Famhuss Posted August 18, 2011 Posted August 18, 2011 (edited) After just retrying the challenge I must say that BE>dash 5d(2)>DS>5d(2)>22C feels wierd. I believe the problem is whiffing the second 5d(2), you need to do 5d>DS>5d ASAP. Edited August 18, 2011 by Famhuss
Callisto Posted August 18, 2011 Posted August 18, 2011 It definitely lands both hits, just the 22C doesn't come out after the 2nd 5D hit.
Tong Posted August 18, 2011 Posted August 18, 2011 (edited) How the heck is doesnt come out? Are you sure that it is the right trial? Is it the one with 2D (DC) 6C? 22C is only possible on people who got hit by 2D/3C/Heel Drop first... Edited August 18, 2011 by Tong
Callisto Posted August 19, 2011 Posted August 19, 2011 How the heck is doesnt come out? Are you sure that it is the right trial? Is it the one with 2D (DC) 6C? 22C is only possible on people who got hit by 2D/3C/Heel Drop first... Yeah definitely was the one starting with B > C > 2D(RC) > 6C, I was going to try to get video but now I can't land 5D(1) > 214D at all anymore . Been trying to improve on Ragna, learn Sakura in SSF4AE, and learn MvC3 all at the same time the last few weeks, think my hands just may be fried lol
Tong Posted August 19, 2011 Posted August 19, 2011 your doing 6C (DC) 5D(1) 214D waaay too fast Do: 2D (RC) 6C delay (DC) dash 5D(1) 214D Its crucial that you dont dash after 2D in order for this to work. I used this method and works all the time on anyone.
Sekusen_Crimure Posted September 4, 2011 Posted September 4, 2011 How do I stop myself from closing distances with Hell's Fang?
Sekusen_Crimure Posted September 4, 2011 Posted September 4, 2011 Try running. And stopping the running to guard at the appropriate times? I guess a fix will just come with time.
VR-Raiden Posted September 5, 2011 Posted September 5, 2011 (edited) If you're opponent isn't hurting you a lot for using HF full screen away, it's going to be hard to stop doing it. But if they are, stop and make use of barrier block while running, spacing your pokes properly, and double jumping. Try to pay attention to what your opponent's attack ranges are and try to get them to whiff something with slow enough recovery, it can be a chance to get in on them. Or to approach from the air, jumping in with barrier block to avoid getting anti-air'd, or double jumping to avoid an anti-air then coming down on them. Air dashing works too but is riskier since you can't block until after the air dash completes. Edited September 5, 2011 by VR-Raiden
Sekusen_Crimure Posted September 5, 2011 Posted September 5, 2011 If you're opponent isn't hurting you a lot for using HF full screen away, it's going to be hard to stop doing it. But if they are, stop and make use of barrier block while running, spacing your pokes properly, and double jumping. Try to pay attention to what your opponent's attack ranges are and try to get them to whiff something with slow enough recovery, it can be a chance to get in on them. Or to approach from the air, jumping in with barrier block to avoid getting anti-air'd, or double jumping to avoid an anti-air then coming down on them. Air dashing works too but is riskier since you can't block until after the air dash completes. Yeah, I figured. Only time will tell if I can get better at approaching. What about using Belial Edge for closing some distance out of the air? It's been sorta iffy in my experience, but I just wonder if I should maybe stop it before it becomes to habitual, in the opinion of others.
KayEff Posted September 5, 2011 Posted September 5, 2011 Belial Edge loses to anti-airs and in most cases will trade with them if they do them. Because BE has little hitstun, they'll probably recover faster than you and combo off of their anti-air.
-Kid Posted September 13, 2011 Posted September 13, 2011 Hey all. Quite new around here, so i'm still quite new to this. Well, i have been Using Ragna for a REALLY long time now, since CT actually, so i'm quite familiar with him. I already know that i'm decent with him, but i feel that there is much more i could learn. I feel as though i've hit a roof with Ragna, and the more i research, the more i realise how basic my ragna is. I was wondering if anyone had any tips for improving my Ragna? I would really appreciate it if i could have people comment on how i play with him and what i could be doing. The first video is against a Hakumen: http://www.youtube.com/watch?v=tzvoDDlLb-s&feature=channel_video_title The second is against Platinum: http://www.youtube.com/watch?v=YNbWi1kb1Pc&NR=1 And the last is against Another Ragna: http://www.youtube.com/watch?v=N5ptF46bEYo&feature=related Overall, what i can say is that there are a few 5C's that were meant to be ID's, which cost me some matches. So, any thing you guys can reccomend? also enjoy the match videos =)
Gramas Posted September 13, 2011 Posted September 13, 2011 (edited) Cool that you are here,I was about to write something on YT lol Since Im not a better player than you there is just 1 thing I can reccomend you and its about your combos vs platinum @1.15 in that situation(5B 5C launching) you could have done SJC j.C j.D jump cancel J.C BE scissor and kill her,or even rapid your DP into another dp maybe 2.17...COME ON?!?! 5B 5C hells rapid 6C DC death spike?I dont even know if that combo works lol.You could have won the match if you did 5b 5c 2D rapid 4.20 You dont like winning eheh?you can do everything from that starter after 6D jump cancel j.c BE ...5C > 5D(1) > DS > 5C > 5D dp 236C ender 5D carnage scissor 1 thing I would like to know is @2.15 You did an IB on that move(what is that?2C?I dont know)then 5B and counter hit the soap ball attempt..was that on porpouse?how does it works?You can punish that even if plat dosen't cancel it? Edited September 13, 2011 by Gramas
KayEff Posted September 13, 2011 Posted September 13, 2011 hakumen match: you're in the air way too much for this match-up. hakumen can easily hit you out of the air for free damage, so try and make it a tendency to stay grounded. this can go to your other match-ups as well. you also tend to start most of your blockstrings with 5B. it's fine if you use it at its farthest range, and in fact i encourage the use of it in that case, but you seemed to use it quite a bit too often in closer ranges. 2A works better as a pressure tool than 5B, so try to start using it more. also you really need to stop using blood kain outside of combos. it's bad enough that you lose health while you're in BK, and it's worse that there's no guarantee you'll get it back. this is why you do it in a combo; you can be sure that you can get the health back, maybe even more if you end in DbD. a loss of 3k health is really bad considering ragna's low health, so make sure to use it only in corner combos (and when the opponent has no bursts, because those can ruin your combo). platinum match: i'm going to say this now, and i want anyone else who doesn't know remember as well: j.C j.D j.C d inferno divider does more damage than j.C j.D j.C j.D d inferno divider unless in the latter case d ID hits twice. again you're in the air way too often, platinum has two anti-airs and given how retarded her damage is you do not want to be hit by them. use your ground footsies more (at max or near max range) ragna match: same things apply really ragna has a much better time when he's grounded since his aerial moves are nothing special. moreover, he has two useful anti-airs and you shouldn't be afraid to use them i'm kinda impressed to see a london ragna this good though, so props
-Kid Posted September 13, 2011 Posted September 13, 2011 vs platinum @1.15 in that situation(5B 5C launching) you could have done SJC j.C j.D jump cancel J.C BE scissor and kill her,or even rapid your DP into another dp maybe Yeah everyone was saying that alot, i guess it just didn't cross my mind at the time. Was getting angry by the amount of Platinum BS i was getting hit by. 4.20 You dont like winning eheh?you can do everything from that starter after 6D jump cancel j.c BE ...5C > 5D(1) > DS > 5C > 5D dp 236C ender 5D carnage scissor I thought about this one. I wasn't too sure if that would take out all her health. Alternatively, i guess i could have done 3C > CS, then rapid 5D > 22C if need be..but sometimes i mess up the 3C > CS. 1 thing I would like to know is @2.15 You did an IB on that move(what is that?2C?I dont know)then 5B and counter hit the soap ball attempt..was that on porpouse?how does it works?You can punish that even if plat dosen't cancel it? DBlanks was going to do 3C > Bubble. I instant blocked the 3C and punished the bubble attempt with 5B...it was on purpose. If she doesn't cancel 3C into bubble, you may have to Dash and do 5B, depending on how far she is using 3C from. hakumen match: you're in the air way too much for this match-up. hakumen can easily hit you out of the air for free damage, so try and make it a tendency to stay grounded. this can go to your other match-ups as well. you also tend to start most of your blockstrings with 5B. it's fine if you use it at its farthest range, and in fact i encourage the use of it in that case, but you seemed to use it quite a bit too often in closer ranges. 2A works better as a pressure tool than 5B, so try to start using it more. Hmm..i always did have problems fighting Haku-men. I find it really difficult to approach him, which is why i do empty jumps to try and Bait drives. I have to say that i was air-bourne a bit too much actually. Don't start pressure with 5B all the time? This could be why i always feel as if my blockstrings are dull/the same, no matter what comes after it. Thanks for that one! also you really need to stop using blood kain outside of combos. it's bad enough that you lose health while you're in BK, and it's worse that there's no guarantee you'll get it back. this is why you do it in a combo; you can be sure that you can get the health back, maybe even more if you end in DbD. a loss of 3k health is really bad considering ragna's low health, so make sure to use it only in corner combos (and when the opponent has no bursts, because those can ruin your combo). My reasoning for using BK outside combos are for specific scenarios: 1. Will do it on someones wake-up or mine, just to see what my opponents is going to do, and use the BK invincibility as a kind of option select..and punish accordingly 2. IB > into BK. did that against hakumen only because i thought he was going to follow up on some attacks. I do find myself wasting heat due to avaliable bursts that the opponent has, and just wasting health in general. This is advice i need to heed. i'm going to say this now, and i want anyone else who doesn't know remember as well: j.C j.D j.C d inferno divider does more damage than j.C j.D j.C j.D d inferno divider unless in the latter case d ID hits twice. Ohh. he has two useful anti-airs and you shouldn't be afraid to use them 2? really? 6A and what else? Thanks to you guys for the responses.
KayEff Posted September 13, 2011 Posted September 13, 2011 My reasoning for using BK outside combos are for specific scenarios: 1. Will do it on someones wake-up or mine, just to see what my opponents is going to do, and use the BK invincibility as a kind of option select..and punish accordingly 2. IB > into BK. did that against hakumen only because i thought he was going to follow up on some attacks. I do find myself wasting heat due to avaliable bursts that the opponent has, and just wasting health in general. This is advice i need to heed. there's a better way to utilize BK invincibility, but i'll let you discover it, since it requires 3C oki for the most part 2? really? 6A and what else? 5A. it's 5 frames and it does tend to beat out most aerial moves, despite having no head invulnerability. it's somewhat safer than 6A in that you can't really punish a 5A whiff (prime example being where hakumen hotaru can beat out ragna 6A) and you can follow up with 5D on CH (although most of the times even on normal hit 5D will still followup because they didn't expect to get hit by 5A in the air)
-Kid Posted September 13, 2011 Posted September 13, 2011 3C > BK: If they Emergency tech, Use DbD If they don't tech, use 22C. Could it be this one... Never thought of using 5A as an anti-air. Thank you for the help though, much appreciated.
MashThat5A Posted September 13, 2011 Posted September 13, 2011 3C > BK: If they Emergency tech, Use DbD If they don't tech, use 22C. Could it be this one... Never thought of using 5A as an anti-air. Thank you for the help though, much appreciated. That doesn't really use the invincibility frames. Is it 3C, late jump, land, BK?
KayEff Posted September 13, 2011 Posted September 13, 2011 (edited) 3C > BK: If they Emergency tech, Use DbD If they don't tech, use 22C. Could it be this one... Never thought of using 5A as an anti-air. Thank you for the help though, much appreciated. DbD's invincibility sucks, most cases it'll get beat out 3C > late jump > meaty j.B > buffer 214214D if j.B is blocked, it will gatling into j.D (but j.D won't hit) if j.B whiffs, BK starts up this is useless to characters who have any kind of guard point from frame 1 Edited September 13, 2011 by KayEff
Gramas Posted September 13, 2011 Posted September 13, 2011 5a is amazing as an anti air,even if it hits without ch you can try a 5D followup and get a blue beat,The enemy have little time to tech,or you can follow up with 6A on non ch hits I tend to use this TOO MUCH ..because there are situations where you have to use 6A for 2 reasons:range or because the enemy is really up on your head coming down,LOL
Sekusen_Crimure Posted September 14, 2011 Posted September 14, 2011 5a is amazing as an anti air,even if it hits without ch you can try a 5D followup and get a blue beat,The enemy have little time... Let's not even talk about Blue Beats, those aren't truly legit, man.
-Seo Posted September 14, 2011 Posted September 14, 2011 Let's not even talk about Blue Beats, those aren't truly legit, man. It's damage regardless. If the other person doesn't tech, then it's their problem.
Tong Posted September 14, 2011 Posted September 14, 2011 BlueBeat is underrated. Ragna is pro in getting free damage from these.
MashThat5A Posted September 14, 2011 Posted September 14, 2011 Corner 5B,5C,Hell's Fang,2B blue beat pickup combo is legit.
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