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Posted

Uhh, my first time posting for critique, but eh, can't be afraid to try new things.

Vs Tager

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

Vs Hakumen

http://www.youtube.com/watch?v=NSugga_Z9X0

Much help would be appreciated on what I could work on.

Against the Tager, you got wake up backdash > 360'd way too many times. It's generally a good idea to approach Tager from the air on his wake up. jAAAAA... will catch him for backdashing, or a well timed other jump move.

Also, use more 5A, it's excellent on Tager in CT. He can crouch it in CS, so enjoy it while it lasts.

Shorten the block strings too, try to end with a jump cancel-able move like 6A or 3C to be safe. You can get punished pretty bad if you keep on doing stuff into 5D.

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Posted
Uhh, my first time posting for critique, but eh, can't be afraid to try new things.

Vs Tager

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

Much help would be appreciated on what I could work on.

ok neighborhood tager troll is here and i'm gonna do a little run down since i played both characters.

1. 6B isn't that good seeing how tager can and will outpoke you unless you use 2C...2C beats tagers 5A at start because of hit boxes but its not always adviced because tager can still do other stuff...just expect him to either sit still, jump, or poke...at least thats what i do.

2. stop spamming ID, he blocks it and you don't have 50 meter then you eat 5k+ for free! FOR FREE!!

3 don't abuse GH so much if he backdashes it then you eat 360/720 and its not something hard to react to, and if you CH it then you can go into a bnb air combo, not hard to do.

4. the 5D's...oh god all he has to do is IB 360 and then you lost 2.7k easy...not to mention it pushes you back...

5. rule of thump against tager...jump on his oki or he will 360 you...then again jump too late and you will get 2C'd.

5. please bait spark. :vbang:

6. don't burst a burst...see if that was me i would have MTW'd you for free.

7. don't rush tager when magnetized...he got ways to make you pay.

8. D ID not in a combo is a nono.

9. save dead spike for corners.

10. and lastly! don't desperation BK...all he has to do is IB/backdash and then you :vbang:

Posted
Vs Hakumen

http://www.youtube.com/watch?v=NSugga_Z9X0

Much help would be appreciated on what I could work on.

You should make a new post when you have a new video, not edit an old post. Just sayin' since none of us knew of it.

WHY THE HELL ARE YOU BULLRUSHING A HAKUMEN WHY WHY WHY

Rushing Hakumen is particularly bad against Ragna, as a well placed D counter could turn the tables in an instant. It's okay to be a little aggressive, but don't try and rush in every time you wake up. Instead, try to mix up your rushdown with a little throws to try and confuse the Hakumen. Throws counter Hakumen's Ds, so use it often. After all, throw breaking rarely holds consequences for either person.

As for okizeme, you seem to always attack after the Hakumen did a neutral wake up. In this match, you were very fortunate that this particular Hakumen wasn't like the others (no offense Edge), mainly because he didn't do D after wakeup. Doing so would have done some major damage on you and have the momentum turned onto you. What I suggest for your okizeme game is to not attack the instant your opponent wakes up (not just for Hakumen; for every character you face), since it doesn't always put you in an advantage.

Also, if you're going to do GH after every 5D, at least delay the follow-up so that you don't miss. I wouldn't suggest doing GH after every single 5D, as you could combo like this:

combo > 5D > dash 6A > JC/HJC j.C > j.D > JC j.C > j.D > 623D > 236C > 214C

since it does more damage, and leaves the opponent guessing. But that's just me.

Oh, and D ID is never good when outside combos, but Axis already said that OHWELL

Also, lol @ the FFXIII music in the background.

Posted
Uhh, my first time posting for critique, but eh, can't be afraid to try new things.

Vs Tager

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

Vs Hakumen

http://www.youtube.com/watch?v=NSugga_Z9X0

Much help would be appreciated on what I could work on.

The most specific thing I saw vs Tager, was that you need to work on comboing off 5D. Throwing a GH is ok, but try to start Dash Canceling > 6A > Ragna Air Combo.

Additionally, against Tager, don't throw out things with a huge recovery (5D, 2D, ect) unless you plan on doing some thing off of it (Rapid, GH, ect) because he can back dash through that shit all day every day.

Also, poke at him with 5C, since it's pretty much 100% safe, and feel free to jump in j.C > j.D since CT Tager can't anti-air worth shit. If you get a hit from one of the two, then land 5B > 3C> 22C > 5B > 5C > HF, and if it's blocked, mash jab on landing so that he can't Tager Buster your shit.

When you go for throws, it;s generally better to throw backwards if you are roughly midscreen, and then GH (Delay second hit) > 5B > 6A> Ragna Air combo.

You are playing pretty aggressively though, which is good for the most part with Ragna. Keep at it, and have a blast.

EDIT: I completely forgot why I came to this thread in the first place, it seems like Ragna's new B&B in CS is 3C > 2B > 5C > j.C > j.D >j.C > BE > (Short Dash) 6D > j.D > j.C > BE > (Short dash) 5D > 22C

Timing looks like it's strict as fuck, especially the first four inputs, and the 6D >j.D. Gotta say I'm a bit intimidated. How bad is it, or should I stop worrying.

Posted
EDIT: I completely forgot why I came to this thread in the first place, it seems like Ragna's new B&B in CS is 3C > 2B > 5C > j.C > j.D >j.C > BE > (Short Dash) 6D > j.D > j.C > BE > (Short dash) 5D > 22C

Timing looks like it's strict as fuck, especially the first four inputs, and the 6D >j.D. Gotta say I'm a bit intimidated. How bad is it, or should I stop worrying.

It isn't really that hard, you can pretty much just mash out the whole combo. Plus you can practice the 3C>2B>5C in CT if you need help with the timing.

Posted

Yeah, Ragna didn't get any harder to play in CS, just more rewarding.

Far more rewarding.

Posted

In a nutshell the biggest things ragna got were more damage off his 5B and other moves (thanks to BE), and an actual oki game (again thanks to BE).

Posted

Also, poke at him with 5C, since it's pretty much 100% safe, and feel free to jump in j.C > j.D since CT Tager can't anti-air worth shit. If you get a hit from one of the two, then land 5B > 3C> 22C > 5B > 5C > HF, and if it's blocked, mash jab on landing so that he can't Tager Buster your shit.

5C is ever 100% safe that shit has so many minus on block he can 360 that shit and grab you when you extend your hit box, hell if he backdashes he can spark you before you finish recovering.

why do you think no one runs at tager mashing 5C? shit is unsafe, only good as a long range counter poke to slow shit when alone.

sorry had to catch that pound of bullshit thrown out.

Posted

Ragna had oki before. Difference is that BE means you don't have to pick between damage or oki anymore, you get both. Add in that damage overall got nerfed comparatively and tada, good character.

Other reasons he's good include the fact that most of his combos are meterless AND they give him a ton of meter, so he's almost always got meter to RC. That makes his offense a lot trickier than it would be normally (good for him, he's too straightforward otherwise). Going along with that, he takes advantage of the Guard Primer system very well, provided he has meter. Which he does, almost all of the time.

Plus they made some of his normals a lot safer. Wow, what a dumb character.

Posted

Because Ragna's normals needed to be safer./sarcasm

Posted
Ok, so I've been practicing execution-wise, and have also been trying to up my pressure game. I've also been using 22C a lot more than I have been before.

http://www.youtube.com/watch?v=QylfTnw0PqQ

never hells fang follow up on block!

quit IADing so much your asking to be punished for it.

if your gonna do anything risky then RC so you won't get raped...

also wanna say that tager sucked.

Posted
Ok, so I've been practicing execution-wise, and have also been trying to up my pressure game. I've also been using 22C a lot more than I have been before.

http://www.youtube.com/watch?v=QylfTnw0PqQ

You're looking better than ever. Al of that looked pretty solid, but here are a few thoughts.

1) No carnage on block. I know everybody gets dumb (just ask one of the many people I've tried to astral) but it isn't a good idea. Even with the meter to RC, there are better ways to keep up pressure. Hell with 100% heat you can almost guarantee a guard crush post burst.

2) ID. You can ID the crap out of tager on reaction, any Tager play knows how obnoxious that is.

3) No HF on block, it isn't terrible but ragna can do better.

4) For punishing Dash5B is greater than 5C in most situations.

Lastly, if you ever want to go a few rounds feel free to message me, you getting pretty solid.

Posted

1: Try not to end your combos with HF+Follow-up midscreen. You get low damage for disadvantageous positioning, which is important for Ragna because he can't do shit from long range (5C doesn't count, it's low risk-low reward from long range). Also, try not to miss combo opportunites (like for example, in the beginning of the 3rd round, you went for the 5B>6A>5C>5D>214B-D>5B>623D combo, but managed to forget the 5B).

2: If Litchi has a pole out near you, it's best to not rush in. 13 Orphans sucks ass, since it's free mix-up for Litchi if you get caught blocking it.

3: Watch for Tsubame, it leads to a boring combo that does a ton of damage (This Litchi wasn't all that good, but better Litchis can turn a move into a long ass combo). If you have a feeling Litchi might do Tsubame, do ID, since it's guaranteed to beat out Tsubame, but generally watch for when they do Tsubame.

4: Abare better. Whenever you get a 2C CH, you can do far better than 5B>5C>214A-D, like for example, CH 2C>5B>6A>5C>5D(1 hit)>214B-D (delay)>5B>623D>236C>214C.

5: lol no hells fang dashing

Think that's all I have to say.

Posted

After your randoms Gauntlet hades, delay a bit the follow up to hit her lower so you can recovery a bit faster, lenghten her no tech time, and you'll be able to follow with 5B > DID. That's plenty damage more that you'll get instead just a GH.

Posted

We play almost exactly the same cept that you can punish bursts beter than I can, and don't always go for the air throw in the air combo, sometimes its good to finish the air combo and see what your opponent does, then you can use Ragna's oki game to punish them for teching wrong, but other than that I like your Ragna playstyle and we should play a couple of matches.

Posted
We play almost exactly the same cept that you can punish bursts beter than I can, and don't always go for the air throw in the air combo, sometimes its good to finish the air combo and see what your opponent does, then you can use Ragna's oki game to punish them for teching wrong, but other than that I like your Ragna playstyle and we should play a couple of matches.

Sure dude add me GT to the left lols:yaaay:

Posted

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

comments concerns critique please ^^

My real gripe wasn't your playstyle, but you're overly cautious actions when facing Jin.

Jin has a lot of frame traps and what not, and you want to learn them to know them when you see them, if you don't take a few risks, then Jin's block strings can go on forever.

You should also barrier more, makes it harder for Jin to catch you with his gimmicks.

You could also use a few IDs, I've seen places where that would have saved you.

Posted

hit confirm crouch better, you missed 3-4k damage because of it.

it looked pretty solid.

coltz plays better on 360.

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