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Posted
LK, how much do you think Ragna players should rely on pure fundamentals as opposed to bullying the opponent with certain Ragna-specific options (e.g. extremely strong j.C, kara throws). I understand that it depends on a player's individual play style and that you should use everything available to you, but do you face more problems fighting extremely solid Ragnas or those that abuse the stronger aspects of the character for higher risk/reward?

You answered your own question, lol.

It's best to try to use all the options available to you. Not only will you have more venues to open people up on offense and escape on defense, but it will help beef up your neutral as well.

Hey LK, I am a casual/new blazblue player that only gets to play once a week, but now that it is summer time i have a lot more time to play. What are some fundamentals that i should be working on? How do you learn to play footsies and spacing at neutral? and how do you get better as a newer/ more casual player that hasnt been playing as much? Should i be netplaying a lot or practicing combos in training mode?

Play!

Try to focus on tangibles. The most important thing at the start is to make sure you understand your combos and don't drop them. Even if you're sloppy in some other manner, if you can do significant damage to the opponent when you hit them, it'll make up for it (to a point).

Try getting games with people of all sorts of skill levels and see what you can get from it. Don't hesitate to ask better players for advice after you play as well. If you decide to get serious about the game (or fighting games in general), or if your local scene is big enough, you can go to a tournament - people pretty much play all day, and usually the strongest players in your area will be there.

I hope this is a straight forward question, so here goes.

Let's say that I'm playing as Jin and I'm pressuring my opponent. I do 5B, 5C then jump cancel into j.B and j.2C and blah blah blah. They would naturally see me jump after 5C and block high, right? Why is it that if I were to jump cancel 5C, do nothing, then air-dash before I land and do something like j.2C and j.D, it works more often than it should? I think Ragna has something similar where he ends his corner combo with a 3C and jump cancels that. If the opponent neutral techs, Ragna can airdash j.C, j.D and pick up a combo from that because the opponent would usually be blocking low.

Why is it that most people end up blocking low if the pressuring opponent does the airdash low to the ground and do an air normal? Is it similar to how sometimes you would do a landing j.B as Ragna and go straight into 6B since most people are trained to block low? Or is it because when you air-dash before you land, people think they should block low because enough time has passed for them to block an air normal while standing up, and it's time for them to block low since they had enough time to land and do a low attack?

Another thing I don't get is how running into the opponent and then doing a DP or a throw-invulnerable move works. Like, I would land a 3C knockdown as Jin, the opponent techs, I run into him for about a second, then do a 6B. The opponent usually tries to throw break and I jump over that and land a CH 6B. Or I do the same thing as Ragna but do a DP instead.

Sorry if I'm making these questions more complicated than they already are. I want to know exactly why a lot of people fail to counter these even though they should be really simple to block. Like, the mindgames behind these mix-up tricks?

When you jump, you eventually land after X amount of time right? And then once you land, people will switch back holding [1] until they see an overhead. If you airdash after jumping to a certain height, you're extending the amount of time you're in the air, and if you time it right (as in, airdashing right before you touch the ground), people will switch to [1] if they aren't expecting it. It's rather quick and difficult to react to unless you're anticipating it.

As Fluck said, the command for breaking throws is B+C, so if you put yourself in a position where it appears that you would throw, people will try to do it, which is why dash 6B with Jin scores counter hits.

You need to consider that your opponents have played hundreds or thousands of matches, and have been in similar situations thousands or tens of thousands of times. When a certain answer tends to work more than the others, they will default to that answer.

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Posted

dang LK you got so many forum trophies now lol.

I've been thinking today, and I wanted to ask you if you can tell what the flaws in my gameplay are. I rewatched my matches in the CEO stream archive and I feel like I went in way too hard often. I don't think it was nerves either.

  • 4 weeks later...
Posted

Hi LK

Is there a certain thing you can do on your opponent's wake up that is safe from dps?

I am getting tired from guessing whether my opponent is going to dp or jump away/do other stuff on wake up

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