Yggjrasil Posted June 1, 2010 Posted June 1, 2010 new ragna looks suspiciously like Hugh Jackman's wolverine He looks like Macro from Metal Slug to me...
SethDahlios Posted June 3, 2010 Posted June 3, 2010 SO quick question, what are quick ways to combo into 6B?
FlyingVe Posted June 3, 2010 Posted June 3, 2010 There isn't much that can COMBO into 6B, probably just CH HF or 2C. If you mean gattling into 6B, it gattlings from 5A, 2A, 2B, and 6A.
SethDahlios Posted June 3, 2010 Posted June 3, 2010 Well my problem is that I don't want them to wake up in time to punish 6B since its so slow. (And counter HF actually doesn't give enough advantage to overcome that...)
VR-Raiden Posted June 3, 2010 Posted June 3, 2010 Well my problem is that I don't want them to wake up in time to punish 6B since its so slow. (And counter HF actually doesn't give enough advantage to overcome that...) I'm a bit confused, 6B isn't a move you would want to combo into in the first place. It's meant to be the first thing that hits people for blocking wrong. If you mean you want to use it as they're teching after a combo, I can't think of any situations where they're forced to block it (or time a reversal perfectly) unless they didn't get up immediately. If you keep getting hit out of it, try faster moves that could get you a CH on them. It will only hit people if they decide to block when you do it and don't react to it in time, so you have to mix it in and change it up if they catch on to when you like to use it.
ZONG_one Posted June 8, 2010 Posted June 8, 2010 What joystick input is a 6a into hjc? 629a? 6A29. You have enough time in the animation to hjc no problem. Also, in the astral combo. 2nd one. I think you mean 4B+C/5B+C instead of A+B.
RenKazama Posted June 9, 2010 Posted June 9, 2010 I dont know if this is just me but when i try Ragnas D 22C it just doesnt pick them back up. Any tips? Im dieng here xD
Kain Posted June 9, 2010 Posted June 9, 2010 I dont know if this is just me but when i try Ragnas D 22C it just doesnt pick them back up. Any tips? Im dieng here xD I'm pretty sure the opponent has to be knocked down with 3C before you can even try a BE>5D>22C pickup. If you want to ask a question next time, try the Ragna General Discussion.
DeathST Posted June 28, 2010 Posted June 28, 2010 Hello, I'm registered here only to ask this^ And I didn't find any information about it on existing topics, so I created this one. If it was said somewhere than I'm sorry and please provide me with a link ^^
SethDahlios Posted June 28, 2010 Posted June 28, 2010 Soul Eater Health Drain: Percentage Based -> Set Figures In Calamity Trigger it is based off how much damage you deal to your opponent. In Continuum shift it is a set amount. The thread linked explains the continuum shift changes in amount regained.
A.X.I.S. Posted June 29, 2010 Posted June 29, 2010 can you guys explain how to do the 6D>j.D wiff setup? having no clues and see no explanations here.
FlyingVe Posted June 29, 2010 Posted June 29, 2010 Setup? If you just talking about the mixup, here's how it works: Normally you delay a jD after landing a blocked 6D so that you can attempt to maintain pressure afterwards. So, in this mix-up you throw the jD late enough that ragna still does part of the animation and makes a sound, but the move is canceled by landing (before going active) and you can dash in to do a low/throw while the opponent is still waiting to be hit high by jD. This works better in CS because jD no longer has 3 frames of landing recovery.
VR-Raiden Posted June 29, 2010 Posted June 29, 2010 can you guys explain how to do the 6D>j.D wiff setup? having no clues and see no explanations here. It's pretty simple, once 6D connects, delay the cancel to j.D enough that Ragna lands before it comes out. You normally hear him yell as if he did the j.D but nothing comes out and you're on the ground, able to do whatever you want. It leaves you recovering much quicker than if you had just done 6D and waited to land without canceling to j.D. I'm kind of skeptical on the overall use of it in mix ups. It can work, and has for me on occasion, but it just doesn't seem very solid. What I've noticed is, it will work maybe once or twice, then they start hitting you out of whatever you try after the cancel. It seems like people react to the cancel and then realize I'm trying something, so they aren't gonna get hit by an early canceled j.D. Maybe I should experiment with it more, but that's been my experience with it. (talking about CT of course, can't speak for CS) Also, if people are barrier blocking it's even harder to catch them with something off it. Experiment with it yourself though, maybe you'll have more success with it.
FlyingVe Posted June 29, 2010 Posted June 29, 2010 I am also skeptical on how great it actually is, it's just a mind game. I tend to use it more if I've been doing a lot of 6D resets and have conditioned them to block. In CS though 6D is even slower, so I'd be very cautious to use this as mixup against any character who can get away from 6D easily. Another fun 6D gimmick, is 6D>jD>GH; time the GH so it starts low enough to the ground to act as a TK GH.
A.X.I.S. Posted July 2, 2010 Posted July 2, 2010 hmmm...thanks. I heard quite a bit about it but I wasn't sure how it works. more evil shit for my ragna to abuse.
Sadeyo Posted July 3, 2010 Posted July 3, 2010 Lets make Belial Edge more understandable. With the 22c finisher. 6a j*5c 5c BE 5d 22c <----Not happening yet here's the funny part. I laughed at my first attempt of BE in the past doing this one combo because the opponent body would actually bounce on the ground after impact which it should enable 22c but it doesn't. I would try multiple times wondering what am I really doing wrong until I seen 3c or 2d (counter is optional) as a starter before drawn into the air. All this time I was treating BE as Ragna 2D after the bounce and picking them right after. Anyone else also had this problem when you tried it? Oh right. 5d is also a tricky one which slings the opponent up and back down. Lets say if you do- 5d dash j*5b 5c BE 22c.....Would it actually work? Funny how I think of that option as I type this out but haven't tried it at the arcades. Don't think I seen a video do this one before or even if I have they're greedy for a second BE instead of creating oki.
-Ladon- Posted July 3, 2010 Posted July 3, 2010 Lets make Belial Edge more understandable. With the 22c finisher. 6a j*5c 5c BE 5d 22c <----Not happening yet here's the funny part. I laughed at my first attempt of BE in the past doing this one combo because the opponent body would actually bounce on the ground after impact which it should enable 22c but it doesn't. I would try multiple times wondering what am I really doing wrong until I seen 3c or 2d (counter is optional) as a starter before drawn into the air. All this time I was treating BE as Ragna 2D after the bounce and picking them right after. Anyone else also had this problem when you tried it? Oh right. 5d is also a tricky one which slings the opponent up and back down. Lets say if you do- 5d dash j*5b 5c BE 22c.....Would it actually work? Funny how I think of that option as I type this out but haven't tried it at the arcades. Don't think I seen a video do this one before or even if I have they're greedy for a second BE instead of creating oki. weird notation, but yes, that combo was in MSY's vid I'm pretty sure, you can ignore the 5D for whatever reason after BE to 22c and if you're good enough land a 5b-3c-22c after that. everyone makes the mistake of not using a true knockdown in ragna's combos pretty early, thankfully by CS most people understand how you get a 22c to come out in a string. no reason to do 22c after BE unless you plan on doing another 5b-3c-22c though, 5D-22c is a solid heat gain/oki play finish, and is a day 1 setup. double BE is used for heat gain and a little bit of extra damage, but the main thing is that you end up with 50 heat, the best oki, and a great position for ragna to start his mixup.
Prototype909 Posted July 3, 2010 Posted July 3, 2010 As something that can be mashed out of, the 6D whiff is something that should be used sparingly. However, if you can get your opponent in a rut of only blocking delayed 6Ds (That still connect) the whiff might be useful.
-Ladon- Posted July 4, 2010 Posted July 4, 2010 As something that can be mashed out of, the 6D whiff is something that should be used sparingly. However, if you can get your opponent in a rut of only blocking delayed 6Ds (That still connect) the whiff might be useful. It's always useful, just don't do it against characters who can land solid damage off jabs. even against those characters as long as 6D connects even if they instant block you're safe on grounded edit: yeah, checked, the best frame trap into 6D-j.D is off 6A which will probably get mashed out of, but probably your best bets are from 2c or 6A
FunkyTofuMonsta Posted July 4, 2010 Posted July 4, 2010 It's always useful, just don't do it against characters who can land solid damage off jabs. even against those characters as long as 6D connects even if they instant block you're safe on grounded edit: yeah, checked, the best frame trap into 6D-j.D is off 6A which will probably get mashed out of, but probably your best bets are from 2c or 6A Why 6A or 2C? 5B, 5C, 2C, 6A, 6B, and 6C are all level 3 moves. i dunno about 6C being cancelable into 6D, but i know everything else is fine because they all provide the same amount of blockstun. so, ??? How did you reach 6A and 2C? if ragna 6D had 20f startup it would be godlike <3333 ;_;
Prototype909 Posted July 5, 2010 Posted July 5, 2010 Question (CS) - In the corner I see more Ragnas using 2C -> 5D -> etc as opposed to the standard dash 5B -> 6A -> etc. Is 2C the accepted "If you're within range, do it" in most GH started combos?
FlyingVe Posted July 5, 2010 Posted July 5, 2010 I think the 2C version does more damage (better proration), but can only be done after less hits (earlier in the combo). Someone correct me if I'm wrong (it's been along time since I've played CS). Edit: The above post made me realize I really like parenthesis (alot).
-Ladon- Posted July 5, 2010 Posted July 5, 2010 Why 6A or 2C? 5B, 5C, 2C, 6A, 6B, and 6C are all level 3 moves. i dunno about 6C being cancelable into 6D, but i know everything else is fine because they all provide the same amount of blockstun. so, ??? How did you reach 6A and 2C? if ragna 6D had 20f startup it would be godlike <3333 ;_; 6A being JCable if you note an instant block and being cancelable to a large majority of his mixup options and 2C for frame trapping into a fatal 6B has too long startup, 6C is too risky, 5C-6D is really really obvious since we've been using it since CT and 5C pretty much ends your string aside from an occasional lucky GH(presuming they're smart and block high after 6B's cancel option is gone) I suppose 5B is ok to do, only thing is that you're comitting yourself pretty hard from 5B-6D and you're not exploring your other mixup options(ie I'd more go with 5B-2B(confirm)-6B(confirm)-6D-whiff-restart if they're content with not mashing) this is all theory though, in all honesty all of your options should be available and canceling it even from a 5A has some merit, my point was just for universal mashing you're safer canceling from 6A or 2c since 2c is safe and 6A has a large variety of cancels to the above: 2C is overall more damage/proration so yes, many people land 2C-5D in the corner as often as possible.
Sadeyo Posted July 6, 2010 Posted July 6, 2010 CT and CS question Since I don't have CS on me right now I been practicing TK GH with Ragna on CT. So I can pull off TK GH with both 2147 and 2149 but I want to know is there any range difference between the two? Would like to do 2149 since I hit that more comfortably. Same question might be asked about TK BE. Any difference between the two? Applying a new approach in my combat.
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