Blade Posted August 15, 2010 Posted August 15, 2010 I thought this would be something important to talk about especially with the recent Makoto player influx. Ragna is normally a close-to-mid-range fighter, so he doesn't zone like Lamda, Litchi, Jin, or Hazama, but at the same time, he's capable of hitting a few things at long range, either with the very tip of 5B, 5C, 5D, or if he's lucky the second half of Hell's Fang (hits Noel sometimes)/Gauntlet Hades (hits Arakune sometimes), or j.D. There've been a few instances where I've hit someone at max range and am limited to what combos I can do to follow through, such as counter-hitting a Tager with the second hit of 6C and trying to dash cancel that into the tip of 6A. Or hitting with the tip of 5D and dash cancelling (or double dash cancelling) into 5C>hjc combo or 5B>Inferno Divider. I'd like to maximize my combo range, instead of just simply knowing close-range combos and mixups, and also what moves are good at stuffing other moves and lead into a combo at the same time (or offsets). The basic idea is to capitalize on long-distance counter-hits or stuff that just happens to hit at the very tip of Ragna's hitboxes. I figure, if I can learn to do this, I can keep Makoto and Tsubaki off me, even a little bit, to prevent mixup problems.
Mattattatt Posted August 15, 2010 Posted August 15, 2010 counter-hitting a Tager with the second hit of 6C wat So what are we supposed to be discussing here?
FlyingVe Posted August 15, 2010 Posted August 15, 2010 5B>5C>HF, Rapid it if you have meter for more damage and better positioning. That's the entirety of Ragna's max range combos.
A.X.I.S. Posted August 15, 2010 Posted August 15, 2010 um blade thats a part of spacing which is also part of footsies and thats something you learn with experience.
prokiller88 Posted August 15, 2010 Posted August 15, 2010 5B>5C>HF, Rapid it if you have meter for more damage and better positioning. That's the entirety of Ragna's max range combos. QTF. Thats pretty much all Ragna has at his max range. Well he also has GH combos, if you tk them.
ioKain Posted August 15, 2010 Posted August 15, 2010 I've been trying to utilize 5C more at max range. It's pretty easy to hit confirm and you can get a pretty decent combo off it with heat. 5C, Hells Fang, rapid, dash 3C, 22C, dash 5B, 6A, JC, JD, JC, BE, Dash 5D, 22C for 3800. I catch a lot of people with it when I end a combo with 3C, 5D(1hit), Hells fang ender and it sends them flying across the screen. A lot of people think they can get up and mash out an attack as I come dashing across the screen, but it ends up CH'ing them.
Blade Posted August 15, 2010 Posted August 15, 2010 Here's what I meant by catching people with 6C: Tager tries to throw out j.D or j.2C and somehow it hits, so I high-jump cancel into a combo. I have seen people use 2B to great effect to relaunch from long distance knockdown (from 2D). Meanwhile Tager's busy trying (and failing) to throw me because I'm just outside his range, and yet I can hit him with 5D/5C. Here's another situation: at match start, I can use 2C to Fatal Counter on the very tip of the hitbox...it doesn't happen that often, but when it does, I'm usually too far away to do any serious damage, or at least, I'm not aware of what kind of damage you can do to close the gap at that range.
Prototype909 Posted August 15, 2010 Posted August 15, 2010 5B>5C>HF, Rapid it if you have meter for more damage and better positioning. That's the entirety of Ragna's max range combos. Really not necessary to rapid, the untech time after HF followup is enough to close 5B distance.
FlyingVe Posted August 15, 2010 Posted August 15, 2010 I meant RCing the first hit of HF. I'm not really sure off the top of my head what the best RC combo is in CS. But I meant doing something to the effect of the old, 5B>5C>HF(1)>RC>Dash6DD>Dash5B>3C>22C from CT.
Spirit Juice Posted August 15, 2010 Posted August 15, 2010 Here's what I meant by catching people with 6C: Tager tries to throw out j.D or j.2C and somehow it hits, so I high-jump cancel into a combo. I have seen people use 2B to great effect to relaunch from long distance knockdown (from 2D). Meanwhile Tager's busy trying (and failing) to throw me because I'm just outside his range, and yet I can hit him with 5D/5C. Here's another situation: at match start, I can use 2C to Fatal Counter on the very tip of the hitbox...it doesn't happen that often, but when it does, I'm usually too far away to do any serious damage, or at least, I'm not aware of what kind of damage you can do to close the gap at that range. I'm not really sure why you're using 6C as an anti-air.
FlyingVe Posted August 15, 2010 Posted August 15, 2010 QTF. Thats pretty much all Ragna has at his max range. Well he also has GH combos, if you tk them. You can combo off normal GH now too (GH>Dash5B>5D>(DC)>jB>jC>jC>BE). The TK version is still better overall.
Zero000 Posted August 15, 2010 Posted August 15, 2010 You can also do 5B, 5C, Carnage Scissors. But you gotta know that range and why are you using 6c as anti air
Zero000 Posted August 15, 2010 Posted August 15, 2010 Not always, really all depends on how many hits you landed before you attempt your 2nd BE. The J.C, jc, J.C plays a big part in most of his combos, but sometimes J.C, J.D, jc, J.C works as well Play around with him until you figure out how it works and to the talk about Ragna above, yeah i find him really boring now and the game overall pretty much is tipping over the edge for me. I don't know if I really want to keep playing it
Seifuuku Posted August 15, 2010 Posted August 15, 2010 need more flashy combos. every combo is basically 5d into 5c/6a/j.B into belial now :<
Sadeyo Posted August 15, 2010 Posted August 15, 2010 Belial Edge has no hype. I want my old Ragna back. The flashiest and most dangerous mofo in CT alive. CT was like sex to the eyes as everyone could look good at what they were doing. CS is now a broken record. One combo wins all.
FlyingVe Posted August 15, 2010 Posted August 15, 2010 Welcome to the high tier. That's why high tier characters are high tier, their stuff is so strong that other characters must find a way to deal with it, not the other way around. Ragna is still much more fun than Bang or Litchi though.
Seifuuku Posted August 16, 2010 Posted August 16, 2010 bang is probably more fun, with command grab, nails, and double air dash litchi is debatable. either way, double dead spike fatal is now my favorite fatal!
Yggjrasil Posted August 16, 2010 Posted August 16, 2010 bang is probably more fun, with command grab, nails, and double air dash litchi is debatable. either way, double dead spike fatal is now my favorite fatal! Did anyone put down the notation for that combo, that combo was super hype.
MonkeyDLuffy Posted August 16, 2010 Posted August 16, 2010 hmmmm alright guys thx for the help ill try to experiment a little with BE so far im nailing it most of the times, about ragna im loving him:) in BBCT i had hard time against the top 3 specially blood gemini who played v-13 feelt like i couldent do shit sorry for my language^^ but hmmm..maybe thats just me:P
Seifuuku Posted August 16, 2010 Posted August 16, 2010 Did anyone put down the notation for that combo, that combo was super hype. corner only FC 2C -> 3c -> 214d -> 5b -> 5d (1) -> 214d -> 5b -> 6a -> j.C -> j.C -> j.214C -> 5d -> 22c -> 5b -> 3c -> 22c 5k~ damage
StarryShade Posted August 16, 2010 Posted August 16, 2010 Just learn your footsies and how to use your pokez =/?
nirv Posted August 16, 2010 Posted August 16, 2010 not sure if this was asked already, but i dont want to flip through 200 pages of posts to see. does anyone know exactly when you can to 22C after a 5D? i know that 5D doesn't always cancel into 22C, for example a standalone 5D>22C doesn't work. with some combos, i can 5D>22C right after belial edge without any dashing required and it works, and other times ragna bends down like an idiot picking up a penny in the middle of a match or just 5Ds and puts on a troll face while staring at the enemy bounce (i.e, 22C misses or doesnt get canceled into at all). anyone know specifics?
StarryShade Posted August 16, 2010 Posted August 16, 2010 Generally you should 665D...why am I giving advice when I have a stupid question lol. Anyhow, I can't re-launch anymore into 5B 6A, it always drops at the 6A and if I manage to get past that it drops at the Berial Edge. And I'm talking about re-launch from a 623C
KayEff Posted August 16, 2010 Posted August 16, 2010 not sure if this was asked already, but i dont want to flip through 200 pages of posts to see. does anyone know exactly when you can to 22C after a 5D? i know that 5D doesn't always cancel into 22C, for example a standalone 5D>22C doesn't work. with some combos, i can 5D>22C right after belial edge without any dashing required and it works, and other times ragna bends down like an idiot picking up a penny in the middle of a match or just 5Ds and puts on a troll face while staring at the enemy bounce (i.e, 22C misses or doesnt get canceled into at all). anyone know specifics? Well for starters you should always dash before you 5D from a BE combo. 22C only works with two conditions. The first is when the opponent is hit with certain moves, namely 3C and 2D. This trips up the opponent and causes them to go into a state where 22C works. In your case, 5D is not one of these moves. The other condition is that the opponent must touch the ground at least once for you to pick him up. It's the reason why you can't immediately do a 22C from a stray 3C. Though for most BE combos you wouldn't need to worry about it, since 3C > 5D is the way to go into a BE combo. So if you want to do 22C after a BE combo, you have to make sure to input 3C somewhere in the combo. Other moves can be linked into a 22C, but they're mostly blue/black beat combos so I wouldn't know much at that point. Generally you should 665D...why am I giving advice when I have a stupid question lol. Anyhow, I can't re-launch anymore into 5B 6A, it always drops at the 6A and if I manage to get past that it drops at the Berial Edge. And I'm talking about re-launch from a 623C If you want to hit the opponent with 5B 6A, you have to time your move so that 5B hits the opponent just before he/she hits the ground. If you do 5B too high, 6A's first few active frames will whiff and the opponent will be able to tech after those frames. A good way to tell if you hit 5B right is when the opponent is at about the same level as Ragna when you hit with 5B.
StarryShade Posted August 16, 2010 Posted August 16, 2010 Oh...why did they have to make such an easy combo so much harder X_X. Oh and is B+C 214B delay 214D 665B 5D DC j.B j.C DJ j.C j.214C 3C 5D(1 hit) 214A 214D possible? or do i have to cut out the B+C...
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