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Posted

Posting these videos so I know what to yell at my scrubby friends about.

This was a ft5 for $30. About $200 worth of side bets on the outcome and this was the level of play.

lol...overhyped.

http://www.youtube.com/watch?v=5VeIkbOTueg

http://www.youtube.com/watch?v=WQzcO51DPr0

http://www.youtube.com/watch?v=WMxJZwlTap8

For the third video, Frankiecut is a legend in our area. You'll get the reason why it was called out if you look at what just happened.

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Posted
Posting these videos so I know what to yell at my scrubby friends about.

This was a ft5 for $30. About $200 worth of side bets on the outcome and this was the level of play.

lol...overhyped.

http://www.youtube.com/watch?v=5VeIkbOTueg

http://www.youtube.com/watch?v=WQzcO51DPr0

http://www.youtube.com/watch?v=WMxJZwlTap8

For the third video, Frankiecut is a legend in our area. You'll get the reason why it was called out if you look at what just happened.

lol $30 on the line. That's a lot for BB and the play was pretty sub par. Overall it's really just simple stuff.

1) going back to training mode to learn more optimal combos

2) block 2D lol

3) better hit confirms (6A was never hit confirmed, for example)

4) better block strings

5) better animu footsies

Posted

maaan I gotta see if I can get people to money match me, I only walked away with a pot of $80 and the entry fee was $40

lot of what spirit juice said, also seems like you don't know many strings or were nervous? I saw a severe lack of instant blocks and safe blockstrings. seems like there was a looot of matchup knowledge missing even though they both play ragna, almost no TK GH's to catch them off guard, random belials, and general mistakes like trying to double belial off a 5A starter

trust me, my tourny matches aren't much better especially since I never played on a CRT in my life so I can't really call that shit out

Posted

Chicago Arcsys game players: Not knowing how to play the game since OG GG players up and left town.

AKA giving me free money every month.

  • 1 month later...
Posted (edited)

I don't know if I should post this here but I got a question. Why do some BE combo enders not float the opponent and let them tech right away? Like for example 5B > 3C > 5D > DC > 5C > sj.B > j.C > jc > j.C > BE. I don't know the reasoning behind the sj.B, probably has to do with the fact I advance input most if not all my strings and combos and I end up hitting B (I honestly don't know).

Edited by Divine_prophet
Posted
Why do some BE combo enders not float the opponent and let them tech right away?

Whether BE will fully connect or not isn't reliant on which combo ender you do. It's dependent on where your opponent is situated compared to you. If you and your opponent are at the same height, then BE will fully connect and float; otherwise it will let them tech. Also:

Like for example 5B > 3C > 5D > DC > 5C > sj.B > j.C > jc > j.C > BE

You can replace sj.B > j.C > jc > j.C for sj.C > j.D > jc > j.C/j.D. It does more damage and is looser in timing, since j.B prorates quite a bit, therefore creates less hitstun.

Posted

The first step to improving your Burst baiting game is to start hitconfirming more. Try to use strings that allow you to verify certain hits before continuing your combo. A good example would be near the end of the first round, after landing 22C at the end of your combo, you did dash up 2B into 6B, then continued with the string after 6B using 5C into 6C. Instead, it would have been better to dash up 5B after the 22C, which would have given you the opportunity to see that he didn't block and continue with a combo, instead of going for a straight mixup without checking. Furthermore, after 6B connected, instead of verifying that he was hit crouching, you went into a 6C combo on a standing hit. 6B-5C(or 2C) gives you enough time to see how your opponent was hit and continue accordingly. The whole exchange basically looked as if you already had what you were going to do planned out, regardless of how he was going to react, which isn't an optimal way to play and makes it difficult to bait Bursts.

As far as Bursts in that match, the first time he Burst in the second round was after a 3C, you have time to JC and IB on reaction, then punish. In that particular situation, he Burst so late that you probably just could have held back and blocked. I'm guessing you got hit out of your 2B pickup? Odd scenario. The second Burst was basically him mistiming his Burst, so you got lucky there. In general, baiting Bursts in BB is harder, especially with Ragna because of how much recovery he has in general on his moves. In general though, use more JCable moves, try to hitconfirm and react as much as possible, and RC if you have to. Avoid using moves that require a commitment from you, like using 5D -> DC in combos. Stuff like that is really easy to Burst out of and very hard to bait Burst with.

Posted

Is there a good follow up after a 2C FC > DC > 5D > DC > 5D > DC > 5D? I usually go for 6A > hjc.C > j.D, jc.D > BE > 5D > CS but the second hit of CS can be teched out of.

Posted
Is there a good follow up after a 2C FC > DC > 5D > DC > 5D > DC > 5D? I usually go for 6A > hjc.C > j.D, jc.D > BE > 5D > CS but the second hit of CS can be teched out of.

In that case i guess just end it with ID instead. But instead of doing 2C FC > 5D > etc, you might want to try 2C FC > 3C > dash5B > 2C > 6C > etc into a 22c ender.

Posted

I picked up Ragna as a sub because his combos are easy enough to regularly pull off through online lag, and so far it's helped out quite a bit. But his Blood Kain combos are kinda confusing me... When the commands say "falling j.D", is there any visual cue I can look for to know when to input it during the fall (Kinda like Hakumen's falling j.2C combo tells you to watch his knees)? Additionally, for the delay j.D whiffs, about how many frames worth of delay am I supposed to do? About as many as his 623C - 236C - delay 236C - etc. DP combo, or a little less?

Thanks in advance.

Posted

After you do a BE you can do 6A hjc j.D jc j.C BE. You'll have to do 6A immediately after BE's recovery for the second BE to connect though.

  • 3 weeks later...
Posted

http://www.youtube.com/watch?v=MbSqQ89YKbk

It's great when you encounter someone who is really confident in their character and can use them really effectively. Fighting him made me realize I don't understand Bang match-up at all. Plus in that match-up section, nothing been updated in a while. He trained behind my back and came back with vengeance raping me in almost every fight I been in. Since he's a good friend he's willing to give me advice now and then. Critique or enjoy.

Posted

Well, You kept doing some CT combos which is alright but not really optimal and You kept doing "Panic Blood Kain" It does not save you all the time, please refrain from doing that...In Rebel 1 I saw that you started a BE Combo and did 6A instead of 6D,J.D,J.C, was it because of lag that you decided not to do this?

Posted

^I'll critique what I see:

- You keep using C ID as a combo ender, where D ID is more favorable to use, at least for health gain. Unless you have a reason for doing so.

- Sometimes you drop a combo for no reason. Like: throw> GH >follow up, and then you just stop. Maybe it's execution problems, but you need to work on that, yes?

- Try to not use moves with same move proration twice (unless it's double BE), I've only seen one combo you've used have that, but it's still one too many.

Eh, I might've been a bit tough in my critique, so forgive me if it comes across as a bit ruthless.

Posted

GammaGearJustice- It's not really panic blood kain. So I'm sorry if it came out like that. I normally use it to analyze my opponent next attack. I either buffer in DBD depending on their attack or counter with ID (majority of the times I'll safely carry 100% heat.) 6a is safe for me as if it whiffs (still safe) or the opponent tech in the air, you already set-up an air unblockable and jump cancel set-up or xn. Health regain is not one of my strongest concerns if it's really unsafe. Ragna drive is really unsafe unless you know for a matter of fact it's going to connect.

WolfCrimson- I don't drop combos often. I'll keep improving my execution but I doubt that's the issue. Must have thought the 5b wouldn't connect. The one BE set-up near the end when the second j5c kind of came out late. A spike got in the way. I'll admit I'm not knowledgeable with proration or frames. I just go for options that are set-up for me. Don't hesitate to critique to the fullest. Any advice is necessary to make that match-up that much easier.

Posted

http://www.youtube.com/watch?v=bVb341VNg_4

http://www.youtube.com/watch?v=5l6ir4a0YvY&feature=mfu_in_order&list=UL

Critique or enjoy the fights. What I do want to mention before anyone gets critical is that I attempted to textbook my combat. Change it from my CT form little by little. Before this set of recordings I do manage to get 5d dash cancel j5b xn to connect. Yet I love this new combo depending how early the 6c launches, 5d is questionable in the Arakune vid. In the Hazama video we trolled each other near the end. The Arakune is a Faust mod which caught me by surprise so I had to fight him. I respect his loops.

  • 2 weeks later...
  • 5 months later...
Posted

I'm having trouble getting the last hit of the B.E. on challenge number 7. I know i have to super jump C after dash C. Any tips to insure that the last ground bounce hit connects? thanks guys.

Posted

Dont let the dummy be beneath you.

This depends on how well you hit 5C after Deathspike.

If you are aligned/beneath the opponent, the last hit will never fail.

  • 3 weeks later...
Posted

Was it laggy?

You did well overall, but did some REALLY unsafe stuff that wasnt punished, like that close range Deadspike on wake-up followed by 6B.Maybe Quallz likes to block or wasnt confortamble with the character, but that was a hugeass gap for punishment.

Tighten your strings a little more, condition your opponent to block is the best thing Ragna can do, thats the key to his mixups.

Your combos didnt get past 2.3k, practice confirms from Overheads, you missed so many good combos opportunities, and close range 5B, at same time acquire the habit to dash after hitting with a jumping mode, this will avoid dial-a-hellsfang combo and give you better a chance to win.

Learn also some combos that use heat, trust me, spending heat for combos is not bad.As I said before, develop an arsenal of combos for each situation, Crouching oponents, overhead, corner, anti air, that uses heat for nice damage, 5A/2A mashing confirms,throws etc.

This will avoid stances where you hitconfirm something and goes "derp", not hitting the rest of the combos, but remember, when in doubt, HELL'S FANG, always.

The ideal would be to combo on the fly, not using a memorized combo, but that comes with time, for now, these are my suggestions.

Cool.

Posted

Hit confirm.

Combo better.

Inferno Divider more

Herp less on the Dead Spike pressure.

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