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How do you Play Ragna?  

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  1. 1. How do you Play Ragna?

    • Straight up Offense!
    • Bait in to Punish!
    • Defensive Punish!
    • Spam Hell's Fang and Inferno Divider moves!


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Posted

If anyone has taken a look at the video of Ragna Vs bang i posted in this section. Anyone care to share thoughts about the combo near the end of the video that did about 4300?

for a combo that uses up 100% gauge i would say it's quite a waste

Normally it would probably be a waste, but in this case it definitely wasn't, considering it was for the kill.

i've been thinking of going into 5D>6A>HJC j.D> JC j.D>BE again after the 1st 22C RC

I would think it wouldn't allow all those hits after the 22C RC, but maybe.
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Posted

for a combo that uses up 100% gauge i would say it's quite a waste

i've been thinking of going into 5D>6A>HJC j.D> JC j.D>BE again after the 1st 22C RC

I can already tell you that won't work (of course that depends on how many hits were used before the 22C RC). They'll probably be able to tech out after the 5D or somewhere in the j.Ds.

Posted

2C CH = Fatal Counter. This seems like it should be your punishment tool. 2C (CH) 6C -> DC 6A -> JC j.C j.D -> JC dj.D -> Belial Edge, land, ender of your choice.

I ended it with 5D into HF + follow up. Tested on Tager. I believe it was 4k damage.

2C (CH) into 5D loop is the current cool thing to do.

Posted

2C (CH) into 5D loop is the current cool thing to do.

That's pretty cool. Do you know how much damage/repetitions you can get off a FC 5D loop?

Posted

Interesting. It definitely sounds like something that'd work on paper. Ooh, and can you test if dash 5B works after 22C, and better yet, if the stagger lasts longer after a Fatal Counter?

Posted

Now for something that's a lot more abstract than its amount of moves would have you believe.

dash 5B, 2B, 3C (JCC), 2141236C - Damage: 1372 (pre-Black Onslaught), 16373 (post-Black Onslaught)

What is 3C (JCC)?

edit: Oh, I'm getting it now just by doing it really fast. But still curious what exactly JCC means.

Posted

Starting from 2C CH and going directly into 5D, I was able to get it to combo until the 7th hit (combo counter went blue, could've teched on the 6th hit). That said, it seems like you can only get 2.5 reps in before you can't do the loop anymore. It was about 3400 damage with the fake combo.

Posted

Jump Cancel Cancel. Black Onslaught isn't special cancelable, so you've got to Jump Cancel the 3C but input the command before you leave the ground.

Posted

Ah, I figured it was something along those lines. Thanks. I see now, I was getting it cause I was unknowingly doing 214741236C for Black Onslaught.

Posted

I was wondering if you should use dash 5a or dash 5b after 3c-22c in CS? because in trigger, you sorta of had to dash 5a after the 22c. and if you can do dash 5b after 22c in CS, would it be possible to do another 3c-22c after that.??

Posted

If possible, dash 5B would be considerably harder (3 frames less to work with) but a much better option overall. It'd almost undoubtedly be universal unlike dash 5A which whiffs on several characters, and it would most likely lead into a lot more combo-wise.

Posted

If possible, dash 5B would be considerably harder (3 frames less to work with) but a much better option overall. It'd almost undoubtedly be universal unlike dash 5A which whiffs on several characters, and it would most likely lead into a lot more combo-wise.

so your saying its possible but really hard? so if we used dash 5a would it lead to another 3c, 22c? or do we have to use 2c fatal counter to get a double 22c in one combo?

Posted

I'm saying if it turns out to be true, it'd be harder, yes. Think how hard it is to do dash 2A after 22C on Jin. It'd be like that, only with the added complication of a possible accidental 6B. As for the dash 5A variation, even in Calamity Trigger it lead to a "cornered to mid-screen" double 22C combo that worked on everyone that dash 5A worked on, and double 22C combos that worked anywhere on all of those sans Litchi. None of the moves involved seem to have been nerfed in regards to pushback and untechable time in Continuum Shift, so they should still all be possible.

Posted

Starting from 2C CH and going directly into 5D, I was able to get it to combo until the 7th hit (combo counter went blue, could've teched on the 6th hit). That said, it seems like you can only get 2.5 reps in before you can't do the loop anymore. It was about 3400 damage with the fake combo.

ugh can't remember exactly how they go. 2C (CH) into 6C XX GH > followup, then a rep or two of (dash 5B >) 2C > 5D then end with (dash 5B >) 6A HJC jC (> D JC djC) XX BE, land, 5D XX HF/D ID/CS for like ~5k. There were a few variants on this, one was 5.4k with CS ender but 4.9k with D ID/HF ender, but the other was like 5.1k with D ID/HF ender but 5.2k with CS ender :V

Or 2C (CH) > 6DD, dash 5B > 3C > 5D DC 2C > 5D DC (dash 5B? >) 6A HJC jC > D JC djC XX BE, land, 5D XX 22C or something to that effect, also ~5k.

I'll try to get the exact combos tomorrow, was playing too much other stuff to remember Ragna combos :V

Posted

one thing i see alot in both latest ragna kaqn vids is that he does alot of 2A>5B>2B>whiff 2C>5B and most of the times the 5B counters whatever opponent tried to do during the whiff, pretty neat

Posted

ugh can't remember exactly how they go. 2C (CH) into 6C XX GH > followup, then a rep or two of (dash 5B >) 2C > 5D then end with (dash 5B >) 6A HJC jC (> D JC djC) XX BE, land, 5D XX HF/D ID/CS for like ~5k. There were a few variants on this, one was 5.4k with CS ender but 4.9k with D ID/HF ender, but the other was like 5.1k with D ID/HF ender but 5.2k with CS ender :V

Or 2C (CH) > 6DD, dash 5B > 3C > 5D DC 2C > 5D DC (dash 5B? >) 6A HJC jC > D JC djC XX BE, land, 5D XX 22C or something to that effect, also ~5k.

I'll try to get the exact combos tomorrow, was playing too much other stuff to remember Ragna combos :V

Nice, that's breaking the mold a little.

And damn, that's a pretty long combo to not blue heat. Looking pretty awesome there, Ragna. Clearly the untechable time mechanic change is helping him out in more ways than one.

Posted

I've been doing GH (CH) > (Dash) 5C > 5D (First hit) > Blood Kain > 5B > 5D (First hit) > GH > Delayed Keri Age > (Dash) 5D > (Dash) 5D > Devoured by Darkness. It does a little over 5800 damage, and while it's a little difficult in execution and requires 100 heat (you can do the combo from 69 heat, at the combo itself gives the other 31 heat), the damage ends many matches and the enemy rarely seems to burst it. The problem I'm having is that Gauntlet Hades Counter Hits are a rare thing. I can use it to punish DPs (sometimes) and stupid magna tech wheels, but the openings don't exist against good players. What are good times to catch people with Gauntlet Hades? (I know about TKing them, although I don't do it well yet.)

Posted

Honestly, scoring CH 214B won't be a common occurrence at all. People don't tend to mash buttons during Ragna's block strings. Even as a punish it's not the best move to start with because it's got a P1 rating of 80%, just straight up CH 5C into the rest would probably work better. Actually, it'd probably do more damage as well. That said, it's an interesting combo, so you could probably post it in the combos thread if you want.

Posted

It has to be a CH 214B. The bounce on counterhit is what let's the rest of the hits connect. What's a P1 rating? Just the same thing as proration rate? I'll stick it in the combos thread when I have time. Edit: As it turns out, the combo won't even work with a TK GH CH. Not enough bounce.

Posted

Oh, of course, the CH 5C would have to be airborne to work like that. Certainly, there's not a lot that can be done about that unless you catch an airborne opponent. TK 214B has the unfortunate misfortune of not bouncing the opponent like the grounded version does, so that wouldn't work either. P1 is the proration that only the first move in the combo will apply to later moves. P2 is the proration every move in the combo will apply to later moves.

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