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Posted

Ladon- Just looking at the approach I had my own counters in my mind. Ragna is really about reaction when you want to exploit him. Though to each their own.

http://www.youtube.com/watch?v=1MvBc5hnpEM

http://www.youtube.com/watch?v=yTQ6zAJ9CPQ&feature=channel

Really distasteful over the Arakune match. If your wondering why I'm standing still and eating D bugs (I think) it was lag kicking in some times. Truth be told, I have no control over BK. I tend to go through all of my fights without. If I do happen to use it, you must be doing something good. Enjoy the fight or critique.

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Posted

I'm gonna only say this once.

see that little gauge above ara's heat gauge?

yeah respect it, never play so dumb wreckless again man.

Posted

CrownEmpress- There is more space for improvement in all areas of your Ragna. Involving ID during Noel " Chain Revolver." Too highly reliant on bnb's as you could branch your options our more with some of the links you manage to connect. Also try to get into your opponent face as you'll net most of Ragna damage that way. Improve mix-up as I seen your really dependent on 3c and 5d and attempting to link everything to BE set-up.

AXIS- Reckless, yes. Dumb....sort of but I think not. If you have confidence in your style of combat defeating any Arakune should be simple. Even if your cursed. From the few I fought and looking at the fight I provided. You can see that Arakune can't set up any loop unless your really a few feet away from him. So I kept my distance. In its face with Ragna pressure you know it can't defend too well without using a counter assault.

Posted

Yeah there were a few spots where I tried to ID, but I wasn't sure if they'd take so I just tried to play it safe and block a ton. Mixup was super sloppy though, eating all those 5Ds got me kinda flustered.

Posted

http://www.youtube.com/watch?v=LmH1ipLklJ8&feature=channel

http://www.youtube.com/watch?v=EDq8axTTKMQ&feature=channel

http://www.youtube.com/watch?v=B1Tsh3XuS7U&feature=channel

Tsubaki match. I don't have much to say on that one. Might have been a bad TK on my half during the second round. Slightly ticked about the Tao fight as I attempted to IB to drop my guard and eat some damage. Didn't like the idea at the end when I RC and nonchantly walked without CS coming out. Dropped two combos in the Tager match. Understand that the RC 6a was to bait the burst.

Edit- Yeah, I was blocking with my face from the looks of it. lol.

Posted

For those of you with good enough eyes xD

http://www.youtube.com/watch?v=BSJsUk8c0Yo

http://www.youtube.com/watch?v=JuwbDAj2dgg

Any help would be appreciated. He may be my sub, but I want him to go far. Somewhat like a reliable second. Equally as strong as my hakumen.

Edit: oops forgot one http://www.youtube.com/watch?v=NvN_MNALQOc

Posted

Sorry Leonil. My eyes weren't good enough.

---

http://www.youtube.com/watch?v=U3lLfzG3Hss&feature=channel

http://www.youtube.com/watch?v=hhZgFr6tWL8&feature=channel

http://www.youtube.com/watch?v=bBO7f_tsYWE&feature=channel

http://www.youtube.com/watch?v=8XNoIBqShv8&feature=channel

Enjoy or critique the fights. My only regrets were not keeping the momentum after HF RC. Had one really interesting fight with a Makoto user but after an IB astral they lol rq. They were a friend so I forgiven them. Too bad I couldn't provide footage of that one. 3 astrals in one night.

Help me out. 3:29 after CH CS with Ragna vs the Lambda match. What would you have followed up with? Knowingly my 6a was mistimed some I was thinking of a double CS. 6a j5c 5c 214c CS

Posted

Could've done dash 5B-5D-dash-j.B-j.C-jc-j.C-214c-double be/oki ender

you need to learn the proper GH combos, specifically any GH landing should be GH-5B/2C depending on corner distance-5D-dash-j.B-j.C-jc-j.C-214C-double be/oki ender

those net near 4k damage and large meter for landing a GH, learn it love it

oh yeah, and hit confirm your mixups, you're letting 2-3 hits go, then trying to reset with a mixup instead of just going for your guaranteed damage, it's a bad habit to get into

Posted

You seem to lack patience, which lead to most of your loses.

Posted

Ladon- For the GH idea. It has been really useful at times but only in the corners for myself when I choose to go into a 2c xn. Mid screen or from one end to the other is kind of difficult. After the 5b my 5d totally whiffs or only one hit is valid so I safely go into the D ID instead of dropping the combo all together. I'll practice them again tonight. Oh right, I do hit confirm my mix-ups but I'm also spacing during mix-up. Even if one attack connects if my distance is bad I'll go into a short dash xn even if it does provide the opponent to defend again. Rather net 3.5k+ instead of 2.2k unless I know that the bad spacing will kill them.

Skye- Most of the times I'm taking the lead in the fight unless my foe is the hit and run type. Normally those who space well I like to IB but here's the problem. I'll manage to find an opening in an opponent attack and attempt a special interruption or dash in. Sometimes I'm rewarded but most of the times ehhhh~lucky like 20% of the time. IAD are moments when I'm impatient but instead of going for a j*5c/5d I normally go into a jump guard unless I'm too slow. Just covering the distance again.

Posted

Looks like you need to pace yourself more.

It just looked to me that you got hit in a lot of situations where you shouldn't have, but hell, whaddooikno?

Posted

http://www.youtube.com/watch?v=q3z6Fhp_t9M

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

http://www.youtube.com/watch?v=f7nn3WTSbJo

As long as I played CS between "arcades" and "online" I think my most troublesome match-up might happen to be Makoto. Her 2a and pokes will most likely beat out yours. Her Parry Loop assisted with her lvl.3's are a pain. J*2c clashes with your ID. The list could go one for sometime . Makoto match-up thread is not as useful. Befriended djhuo after the 3 fights to get some more experience out of this. Hmmm, makes me wonder if the other two dlc will be a pain to go up against.

Posted

http://www.ustream.tv/recorded/9340919

I got warmed up a little later but this is a good example as how I conventionally play. I normally do alot more 6D > j.D (Wiff) > 6B>2B mix up, but sadly everyone was so nervous about there first time streaming and mashed out alot. Also, combo choice advice would be nice. But as for execution, I try not to calibrate myself to bad connection. Online play is just a place to learn match-up tricks.

Posted

Lots of active frames

has a hitbox that extends behind him

beats out alot of moves because it already active coming in

quick start-up

can be hit confirmed for 3000 easy.

Posted

Leonil_Requiem

Ragna vs Lambda

4:20. Kaqn Burst. Shit just got serious.

4:47. j*5b as a hit confirm overhead but go into reset. Ignoring some damage options but safely came up with an oki option seconds after.

5:35. Cheers for Death Spike countering Spike Chaser but Death Spike has such a slow start up Lambda is free for counters whether it's 4d xn or her distortion or many swords. Space yourself well when countering or lose a primer instead of taking damage.

5:51. failure to punish a CH 2d. Whether you were still trying to bait a burst out of it any damage is good damage.

6:46. After the forward or hell. Even after the back grab. You'll want to practice short dash 5b 6a in order to make your bnb universal. 5c is safe at times...well majority of times but how you positioned yourself was bad in the end. Plus if you knew BE wasn't going to connect. It wouldn't hurt to use ID.

What you could learn from this match-up is that IAD are really unsafe so patience is must unless you know for a matter of fact that your counter will work. You should IB more of Lambda swords as a good 90% of them predictable. Take a few frame advantages and watch how the fight turn in your favor. Overall you handled the fight pretty well compared to a few other Ragna I know.

Ragna vs Bang

16:58. Good bnb with a 6a launcher but ID finish. Shame on you. It's good that you recognized BE won't connect.

17:07. Air grab. Most of them situational depending where you are on the screen. It's rarely I see a BE connect after an air grab mid stage. So alternatives are if you still have a jump left, dash 5c xn or safely go into a GH.

Second round. You did really well. I couldn't really say much how you can improve during all of that. Sure it hurts to lose burst during that round but hey, not bad.

19:10~19:15. Not bad for rapid pressure but you could have opened up your options up some more before the second rapid. In process of it all you manage to get a burst out of it so it wasn't really a waste of heat.

Before Makoto release I think my worst match-up in CS would happen to be Bang. It's odd, I can't really pin point what makes him any different then his CT counterpart but I struggle at times with this match-up. It's good to see you handle it well.

btw- Small notepad open as I watched the fight. Might see words scrunched up together to some misspelling. Yet I'm sure you get the message after you read it all. My bad for not watching all of the video Leonil. Just request if you want me to skim through the other fights for you. Oh right, my Ragna is so old school so some of the advice I do provide could be ignored as you can provide an alternative to some situations yet don't get me wrong. Even my style grants me some wins against some of the best offline and online.

Posted
Sorry Leonil. My eyes weren't good enough.

---

http://www.youtube.com/watch?v=U3lLfzG3Hss&feature=channel

http://www.youtube.com/watch?v=hhZgFr6tWL8&feature=channel

http://www.youtube.com/watch?v=bBO7f_tsYWE&feature=channel

http://www.youtube.com/watch?v=8XNoIBqShv8&feature=channel

Enjoy or critique the fights. My only regrets were not keeping the momentum after HF RC. Had one really interesting fight with a Makoto user but after an IB astral they lol rq. They were a friend so I forgiven them. Too bad I couldn't provide footage of that one. 3 astrals in one night.

Help me out. 3:29 after CH CS with Ragna vs the Lambda match. What would you have followed up with? Knowingly my 6a was mistimed some I was thinking of a double CS. 6a j5c 5c 214c CS

Generally you need better hit confirming, and better combo selection. Always carry out your block strings like your expecting to land with the move. also attempt to use a little bit better mix up. it's not illegal to do.

j.C > land > 6B > 3C > TK.GH

6D > j.D wiff (or floor cancel) > 2B/6B > 3C > 2D/GH > rapid > 2D/GH

Also it seems like you lack the flow chat knowledge to capitalize off of random hits with the right combo as well. Depending on the number of hits and weather or not you've land 3C/2D in a combo you should never settle for less than 3K with any hit.

Also get better block strings, you shouldn't need 100 heat to deal damage. i have to work on this very same thing. hell's and death spike are lv4 moves with crazy block stun. Ironicly, people consider death spike a spot to jump out. Which is stupid. rapid dash split 2B has a high chance of catch those pesky jump outs that prevent you from doing your real mix up. as for hell's, it's a chance to do a safe TK.GH or 6B. the stun makes to so that it's more of a block string than a mix-up.

Lastly, use more frame advantage, death spike, 2C, it's not over yet oki into 2B/2C/2D to re-apply pressure on mashers. in addition to that. More 6A. it's very close the best anti air in the game. use it when you think people are jumping out. use more barrier to break your run. i see you get hit while running a lot.

Posted
Lots of active frames

has a hitbox that extends behind him

beats out alot of moves because it already active coming in

quick start-up

can be hit confirmed for 3000 easy.

Forgive my lack of terminoligy with fighting games....but what are active frames again? I know frames are what the sprites run on, since Blazblue runs on 60 per second.

Posted
Leonil_Requiem

Ragna vs Lambda

5:51. failure to punish a CH 2d. Whether you were still trying to bait a burst out of it any damage is good damage.

yea i failed pretty hard right there, i actually discovered you can jump to the other side 6C and swap who's in the corner so i was trying to go for that.

6:46. After the forward or hell. Even after the back grab. You'll want to practice short dash 5b 6a in order to make your bnb universal. 5c is safe at times...well majority of times but how you positioned yourself was bad in the end. Plus if you knew BE wasn't going to connect. It wouldn't hurt to use ID.

i never knew you could do that, i was sandbagging earlier today and found out you can

4B+C > dash split > 5B > 5D > dash cancel > j.B > j.C > jc > j.C > BE > dash split > 6D > j.D > jc > j.C > BE > dash split > 5D (1hit) > DID

Ragna vs Bang

16:58. Good bnb with a 6a launcher but ID finish. Shame on you. It's good that you recognized BE won't connect.

i don't really understand if your complimenting my flexibility or saying i should have hit confirm better xD

17:07. Air grab. Most of them situational depending where you are on the screen. It's rarely I see a BE connect after an air grab mid stage. So alternatives are if you still have a jump left, dash 5c xn or safely go into a GH.

Well i have alot of BE combos i really don't... oh, that's when i had to prove to my brother BE isn't suppose to connect. in

j.B+C > BE (wiff) > dash split > 5B > 5D > dash cancel > j.B > j.C > jc > j.C > BE > 66DD > jc > j.C > BE > 5D (1hit) > DID

big ty for the criticism

Forgive my lack of terminology with fighting games....but what are active frames again? I know frames are what the sprites run on, since Blazblue runs on 60 per second.

It is the number of frames in which a move is in it's hitting phase. A move is broken down into 3 parts: It's start up, it's active and it's recovery. Jumping B has 9 active frames while j.A , j.B have 3 and j.D has 4. Since it has so many active frames it has more chance of hitting regardless of how preemptive the move is thrown.

OH and the move is a lv1 which carries the same amount of hit stun as some jabs, making the move a very nice tick. It looks like it'd have more hit and block stun, but it doesn't. People can mash out when ever it's thrown really.

Posted
big ty for the criticism

It is the number of frames in which a move is in it's hitting phase. A move is broken down into 3 parts: It's start up, it's active and it's recovery. Jumping B has 9 active frames while j.A , j.B have 3 and j.D has 4. Since it has so many active frames it has more chance of hitting regardless of how preemptive the move is thrown.

OH and the move is a lv1 which carries the same amount of hit stun as some jabs, making the move a very nice tick. It looks like it'd have more hit and block stun, but it doesn't. People can mash out when ever it's thrown really.

When you say it's a nice tick, you mean you can then go for a tick throw right?

Posted

Was bothered by the loketest changes I haven't used Ragna in a while so I returned back to him after a few days of using Rachel and Lambda.

http://www.youtube.com/watch?v=hN6BJggNJko

http://www.youtube.com/watch?v=P33iM5JHXW4&feature=channel

I'll repeat myself again. My Ragna is oldschool. He doesn't textbook or follow the rules that have been laid out for everyone to follow. My only regrets were not understanding BK but I can do good without it. Enjoy or critique.

Leonil-When it comes to mix-ups I'm very open minded but I believe I have explored most of the options that are available in any given situation. Watch the other videos (perhaps all) and you'll understand I'm not new to this. I'll consider the frame advantage as somethings are left out during my combat.

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