Zero000 Posted August 26, 2009 Posted August 26, 2009 whoo boy. try playing against a arakune, a noel, a carl, a litchi, a tao, a bang. Oh how intresting, that's almost everybody. ... anyways, while not hating on the game, I find that dropping the block strings just to get a bit closer when they're barrier-whoring works. Just because they get pushed out so far, it's hard for them to punish ragna's holes and makes your unsafe stuff safe (like a far 5d). But while rushing in, that when you have to start thinking again, is he going to poke/block/dp/jump back/backdash/etc. Just be safe about your offence and you'll defintally chip away their barrier if they're dumb enough to keep holding it down (thing is, they probably won't). Like excelence said, burst becomes really weak and you can easily bait bursts now. And if they do manage to be in danger mode because of weak burst/no more barrier, free blood kain combo. The problem with just rushing them is that I find they simply jump the first chance they get and and dash away, because jumping is apparently the shit in BB. If they're painfully obvious with their jump back and dash away. I think a C/D inferno divider will touch them. Haven't tried it out. If they're obvious with their jump and barrier, jump up with them and grab them outta the air. If they want to hit you out of the air when you jump up with them, Inferno dividaaaaaaaaa. Do this right a couple times, they'll learn to stop doing that Oh yeah, most important thing, try getting the spacing game right. Corner the hell out of those people using hell's fang follow up combos to knock them into the corner and keep them there. They can't jump and dash back anymore
Tetsuro Posted August 26, 2009 Posted August 26, 2009 I appreciate the responses guys, I kind of gathered most of what you are saying, though I was kind of hoping there was something I was just missing. I guess I just really need to work on my reaction.
Infectellect Posted August 26, 2009 Posted August 26, 2009 Reaction. Maybe. More of anticipating your opponents moves. MIX UP BABY! Shoot go for a tick throw if all they do is block. Drop your block strings short. Do not be predictable, worst thing you can do, even worse than sucking at combos.
VR-Raiden Posted August 26, 2009 Posted August 26, 2009 If they always just hold barrier and upback to jump out of you're pressure, just go into lows early. Such as 2A > 2B, 5B > 2B, or 5B > 3C, etc. Once your lows hit them enough (make sure you're doing good combos off them so they don't just blow it off), then you can throw in the mix ups. Though people that know Ragna strings will probably be ready to block the lows and know when you can't do anymore that will catch their jump. Then you can try some of the other stuff people posted. It's not all about hitting them from your block strings though, it's important to know when to attack at range to hit them out of stuff too. Oh, and 6D can catch jumpers sometimes too if they don't barrier. Almost everything cancels into it.
Blade Posted October 20, 2009 Posted October 20, 2009 I have a hard time with guardstrings in ditto matches since they tend to Barrier Soul Eater moves and do rushing 5A or 5B or 5C to counter all of which come out fast. So are there guardstrings vs a Barrier-using Ragna, or one who counter-throws if you're too close?
Xill Posted November 13, 2009 Posted November 13, 2009 So are there guardstrings vs a Barrier-using Ragna, or one who counter-throws if you're too close? Well, Ragna can eat up some barrier pretty fast, so I go more to that with a lil bit of mix up. Meaty Death spikes from time to time, 5D 1hit 214D helps sometimes for a long "blockstring"(though people can 623C through the attack afterwards so don't be stupidly predictable), Using jabs to get just that bit closer, using Jabs to air block string to get people back to the ground, making sure you hit your anti airs is a really good thing as well. Ragna can't do anything but block if you have that anti air out for him. And even if he does block it, its a free block string for you. Make with the 6a. As far as block strings though, its pretty hit or miss. Ragna pushes people pretty far back with most things on 5(B/C/D) So if you aim more for 2B/C or an overhead from time to time, you won't have to work as hard to stay close. Try not to jump cancel to much and if you do, toss on the barrier for a moment, even if you still plan to attack. 6A j.B crossover will help a lil bit if you need to make sure the other guy's payin' attention. All and all, just don't be scared. Yeah...he can do what you can do. You just have to take that into consideration and play a lil bit better. Oh yeah, throw sometimes too. 2A dash throw. 2A 2b dash throw. Ect.
Prototype909 Posted December 1, 2009 Posted December 1, 2009 What are some good strings? What leads into what? Is there any truly safe way for Ragna to mix-up?
Final Ultima Posted December 1, 2009 Posted December 1, 2009 Merging and renaming because block strings and mix-ups kinda go hand in hand. To answer your question as best I can, Ragna has a pretty hard time getting away with mix-ups scott free, his overheads are far from safe to just throw out of nowhere unless you're fighting someone with a crap anti-air game. The general idea is to just scare your opponent into just sitting there, at least then even if they block correctly, you can reapply pressure and attempt your mix-ups again. Ragna's block strings tends to work best in short bursts. The longer your block strings last, the harder it is to avoid having to do a mid-range 5C, thereby dooming you to commit to something. Go for the mixup as soon as you can. A simple starter can go immediately into 2B which won't get you punished often if left alone. If you decide to continue, you can do the same thing or opt to gatling your 5A, 6A, 2A or 2B into 6B. If neither works, you can cancel into 3C so you can jump cancel and go from there, stuff like that. Thing is, even then, 2B is unsafe on IB (and unsafe to even to string into anything on regular block). It's not an easy hole, but it's there. All that leaves you with is stuff like 5B into 3C, which is pretty sad. There's always tick throws after light pokes just to be obscure, but don't expect to get away with that all too often. Regular throwing when its not guaranteed isn't all that full proof in this game. At the end of the day, you need to be ambitious because no opportunity is free. Go for the occasional 5B or 6A into 6D pressure, do the occasional TK 214B or j.C, j.D, air 214B, sometimes wait a while before continuing a gatling to throw them off, show them no respect. Just remember, the key to getting away with murder is to not make yourself look like a suspect. If you go for 6B all the time, you'll get yourself murdered. It's as simple as that.
Zero000 Posted December 1, 2009 Posted December 1, 2009 What are some good strings? What leads into what? Is there any truly safe way for Ragna to mix-up? No. You just have to be creative and test if they can IB/react to your stuff. If not, goto town with 5b 5c 3c 5d stuff or gatling into 6d. The moment that they IB a 5c or something and punish you, stick with poking and hit confirming with 5b
Safetyman Posted December 5, 2009 Posted December 5, 2009 What are some good follow ups/options after 6A during block strings?
Kain Posted December 5, 2009 Posted December 5, 2009 6A is JCable. Make of that what you will. Answers: j.B (Comes out fast, hits behind you if you crossup) j.D (Overhead, not all that good unless your opponent is stupid enough to block low while you're in the air) j.C (Slightly slower than j.B, recovers faster when you hit the ground though) 3C (Sneaky low, gives you 3 options after knockdown [2B, 5C, 22C] to work with) IMO, though, you shouldn't bother using 6A in a blockstring. There are only so many times you can get away with a blocked 6A after all, and there's better uses you can put it to.
VR-Raiden Posted December 5, 2009 Posted December 5, 2009 What are some good follow ups/options after 6A during block strings? You can also use it to safely end your block string by jumping away. 3C is a better option for ending a string though. It hurts them a lot more if it hits and has a bit farther range I believe.
FlyingVe Posted December 5, 2009 Posted December 5, 2009 You can also use it to safely end your block string by jumping away. 3C is a better option for ending a string though. It hurts them a lot more if it hits and has a bit farther range I believe. If you are right up next to somebody you can JC the 6A and cross them up with jB. You have to be really close or you won't make it over their head with the jump. Works best against big characters like Tager and Ragna.
Prototype909 Posted December 8, 2009 Posted December 8, 2009 I've noticed that Kaqn will either back off or go for a tick throw if his opponent blocks 3-4 moves in a block string consecutively.
A.X.I.S. Posted December 9, 2009 Posted December 9, 2009 lately i've been using 5B>2B>6C in strings, also been messing with 6D, works ok when i wanna rack up some damage without comboing.
IkeTakeda Posted December 9, 2009 Posted December 9, 2009 That probally the best move... If they anticipate a block string then there no need to continue. Ragna zoning game is pretty good in CS.
Zero000 Posted December 9, 2009 Posted December 9, 2009 I've noticed that Kaqn will either back off or go for a tick throw if his opponent blocks 3-4 moves in a block string consecutively. That's because anything you do after that is generally unsafe because of holes in Ragna's offense. Pressing D/6d/2d/deadspike, doing hell's fang, and doing Gauntlet hades can be hit out in between the block string and the moves. Butttttt. If they don't know that, go to TOWN with those block strings.
Yggjrasil Posted December 9, 2009 Posted December 9, 2009 I tend to use 6B and TK GH alot when my opponent likes to crouch block. I usually start with 5B, 2A,2A(to make sure that they keep blocking) 6B, 5C, 6C etc.or 2B,6B,5C etc. Is there any other ways that I can mix-up my opponent with overheads or is these Ragna's best Overhead BnBs?
A.X.I.S. Posted December 22, 2009 Posted December 22, 2009 nothing, i tried, just pray they barrier so they can't punish, i went to practice and i couldn't cancel it on block.
Final Ultima Posted December 22, 2009 Posted December 22, 2009 What can you do after 6C on block?After first hit: Dash Cancel (unsafe, can be punished by Ragna's 5A on regular block) Gatling into 6D (unsafe, will lose (or clash) to a reversal on regular block) After second hit: All of the above Jump Cancel (safe)
Xill Posted December 22, 2009 Posted December 22, 2009 After first hit: Dash Cancel (unsafe, can be punished by Ragna's 5A on regular block) Gatling into 6D (unsafe, will lose (or clash) to a reversal on regular block) After second hit: All of the above Jump Cancel (safe) Yep. And don't be scared to toss out a Gauntlet Hades when you get your feet off the ground from time to time too. Its pretty much one more free hit.
Blade Posted December 23, 2009 Posted December 23, 2009 I'm learning to jump cancel after a successfully blocked 6D (despite it being unsafe, I've landed these, so I'm not complaining), though I'm not quite sure how safe jump cancelling into air normals is on block. The hardest part is dealing with the huge pushback from barrier and knowing when it's unsafe to do anything afterwards. If there was a way to program a character to block so many strings and try to throw out an attack, I'd know for sure, but, it seems like I need friends to help me learn this stuff.
Xill Posted December 24, 2009 Posted December 24, 2009 I'm learning to jump cancel after a successfully blocked 6D (despite it being unsafe, I've landed these, so I'm not complaining), though I'm not quite sure how safe jump cancelling into air normals is on block. The hardest part is dealing with the huge pushback from barrier and knowing when it's unsafe to do anything afterwards. If there was a way to program a character to block so many strings and try to throw out an attack, I'd know for sure, but, it seems like I need friends to help me learn this stuff. 6D JC.... Its one of the top worst things to do with Ragna. You have no air projectile, so any thats antiair will hit you unless you fall with Barrier. Either way, its a clear way to give up the offensive. Try going 6D j.D into a quick 5B, 2B if you must keep that offensive.
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