your OP's

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Posted
@SolBadass, Ty and please explain what you mean by the miss 3-4k damage if you may

@Skye Yea I am a bit with him and with other chars that have invincible DP's I try to keep cautious so i dont get hit by em. I try not to ID too much but yea I should do more. Thank you for your OP's

Ragna has a 4k combo on crouching opponents that involves 5c > 6c, which normally wouldn't combo.

The trick is with DP character, especially Jin is that if you're in the defensive and you're not sure, mash 2a or 5a once or twice, it'll stop their block string or whiff leaving you more then enough time to IB the DP. Again, you have to take that risk if you want to escape false pressure, Jin can't combo a CH 623B or 623a unless you're close to a corner or JIn has 50 heat to burn, getting hit isn't always a bad thing, in this case, you eat a bit of damage, but you'll be out of his range and between Jin's okis and your reversals, it's a better gamble than dealing with his full on pressure.

At least I think so.

Posted

CH 5C>6C>214B>delay 214D>5B>6A>J.C>j.D>j.C>J.D>623D>stuff

Posted

Well, lets see.

You failed to bait an obvious burst.

You couldn't seem to find a way through his shoddy wall of projectiles.

You weren't blocking when he did 2d.

You weren't blocking when he did j236d.

You did Carnage Scissors outside of a combo.

You didn't take Jin's reversals into account.

My solution, be more patient and double jump more.

Posted
http://www.youtube.com/watch?v=1gENtkZn9w4

All that in the first round for nothing...Anyone mind telling me what all I did wrong and what I should improve on?

Looked like you ran into a few things at the end of the first round. If you barrier while running that won't happen. It stops your run and makes you block immediately, allowing for much safer approaches.

Posted

I think alot of that damage could have been avoided lol block more (sounds silly I know). And the air grab might wanna take a little time and practice teching throws. I personally dont like using special moves to get in when I'm ragna so thats one thing I didnt like. And yea the carnage sciz. made me go O_x. Never use it outside of combo. That was a good 50 heat used for some mix up. If your not doing anything today I'll do some fights with you just add me up

Posted

less random IDs, it's not the answer for throwing out unsafe moves considering it puts you in a worse position.

don't end blockstrings with tsuika, if you HAVE to use HF, just end at HF, you're a lot more safe after HF than tsuika.

stop using 236C as your combo ender, 214C puts them on the ground and if they tech roll your falling jC will hit them.

6B-5C-6C combos are a lot of damage for the risk you're putting in using 6B, learn how to maximize your damage from it.

other than that you need to learn your safer variations of blockstrings, ending with spikes, jump cancelable normals, and maximizing your damage in certain situations, like counterhit IDs, or how to play 22c oki.

Posted
less random IDs, it's not the answer for throwing out unsafe moves considering it puts you in a worse position.

don't end blockstrings with tsuika, if you HAVE to use HF, just end at HF, you're a lot more safe after HF than tsuika.

stop using 236C as your combo ender, 214C puts them on the ground and if they tech roll your falling jC will hit them.

6B-5C-6C combos are a lot of damage for the risk you're putting in using 6B, learn how to maximize your damage from it.

other than that you need to learn your safer variations of blockstrings, ending with spikes, jump cancelable normals, and maximizing your damage in certain situations, like counterhit IDs, or how to play 22c oki.

The thing about 214C for ending stair case combos is, when you land, a good opponent get a free combo. My brother told me to never 214C, if there in the air you are not at a disadvantage because 6A can stuff any thing, worst case sanareo, i eat a projectile of 500 damage.

but i will work on safer option. i don't intend to be nasty with ragna, but i do what him to go places as my second sub char.

Posted
The thing about 214C for ending stair case combos is, when you land, a good opponent get a free combo. My brother told me to never 214C, if there in the air you are not at a disadvantage because 6A can stuff any thing, worst case sanareo, i eat a projectile of 500 damage.

but i will work on safer option. i don't intend to be nasty with ragna, but i do what him to go places as my second sub char.

huuuuh? ragna has the advantage on every character after 214C, they're not teching before you're in attack range and you have them in ragna's best range if they do neutral tech, and can catch them rolling with falling jC. granted it's nowhere near 22c oki but it's a lot better than doing 236C and putting them in a half screen distance where you can't even pressure them.

Posted

I agree, stick with the heel drop. Hiding behind 6a shouldn't work all that often because you can tech really early after 236C, and most good players will tech out of the way and not try to attack through the 6A. It does have some merit though, even if its just to put the opponent in a situation they aren't used to/expecting, also if you watch how they tech you might be able to tell if you can trap them with it.

Posted

There is some truth to what he's saying, by the way. Even though forward and backwards tech are vulnerable, in Calamity Trigger at least they can be special canceled before the animation is complete. Therefore, if Ragna is high enough in the air when landing the Kakato Otoshi (generally any combo that involves landing a 6A on an airborne opponent into full air combo), he can be punished for it on hit by certain characters if they choose to backwards tech.

Posted
There is some truth to what he's saying, by the way. Even though forward and backwards tech are vulnerable, in Calamity Trigger at least they can be special canceled before the animation is complete. Therefore, if Ragna is high enough in the air when landing the Kakato Otoshi (generally any combo that involves landing a 6A on an airborne opponent into full air combo), he can be punished for it on hit by certain characters if they choose to backwards tech.

Thank you.

huuuuh? ragna has the advantage on every character after 214C, they're not teching before you're in attack range and you have them in ragna's best range if they do neutral tech, and can catch them rolling with falling jC. granted it's nowhere near 22c oki but it's a lot better than doing 236C and putting them in a half screen distance where you can't even pressure them.

No, but ragna is a char where you can run preference into him, but hell, he's just my third char, i can't tell you much. i'll ask Seon about it when he get's home. Thanks for the advice :3

  • 2 weeks later...
Posted

Hey guys, here is a video that I had in arcade mode. As you can see I have some trouble with the timing on the 6c, JC, jc, jd, jjc, jc, jd, 623d, 236c, 214c. But any other tips for me?

http://www.youtube.com/watch?v=O36wAokzgrE

Edit

Got another video, I know I messed up on a Blood Kain that was out in the middle of know where and a poorly timed burst. Feel free constructively criticize, I know there is a lot of room for improvement.

http://www.youtube.com/watch?v=cml_8wZqrj4

Posted
http://www.youtube.com/watch?v=cBIgBmOPLvw

I'm not that great against Hakumen, but I still think I did decently enough. Any tips at all? I've been working on hit conforming and execution a lot recently.

Main thing I noticed was you missed lots of chances to punish him for throwing out counters. Just work on reacting to that faster.

Posted

mix up your approach, and when you see a counter wiff then collect your 5C/6C CH punish.

Posted
Hey guys, here is a video that I had in arcade mode. As you can see I have some trouble with the timing on the 6c, JC, jc, jd, jjc, jc, jd, 623d, 236c, 214c. But any other tips for me?

http://www.youtube.com/watch?v=O36wAokzgrE

Edit

Got another video, I know I messed up on a Blood Kain that was out in the middle of know where and a poorly timed burst. Feel free constructively criticize, I know there is a lot of room for improvement.

http://www.youtube.com/watch?v=cml_8wZqrj4

Here's a very broad statement. Your playstlye seems rough and very sloppy as far as combo's go. You more control in your playing. The random bursting isn't the best thing to do especially if its outside of being attack+ having more then 30% health. Learn more consistent combos, know when to burst and overall learn more about ragna. Hope I helped

Posted

Sometimes it's okay to burst a bit early, like around 50-40% health and under pressure. Bursting when it's predictable is well, predictable, and does nothing but make you feel stupid for bursting obviously.

Also, not bursting is okay too, especially when they try to predict it, you get out of a combo free, you still have your barrier and if all else fail, you still have your burst.

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