Psyken Posted February 18, 2012 Posted February 18, 2012 I haven't even spent one hour on Ragna and I can do 5/6k combos easily xD This is.. fun..
Dont_Explain Posted February 18, 2012 Posted February 18, 2012 I haven't even spent one hour on Ragna and I can do 5/6k combos easily xD This is.. fun.. Its fun until you get into a real match where you get people who can block then you're all sadface.
ColorR Posted February 18, 2012 Posted February 18, 2012 So far, Tekken has ben the only game where I can do max damage combos. This game is discouraging .
VR-Raiden Posted February 18, 2012 Posted February 18, 2012 I haven't even spent one hour on Ragna and I can do 5/6k combos easily xD This is.. fun.. Yeah his combos are pretty simple and easy now overall. I'm a big fan of easy combos.
ColorR Posted February 18, 2012 Posted February 18, 2012 I'm just getting into 2D fighters. There's a big learning curve as far the timing is concerned. Tekken is like Dial a Combo to me.
BladeOfJustice7 Posted February 18, 2012 Posted February 18, 2012 I wanna sub this guy in extend (when I get it). His combos look really fun to pull off, in and outside of the corner. Who are the best/entertaining Ragna's right now in extend? I've been watching a lot of Sakamoto, and I've barely checked out Kaqn as of Extend.
-Seo Posted February 18, 2012 Posted February 18, 2012 Yutta's an alright player to watch, tends to play pretty well consistently.
YukiBlue Posted February 18, 2012 Posted February 18, 2012 Played some Ragna today for my daily Deadu spiku and I got my first hate mail in weeks! Just came by to say thanks, Really.
BladeOfJustice7 Posted February 18, 2012 Posted February 18, 2012 Yutta's an alright player to watch, tends to play pretty well consistently. Thanks for that, what about "Komomo".
Tong Posted February 19, 2012 Posted February 19, 2012 Komomo is beasty, but there's not much footage of him. Pretty much every CS2 Ragna player is nice to watch, since they're much more aknowledgable than your usual tier player. Buppa is surprinsgly good too.
VR-Raiden Posted February 21, 2012 Posted February 21, 2012 (edited) I have a general question for midscreen combos, wondering what all your opinions are. Is it worth the extra damage and meter to do as many air C/D attacks as possible before the ID(D) end (with all ID hits connecting)? I ask because I notice some combos listed in the wiki leave out possible air C/D in some cases, I assume so that you land a little earlier for better oki? For example, 5B>6A>sj.CDCD>ID is possible, but the posted combo omits the last j.D. Actually that one isn't great since it's the same number of jumps, but maybe it's the same idea. A different example, from the wiki: 6B - 5C - 6C - dc 6B - 5C - 5D - dc (dash) 5C - 6A- hjc j.D - 623D > 236C > 214D when you can do 6B - 5C - 6C - dc 6B - 5C - 5D - dc (dash) 5C - 6A- hjc j.C jc J.C - 623D > 236C > 214 Edited February 21, 2012 by VR-Raiden
MashThat5A Posted February 21, 2012 Posted February 21, 2012 It's for making sure they don't air tech after DID.
VR-Raiden Posted February 21, 2012 Posted February 21, 2012 (edited) Ok, both of the examples I mentioned still cause the ground bounce from the ID. I assume they air tech before reaching the ground in what you're talking about. So then in these cases, the extra hits are worth going for? EDIT: Oh nevermind, I think I see what you're talking about, they actually tech in the air AFTER the ground bounce. This happens in the 6B example but not the 6A example. Question answered, thanks. Edited February 21, 2012 by VR-Raiden
VR-Raiden Posted February 21, 2012 Posted February 21, 2012 Noticed a tiny error in the wiki: j.B+C - dash 5C - 5D - dc (dash) 5C - hjc j.C - j.D - 623D > 236C > 214D Damage: 3280, Heat Gain: 33 actually does 3187, 31. The posted combo damage/heat is if you include an extra j.C. Adding this extra j.C causes them to air tech after the ground bounce sometimes, seems to depend on height they're at during the combo.
donelf Posted February 22, 2012 Posted February 22, 2012 can anybody here can make the hells fang 22c follow up consistently? because i stop playing CSEX because i got addicted playing ps2 games and i just started playing again because we will have a tournament this sat but i can't still do the hells fang 22c consistently any tips on how to do it consistently
KayEff Posted February 22, 2012 Author Posted February 22, 2012 the HF > 22C is only used for the heat gain off of it and doesn't serve a whole lot of reward in turn for its execution risk. there are character specific tricks that make getting HF > 22C easy consistently, but if you're preparing for a tournament soon i wouldn't suggest trying to learn those tricks. just learn the better things like better combos and other things.
SolheartStud Posted February 22, 2012 Posted February 22, 2012 I have a question after doing Ragna's Challenge 10. Since Gauntlet Hades' follow up time is more strict, is it also this that makes it much harder to connect with a high-jump afterwards due to your recovery time and therefore less hitstun on your opponent?
KayEff Posted February 22, 2012 Author Posted February 22, 2012 I have a question after doing Ragna's Challenge 10. Since Gauntlet Hades' follow up time is more strict, is it also this that makes it much harder to connect with a high-jump afterwards due to your recovery time and therefore less hitstun on your opponent? first off, keri age doesn't have less hitstun, so that's wrong. second, it's still the same as always. it's always been hard to input the super jump mainly because the camera angle makes it hard to see ragna, therefore hard to time the super jump. speaking of GH, i've gotten GH > KA - jump j.D - jc j.D - j.214C to work a bit on other characters, so that might be a good alternative depending on if j.214C connects on everyone (or maybe input a dash jump instead of a regular one)
donelf Posted February 22, 2012 Posted February 22, 2012 the HF > 22C is only used for the heat gain off of it and doesn't serve a whole lot of reward in turn for its execution risk. there are character specific tricks that make getting HF > 22C easy consistently, but if you're preparing for a tournament soon i wouldn't suggest trying to learn those tricks. just learn the better things like better combos and other things. yeah i'm just going back to basics like his normal even the easiest one and i became very consistent about the dash under 3c 22c, 3c hells fang with inferno C
donelf Posted February 22, 2012 Posted February 22, 2012 I have a question after doing Ragna's Challenge 10. Since Gauntlet Hades' follow up time is more strict, is it also this that makes it much harder to connect with a high-jump afterwards due to your recovery time and therefore less hitstun on your opponent? don't forget to delay the gauntlet hades follow up that's what i do and it will become easier that way to follow up
LuminAbyss Posted February 22, 2012 Posted February 22, 2012 Hello guys.Through a day of fucking around in Extend training mode, I've come to the conclusion that 6D is the best move ever. It has the biggest hitbox in the world, I swear to God. Also, j.C cross-up works better the wider the character is from the top of their body. It's really easy on Bang, but tough on Hakumen who only gets wider at the bottom of his hitbox, thus requiring you to be really deep in with the j.C (making it kinda pointless).
donelf Posted February 23, 2012 Posted February 23, 2012 Hello guys.Through a day of fucking around in Extend training mode, I've come to the conclusion that 6D is the best move ever. It has the biggest hitbox in the world, I swear to God. Also, j.C cross-up works better the wider the character is from the top of their body. It's really easy on Bang, but tough on Hakumen who only gets wider at the bottom of his hitbox, thus requiring you to be really deep in with the j.C (making it kinda pointless). After training hard from CSEX i finally became consistent on hells fang 22c HELL YEAH i am very proud of myself the hard thing about that one is the height of the character and lumin how do you apply that 6D block string or oki? it's quite intriguing
LuminAbyss Posted February 23, 2012 Posted February 23, 2012 I wouldn't pull it on oki, honestly, it only has 3 active frames, making it really hard to meaty with (not to mention if you mess up, you're stuck in a huge amount of recovery). As far as blockstrings go, even though it's a really slow move, as long as you remain unpredictable with it, put it out anywhere you'd like, provided you're close enough to the opponent. It's really good for resetting pressure. But if people see it coming, expect yourself to get hit out of it.
JETROCKETSKATES Posted February 29, 2012 Posted February 29, 2012 After fucking around in training mode, I'm noticing for the first time that j.d launches on ch now??? I'm not sure there's any practical applications other than maybe frame trapping with j.a > dj.j.d or something?
LuminAbyss Posted February 29, 2012 Posted February 29, 2012 It's not practical. It's there to fuck with us. I once lost a match because I didn't know that and it happened and I dropped the combo and I was fighting Valkenhayn. Fuck Extend.
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