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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

Fair enough. I was just saying that a precedent had been set for this sort of thing. If you can actually punish Jin for it even on connect, that's great. I'd advice you to go for 2C as a combo opener if at all possible, it's your go-to "good proration" starter in Continuum Shift. Even better if it counts as a Counter Hit.

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Posted

You might get hit by a DP during this style of play and ask yourself "how could he conceive to DP me?" You've just been zerped if this happens. Accept it, move on with your life.

Posted

It's not really a weird style, nor is it new. That is a very legit mixup game for Sol in GG. Not so much for Ragna (at least in CT) because damage off rc dp for ragna is poor, whereas Sol gets 50-60% and knockdown. Just one more clarification, in instances like these the dp is never a meaty as you want to provide frames for your opponent to do something. I think you may just have the idea slightly incorrect. Edit: Just some more information regarding this tactic. In GG, wake-up dp bait is legit for Sol also because GG has throw reversal, which is a good thing to bait for. Since it's 1F start-up, the best way to beat it is to either jump, or dp. When sol has 50% tension, this puts him in a much more intimidating manner. Also Sol's best way to dish out dmg is sidewinder loop, which requires a launch move, and dp is his best launcher. I wanted to mention this point because in BB there is nothing that fast which would require a dp to beat on their wake-up, so generally a frame-trap is just better in every way. Also, Ragna doesn't need to launch his opponent on the very first hit to start his combos, so that is also out of the question. If you are just baiting for pokes, then frame-trap with 5B or something. If you think they are going to reversal, dodge/block and 2C. Basically, it's probably not a worthwhile strategy simply because there are better options available.

Posted

fine. I'm doing a DP on their WAKEUP. And who said anything about DP RC combos. You have no need for that whatsoever. If it connects, do DP combo. If it's a 1 hit counter Dp, do the combo from that. If you noticed they blocked, RC.

Posted

The point of this is to run at the opponent with the intent of doing some move on their wakeup, hence making the guy on the ground react to your run in with a DP or super or some sort.

It can be really obvious when people are going to attack you as you wake up since they have that "offensive intent" instead of the safe oki approach.

Let's take Guilty Gear, I don't really play the game much, but I know this much.

If somebody is running at you and they are literally touching your body as you're waking up. Isn't your go to option mash throw since people will get thrown by the 0 frame whatever frame throws that GG has? So now you put this in consideration so you stay out of their throw range when you're doing oki.

But then comes moves with throw invulnerability, doing moves with your dash momentum outside of your throw range, standing in throw range and jumping at the last minute, etc etc etc etc. Different setups you can do to avoid the wakeup throw.

back to BB, somebody running right into your body, you know that they WANT to do an attack, you can just feel the DP B-), but all of a sudden your DP gets rejected. That's the idea here, a different way to "bait" their super/dp.

Posted

I would say that mix up is not worth the meter if the DP is blocked. You're better off blocking if you're baiting out a DP, but one gimmick that might work is DP RC run up 6B. By the way, only America mashes throw on wake up in GG.

Posted

You're better off blocking if you're baiting out a DP, but one gimmick that might work is DP RC run up 6B.

Done it. I dunno, I just do it against Super happy Hazamas since I noticed that they like doing that on wakeup, in blockstrings, whenever. It's a good super, i just feel confident that I can bait out their super by running into them without giving it away by doing a last second barrier block, since people can react to that.

Posted

No, I think it'll only work on characters with larger hitboxes. It will probably work on evryone in the corner though.

Hmm, so it depends on character? because backthrow -> astral hits lambda

Oh, and one more question, if you have two bursts, can you gold burst -> astral? does it work?

Posted

Oh yeah. I forgot, I think they nerfed Ragna's kara throw by a tiny bit. I noticed that I wasn't going as far

Posted

Hmm, so it depends on character? because backthrow -> astral hits lambda

I think back throw into Black Onslaught is more reliable in general because if Final Sky is anything to go by, you have enough time to recover and then dash slightly as you do the command. No special canceling required.
Posted

Hmm, did some testing today, i think it maybe character specific. I did a forward throw and special canceled it right away into astral on lambda and i whiffed it, but when i did it to hakumen it worked. and in the corner it works on everyone i think. (tried it on tager ><)

Posted

I was watching some CS videos earlier and noticed a combo Kaqn used. 6B>5C>6C (2 hits) (DC)>5D (2 hits) (DC)>6A (HJC)>j.C>j.D (JC)>j.D>623D>236C>214D I tried to do it in training, but the dummy usually teched out before 6A, and even when I landed that, it always teched out before the first j.D. Am I doing something wrong or is the combo new to CS?

Posted

I think the combo is probably new to CS. In CS the 6A comes out a bit faster allowing you to relaunch off of things later in combos.

Posted

just a quick question can someone quickly explain the timing of the 5D, 22C ending of a combo after belial edge because i can't ever seem to get 22C out

Posted

just a quick question

can someone quickly explain the timing of the 5D, 22C ending of a combo after belial edge because i can't ever seem to get 22C out

Did you use 3C or 2D as a knockdown move at some point in the combo before you comboed into Belial Edge? Because unless you do that, you can't use 22C in the combo.

Posted

just a quick question

can someone quickly explain the timing of the 5D, 22C ending of a combo after belial edge because i can't ever seem to get 22C out

Uh. Make sure you dash up for 5d so you can get close to land 22c. DO NOT mash 22c because you will cancel 5d (1 hit) and make 22c whiff. Just wait till both hits of 5d hit and press 22c. It's pretty lenient.

If you want to, you can practice this in CT. Just move to the corner and do 3c 5d 22c.

Posted

oh maybe thats y...i haven't used 3C or 2D at some point before i comboed belial edge... thx for that oh and i tried using the forward throw into astral in corner....it still doesn't combo unless its someone like hakumen or tager

Posted

does ragna regains a set amount of health after D moves? if he does how much does he regains? also devour by dakness has a set amount too? i havent seen any combo using devour u know like D loop to 5d dc 5d devour.. sorry for the ignorance. oh, and he still has 10k of hp right?

Posted

so like, anyone know if berial is safe? I IB'd it for punish but i traded 5B's <_< And also, fuck litchi and her ass jB that 6A 282141236C was SO SATISFYING TODAY :3 Do i need to SJI in CS?

Posted

so like, anyone know if berial is safe? I IB'd it for punish but i traded 5B's <_<

And also, fuck litchi and her ass jB

that 6A 282141236C was SO SATISFYING TODAY :3

Do i need to SJI in CS?

Berial has been listed as unsafe for quite a while now, however exact frame data would be nice, I've seen all the high level jp ragnas use it as a zoning tool so if it is unsafe I bet it's somewhere like -1 to -3 even on IB.

BO is special cancelable now, no reason to SJI unless for some reason it doesn't cancel off a particular hit.

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