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Posted

ragna's only good this game because alot of the characters the gave him problems got nerfed. also he'll go down in tier when he goes another whole season without winning one jp event. :/

Posted

Zoners give him trouble, and they're kinda uphill matches. Ragna is stronger because of increased rewards off confirms, that itself makes his mix-up game better and scary.

Everyone, but *maybe* Makoto and Tsubaki, didn't get nerfed enough to be considered "weak". Every character kicks Ragna's ass.

Posted
ragna's only good this game because alot of the characters the gave him problems got nerfed. also he'll go down in tier when he goes another whole season without winning one jp event. :/

I disagree with this. Lambda, Mu and Rachel are still gonna be stupidly annoying to go against (maybe Hazama to some extent, holy shit is that match-up boring). It's just the fact that when Ragna does get in, he doesn't have to work quite as hard as he did in CS2, because of his much higher damage output.

Also, I don't really get what his placement in JP events has to do with anything, but ok.

Posted (edited)

average dmg output is slightly better than cs2 with the 6b and j.d crap(like 100-500 more on average) but overall is pretty shit compared to cs1 where u got 4.5k anywhere from 5b, mixups and blockstrings were better too because of 6a>stuff

Edited by xlolxlolx
Posted
I'm actually buying this game. Get hype (?)

But then you may lose your EC OS. :O

I assume you're getting it because of the new Boston scene.

Posted
average dmg output is slightly better than cs2 with the 6b and j.d crap(like 100-500 more on average) but overall is pretty shit compared to cs1 where u got 4.5k anywhere from 5b, mixups and blockstrings were better too because of 6a>stuff

I hit 5k on accident in Extend.

I couldn't do that in CS1.

Posted
just try to keep off-topic discussion to a minimum. i don't mind the occasional talk about how lumin x carnagescissors should be made into a movie, but i really don't want this topic to turn into another netplay general, or even PSN general.

why is it that nobody ever fucking reads this

Posted (edited)

So, can we start organizing the combo thread please? Currently it's kinda a mess.

EDIT: Just finally checked out the Ragna wiki here, good stuff.

Edited by VR-Raiden
Posted

What's wrong with it?

I don't want to post tons of combos that differs only by an additional move, makes learning process harder.

I'll complete the Tsuika specific info as soon I get the game. And later, I want to organize the best combos and make a beginner/fundamental combos list, again, as I soon I get the game.

Posted
I want to organize the best combos and make a beginner/fundamental combos list, again, as I soon I get the game.

Mostly just that, it'd be nice if all the combos that get posted are evaluated then put into the first post in their proper categories if they're worth noting. No rush though :)

Posted

Kinda sad that they made Challenge mode complete autopilot this time around, new challenges were one of my favorite parts of BB:CS versions.

Posted

Would someone be so kind as to give me some Mixup/frame trap/block string options?

I know basic stuff like 5b > 2b > GH or 5C > 2C > 2D.

Posted

5B > 2B > GH is really unsafe, don't go for that.

5C > 2C > 2D Is good, but can be escaped via instant block. 2C > 5C > 2D is tighter.

A really basic block string would be something like (2A) > 5B > 2B > 2C > 5C/3C > 2D. Strings that end in Deadspike are also nice thanks to the +3 advantage on block, but risky to go into in many situations, and require you to condition your opponent to not expect Deadspike.

6D is also a nice pressure reset tool, but like Deadspike, can be risky to use if you're too predictable with it. Most normals are cancelable into it, but it doesn't have great range.

We actually have a thread on frame traps, and that can be found here.

As far as mix-up goes, Ragna is really average in that respect, and requires a lot of conditioning of your opponent. You're usually better off with stagger strings and frame traps, and even just out-spacing them at neutral to get most of his hits. His 6B overhead however can be done off 2A, 2B, and 2C, as far as I know. Gauntlet Hades can be done off any special cancelable normal (meaning anything but 2D basically, but is just as slow as 6B (and not as rewarding, but that's cause it's easier to mix-up with).

Basically, learn your gatlings and build your blockstrings on the fly according to the situation you have your opponent in, as well as what character you're fighting, as everyone has different answers to Ragna's pressure. Don't be afraid to use meter to get that surprise overhead through rapid cancels, Ragna's heat gain is really good.

Posted

Post this as a new thread earlier. After I posted I noticed it was the only new thread. Sorry. Here's the Op

"Hey, I'm new to the forums. I'm glad I finally joined, and I look forward to having thoughtful discussions and learning as much as possible from you guys.

So lets move past the intro. I've been practicing Ranga for a little while, and I'm getting the hang of him pretty well. The reason I'm coming to you guys is because I want to know what is the optimum way to play Ragna. I feel like I'm wasting time practicing mix-ups, set ups, and combos that aren't really part of what I would call "Good Ragna Gameplay". Could you guys help me out with what I should be practicing? For example ideal corner combos, mid screen, and so on. I know there's a combo thread, and I'm not asking just for combos. I just want to know what I should be focusing on in order to develop a solid Ragna."

Posted

Take advantage of his neutral game and learn his range well. His 5B, 5C, and 2D have amazing range. That alone will help make your battles that much easier.

Also learn on how to safely end your pressure strings with him. Mix-ups and gimmicks and all of those fancy things can be learned in time as you get better and play the game more. The post above yours I touched on pressure, that stuff all applies too.

Midscreen, try your best to end in Inferno Divider Axe Kick, in order to keep them right in front of you. Hell's Fang is fine if you're pushing them to the corner though, but usually you should only use it off max range confirms. In the corner, you should almost ALWAYS go for Hell's Fang over 22C, since it gives better oki. As far as damage goes, if you're hitting 2-3k midscreen, and at least 4k midscreen, then you're doing fine, but you should really hit up the combo thread for some of the hard hitting fatal and crouching combos (as well as Blood Kain combos).

Be sure you also learn your methods of catching rolls for people who want to escape your oki. 2B and 2C both work REALLY well at catching tech rolls. This, however, really comes down to experimenting with your best options in training mode, and then conditioning your opponent in battle.

That's really it as far as generally-playing things go, Ragna is a basic, but extremely solid character. Play good neutral, smart offense, and strong defense, and you'll be fine. Learn your combos and make every hit count, no matter how random.

We have a critique thread if you have any matches you'd like us to go over and help you out with. Other than that, any specific things you'd like to know? It's kinda hard to answer your post without any real specific info you'd like to know.

Posted
...Why does Ragna keep calling me like he's my boyfriend or something...? .__.

This small voice keeps saying...learn hiiiim.

-hides-

Just tier whore your way to victory, no one won't disrespect you for it. Hell, you might actually get respected for your efforts if you stop and learn a character instead of taking a half-baked pie to a picnic.

Where my Ragna bros at? I used the character for at least three minutes in training room but I'm going to pretend that has never happened to remain devoted to some other characters I have in mind. I want to see how much the odds are against me when I play either Hazama or Makoto against the character.

Posted

After doing 175+ battles over the course of two days, the majority of them.. Were Ragna. I'm learning this character. It really bugs me that while I'm playing safe that just one hit and it means hell for me. Even on a 5A or 2A I'm sent back getting 2.5-3k damage and then have to play the lockdown game with him.. Ugh.. Sorry Lambda..

Was Ragna ever this good in CS1/2? If so, maybe I just didn't run into enough good ones but from my understanding, he was a decent fight.. but now my mind is just blown lol..

Posted

Funny enough, he barely changed. It's everyone else that got weaker.

He was considered strong in CS1, due to his easy hitconfirms, easy damage, and great meter gain. He was considered one of the weaker characters in CS2, but still viable by all means.

CSX is definitely his strongest version, due to better reward, as well as hitbox and untech time buffs. Not to mention Hell's Fang gives really good oki now. So don't feel to hard about it. Learning him might actually help you play against him.

Welcome to the Ragna boards.

Posted
We have a critique thread if you have any matches you'd like us to go over and help you out with. Other than that, any specific things you'd like to know? It's kinda hard to answer your post without any real specific info you'd like to know.

Just wanna touch on this quickly, mainly directed towards newer Ragna players.

Whore the shit out of this thread. Doesn't matter what quality of video you can get, but if we can actually see how you're playing and what you're doing, it'll help us offer advice to you as a player. Not to say you shouldn't be asking questions in this thread though, I just want people to use the critique thread more ):

Posted

Thanks for the advice. Based on what you said I really need to improve my combos. I'm only getting 1.7-2.5k midscreen, and 3.1k in the corner. Also, I recently started using a corner combo that ends in Hell's Fang, but that that's my only choice because I can never land the 22C. Any tips on landing 22C, in case I need it.

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