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How do you Play Ragna?  

185 members have voted

  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
Seifuuku- You are correct.I am really bitching about tiers now that I look at it. It's a poor argument to some. Your whole post is harsh but true. Yet I have my own conflicts with Litchi and Bang performance. Some of it deals with Ragna. Yes I play Rachel. I'm pissed about her changes too.

-Ladon-- Your not really going to trust the opinion of 6 random players are you? Might as well be another Half a year before another list is made providing all DLC characters and Mu. No promise that list will be accurate either.

I never originally said I did agree with the list, if you play Ragna and experience the matchups with people who know what they're doing he doesn't seem anywhere near what makes an S tier character right now, I'd dare say he'd be the most balanced of the cast if they dropped his heat gain slightly

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Posted

My bad for causing those who read this trouble. What I said was unnecessary for this board. Shouldn't have tried to put my own problems onto you. Those who responded, thanks for your opinions.

Posted

I know this sounds silly, but it would be cool if someone can make a video with the practical combos and Bnbs. I would learn them better if I had something visual to refer to get the timing down. Hard to read the combos and somehow remember them right after reading them.

Posted

While I don't think Ragna is S-rank material either, I have less faith in a general ranking chart compared to, say, a matchup chart. Ultimately, matchups are what make tiers.

Posted
I know this sounds silly, but it would be cool if someone can make a video with the practical combos and Bnbs. I would learn them better if I had something visual to refer to get the timing down. Hard to read the combos and somehow remember them right after reading them.

Watch these, they have good practical combos:

http://www.youtube.com/watch?v=KG00p-LigS4

http://www.youtube.com/watch?v=YkIGuK---Hc&feature=related

Posted
I never originally said I did agree with the list, if you play Ragna and experience the matchups with people who know what they're doing he doesn't seem anywhere near what makes an S tier character right now, I'd dare say he'd be the most balanced of the cast if they dropped his heat gain slightly

^ I can agree with that. In fact a whiiiiiiiile back....to me Ragna seemed to be like what Ryu was like in Vanilla Street Fighter 4. But thats just me.

Posted

I could probably make a video for all the practical combos from the first post of the Ragna combo section.

Posted

That would be appreciated by many, since even though the two videos that VR posted are excellent (I use them myself) sometimes I can't tell which combos are practical and which arn't.

Posted

Ragna has fewer base combos than in CT. Most of his stuff just feeds into the Double BE loop. Just know the ideal combo off of his mixup options (6B, GH, ID, 3C, throw, 2D) and that's about it.

Posted

I've been screwing around with Ragna combos lately, and I have to admit, it is quite fun. Moreso than in CT, at the very least. Sure, I find myself spending almost eight straight hours in Training testing links and perfecting combos I'll probably never use in practical combat, but it's still fun. A lot of it kinda revolves around simplifying and/or combining other combos I've seen used or posted. Mainly to simply the inputs so I can use them more effectively and often.

...'Course, that's not to say that they're unique to me. If even I can manage to figure some out, I'm damn sure that someone else has already done it, and better than I have at that. But that's another story.

Anywho, I have to ask, regarding the dual "Not over yet!" combos, what exactly is with the timing on that? It seems rather strict, even in rather short combos, and it's rare that I'm lucky enough to get the Dash > 5B in, nevertheless develop the proper muscle memory for the rest of it. I've dug through some pages, but there's a bit much for me to check everything. Thanks in advance, I suppose.

Posted

Its not exactly a timing for dual "Mada Owari Jane zo" combos, You just have to feel for it. And play close attention to the frame that Ragna puts his arm back to his idle stance, that's when to can do dash 5B.

Posted
lol they have combo videos and stuff in the Video section bro.

Well, I mean as a tutorial kind of video with the combos written out on there and kept track of as each move hits.:eng101:

Posted

Hey guys I am working on ragna's trials and I encountered a problem in I think trial 6, where you are supposed to 5b > 6a after an inferno divider and its follow ups. The 5b refuses to connect so i was wondering if this is a common problem for people new to ragna and if there is a general rule that i am missing(like maybe delaying the follow ups or something)

Posted
Well, I mean as a tutorial kind of video with the combos written out on there and kept track of as each move hits.:eng101:

I think just mastering Missions 3, 4, 5, 7, and 8 is a good place to start. Then check the combo discussion thread for corner combos (with and without 50% heat), CH combos, FC combos, 5A/2A combos, BK combos (corner and midscreen), back throw combos, 6B combos, etc.

I can take a shot at transcribing any combo for you if you give a link and a time marker.

Posted
Hey guys I am working on ragna's trials and I encountered a problem in I think trial 6, where you are supposed to 5b > 6a after an inferno divider and its follow ups. The 5b refuses to connect so i was wondering if this is a common problem for people new to ragna and if there is a general rule that i am missing(like maybe delaying the follow ups or something)

I have problems with that one, too, so I'm quoting you to make sure this gets answered.

Posted
I have problems with that one, too, so I'm quoting you to make sure this gets answered.

Normally the timing is just tight. There is a trick though. The whole combo becomes much easier if you only get a one hit ID. So take a few steps back so you ID only connects once.

Posted
And play close attention to the frame that Ragna puts his arm back to his idle stance, that's when to can do dash 5B.

Dude...you have no idea how much this helped me! I wasn't sure on the exact timing before and now I can do it much more often...So thanks lol.

Doing double 22C combos online feels good man.

Posted
Normally the timing is just tight. There is a trick though. The whole combo becomes much easier if you only get a one hit ID. So take a few steps back so you ID only connects once.

Thanks bro ill try that out asap.

Posted

Hey guys, trying to step up my scrub ragna game and had a couple combo questions, I looked in the combo thread for what people are calling the GH loop but I couldn't find it listed anywhere as to what it exactly is (could just be blind though). Also I've been spending the last few days practicing the BE loop that is listed in the combo page (the one for 4010 damage) I'm having a really hard time with three things. Mostly I always seem to miss the 5C after 5D (DC), i'm sure the timing is strict and it seems like a hard combo in general (at least for a scrub like me) but just seeing if there were any tips for landing that hit more cleanly. Secondly I'm messing up the SJC a lot I either get a regular JC or for some reason I wind up doing a 6C on the ground instead of jumping at all, my inputs however definitely say i'm doing either a 123-789 motion? Finally if I do manage to get the first Belial off in the combo (I'd say this is about 30% in training and 5% in match and a big fat 0% online) I will often miss the 6D, J.D followup, it almost seems to me like ragna just doesn't recover in time for it to not bluebeat. Also since this is already longwinded enough I guess I can ask, is this combo practical midmatch matches I watch seem to do variations of it of somekind? If not what are the other ways of landing BE loop? Before attempting this combo I usually did 5B, 5C, 2C 214A, RC, 6A BE loop, but not only was I was wasting 50 meter on it, even getting the whole combo was netting me under or just over 3000 damage. Thanks for the help guys.

Posted
Mostly I always seem to miss the 5C after 5D (DC), i'm sure the timing is strict and it seems like a hard combo in general (at least for a scrub like me) but just seeing if there were any tips for landing that hit more cleanly.
Using advanced input helps for getting stuff after dash cancels, press and hold 5C within 5 frames of when it can actually come out and you'll get it. If you press and hold and nothing comes out, you pressed too early. Press and hold and the 5C misses, you pressed too late.

Secondly I'm messing up the SJC a lot I either get a regular JC or for some reason I wind up doing a 6C on the ground instead of jumping at all, my inputs however definitely say i'm doing either a 123-789 motion?
Just try to be precise with inputting the super jump, 6C shouldn't come out at all since you only need to do a downward to upward direction. Don't roll around forward to get to up, just go straight from down to an upward direction.

Finally if I do manage to get the first Belial off in the combo (I'd say this is about 30% in training and 5% in match and a big fat 0% online) I will often miss the 6D, J.D followup, it almost seems to me like ragna just doesn't recover in time for it to not bluebeat.
Again, advanced input helps here. Also watching the combo counter for when it stops can help. If you're in the corner you can just do 6D, but outside of corner you have to dash into it for the BE to connect properly.

Also since this is already longwinded enough I guess I can ask, is this combo practical midmatch matches I watch seem to do variations of it of somekind?
It's very practical. Outside of corner not as much, unless you're good enough at landing dash 6D. Ragna combos take them into the corner almost all the time anyway though.
Posted

forge5312, I beat 99% of Tagers I face (although I'm only lv21 atm). The trick is not to mindlessly rush him. Stay at your 5b/5c range and poke him with them, that's how I keep him at bay. The rest is anticipation and prediction, these will allow you to deal huge damage. Jump dashes are pretty much free nearly every time at him, too.

Posted

so, anyone have a solution for late tech roll forward after axe kick in the corner? j.B doesn't hit them if they tech at the right time, and i think a backwards air dash would leave you in a very bad spot if they react to it

Posted
so, anyone have a solution for late tech roll forward after axe kick in the corner? j.B doesn't hit them if they tech at the right time, and i think a backwards air dash would leave you in a very bad spot if they react to it

After the Axe Kick I would go for a back dash 5c on the way down since it picks up large hitboxes to sometimes catching the foe during the roll. Here's a nifty trick that catches most to all opponents in a counter hit is during the descent back dash and go into a GH. From my own experience I most likely punch them in the face as a finisher and go for oki. Hate the feeling of falling back down with your opponent teching behind you into a special or an effective counter of their own.

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