FlyingVe Posted August 26, 2010 Posted August 26, 2010 ^^ You'll just get a bunch of ex Jin players. LOL. Also, this is list of potential BE enders I sent someone else. You have alot of options for BE enders: 5D(1)>HF(2) or 3C>5D(1)>HF(2) classic CT knockdown/Damage 5D(2)>GH for Tech traps 5D(2)>ID Better CT style knockdown, lower damage 6B>DS fun trap to use occasionally, advantage if blocked 3C>(JC) Mixups 5D(2)>22C Always use if possible 5D>CS High Damage, doesn't work after Double BE Dash under: Ragna can do a double or single cross under after the BE bounce. Can be very confusing but you sacrifice his traditional mix-ups.
ioKain Posted August 26, 2010 Posted August 26, 2010 In the new Zakiyama match up vids, I just saw Kaqn cross up with an IAD j.B, then cross up on the other side with an immediate j.214B. Anyone know if this is reliable? Looked kinda of ambiguous to me.
Zero000 Posted August 26, 2010 Posted August 26, 2010 Also, this is list of potential BE enders I sent someone else. You have alot of options for BE enders: 5D>CID ONE HIT ONLY, land. They tech, you jump back HJ.D, hit or block, it keeps them in the corner after a double belial.
FlyingVe Posted August 26, 2010 Posted August 26, 2010 5D>CID ONE HIT ONLY, land. They tech, you jump back HJ.D, hit or block, it keeps them in the corner after a double belial. GH(2) creates the same situation without sacrificing as much damage. Same thing, jump back jD/jC, if they block land into 5A/6A. You can also throw, but that is gimmicky.
Seifuuku Posted August 27, 2010 Posted August 27, 2010 so uh.. quick questions what do you guys do to mix up your approach, and what do you do to not let them approach no theory fighting with shit like "6a their approach everytime"
Zeromus_X Posted August 27, 2010 Posted August 27, 2010 I'm curious about that as well. That's probably the weakest part of my game, I spend most of the time going "hurr durf jC 6A"...=/
FlyingVe Posted August 27, 2010 Posted August 27, 2010 Different characters have different approaches, and require different counter measures. 6A is pro though...
Leonil_Requiem Posted August 27, 2010 Posted August 27, 2010 Well, until they mash out from the rage of getting hit with a very risk trick, land 6B will forever be guaranteed damage. When they block, 6D > j.D combo, next time 6D > j.D wiff > 3C is really good. Also from the 6D > j.D wiff 6B people will have people ready to mash. Really you have to condition before you have any set in stone approaches.
Sadeyo Posted August 27, 2010 Posted August 27, 2010 Different characters have different approaches, and require different counter measures. 6A is pro though... This is all too true but for advance play I say you learn your short dashes. Knowing Ragna short dashes after pokes is the best way to get in. keeping the foe out is most likely going to be your 5b, 6a, and j*5a. Though this is how I fight.
-Ladon- Posted August 27, 2010 Posted August 27, 2010 214B > 214D > 29 > j.A > j.B > jc > j.C > j.214C > 6 6DD > jc (8) > j.C > 214C > 5D > 623D > 236C > 214D more damage/meter off of 214B-214D-5B-5D-dash-j.B setups
Divine_prophet Posted August 27, 2010 Posted August 27, 2010 about TK GH. I don't really see a difference between TK and the normal version off the ground, animation wise anyways. What are the benefits of using it?
-Ladon- Posted August 27, 2010 Posted August 27, 2010 about TK GH. I don't really see a difference between TK and the normal version off the ground, animation wise anyways. What are the benefits of using it? better proration, easier to combo off, increased range, active in less frames than normal GH as well as having longer active frames, also a little bit safer It's just the better choice unless you're using normal GH to mixup about approaching: 5B/5C pokes to keep them honest then you can start moving in with air footsies and keeping pressure on ragna's approach is probably the hardest thing to get down with him right now, barrier jump ins, TK GH's and other things work good, but it gets easier as the match goes on if you have a rapid in store.
FlyingVe Posted August 27, 2010 Posted August 27, 2010 Another note, TK GH will hop over characters more frequently than the normal version when used at too close a range.
MrJowshy Posted August 27, 2010 Posted August 27, 2010 If you feel like trolling DID~Straight Punch RC (jump) B.E. kaqn status gimmick
Prototype909 Posted August 27, 2010 Posted August 27, 2010 so uh.. quick questions what do you guys do to mix up your approach, and what do you do to not let them approach no theory fighting with shit like "6a their approach everytime" Against people who like to do jump ins/IAD spam I think TK GH can be nice "Surprise" tool, stuffs a healthy amount of random pokes in the air and off CH you're looking at ~4.7kish. Against Bang's or other people who like waiting until their character simply "Gets up" and then going into a 5A/5B a meaty 3C is a pretty big "Ok, time to stop doing that" flag for them. I try to not always go for an attack when I'm closing in one someone, dashing barrier on the ground can get you safely across the screen in most cases and into a more comfortable positioning. Really good for Lambda, Litchi and Hazama players because imho going into the air approach game on them is not fun at all for Ragna since you're so easily sniped up there. Throwing out 2B randomly can be fun too, 2B slightly out of range, when they try to punish you go for 5C or 2C depending on how far away they are. I think people forget that 6C is jump cancellable a lot, or rather they forget that they can be doing a TK GH after it rather than go for (Usually) more readable jump cancel attack. 6C gives you a pretty decent amount of options to go for if they don't IB it. You can dash into a low or tick throw (Kinda stupid, but sometimes they won't expect it), TK GH for overhead, jump cancel IAD for overhead or cross up j.B, or just stand there and watch them mash out in anticipation. Once you get 50 meter your options open up a lot more, since you can safely commit to Ragna's longer range options. But in all seriousness, any time you connect with a 5B you should be having them blockstrung or in a combo of some kind. It's better to go for a 1.5-2k Hell's Fang combo that you weren't expecting to connect with than to throw out a 5B for giggles and then do nothing off of it. As for stuffing an approach, sometimes you just have to take a blockstring and IB -> ID your way out. In all other cases 5B and 3C can be good for stopping people who like to close in on the ground (2C too, but more often than not you're going to get outranged in my experience) and 6A, j.A and j.B are good for stopping people in the air.
Sadeyo Posted August 28, 2010 Posted August 28, 2010 Who still do CT combos as Ragna? I mean like the really long ones with strict timing. I'll throw some examples out later but I realized by doing some of my favorite old tricks. They're no longer legit or the hit stun is so minimal they'll tech before the ID as for example. Please do loops from the looks of it. combo examples GH (max delayed) 5b 5d (one hit) GH (max delayed) 5b (D) ID <---Techs before D ID 5b 6a GH (max delayed) 5b 6a j*5c 5d 5c (D) ID <----Techs somewhere between the 5c or 5d 6c (skoop them up) GH (max delayed) 5b 6a 5d HF <---Techs in the first hit of 5d There's more but come on.
Yggjrasil Posted August 28, 2010 Posted August 28, 2010 I still do 5B,3C,5D,6A,5D, 22C. Only if I find that its too laggy to do a Belial Edge combo.
Yggjrasil Posted August 28, 2010 Posted August 28, 2010 I don't do CT combos. then WTF were you doing when we were fighting in CT? D: Guilty Gear combos?
Prototype909 Posted August 28, 2010 Posted August 28, 2010 then WTF were you doing when we were fighting in CT? D: Guilty Gear combos? Street Fighter II Turbo HD remix combos
Seifuuku Posted August 28, 2010 Posted August 28, 2010 I don't do CT combos. 5b 5c hells fang, you fucking liar
Prototype909 Posted August 28, 2010 Posted August 28, 2010 5b 5c hells fang, you fucking liar I do 5B 5C Hells Fang into Belial Edge air combo 22C enders, u gaiz need to lern the latest japanese tactics obviously
Yggjrasil Posted August 28, 2010 Posted August 28, 2010 I didnt know you were S Ranked like that Proto. :3
Nakkiel Posted August 29, 2010 Posted August 29, 2010 Who still do CT combos as Ragna? I mean like the really long ones with strict timing. I'll throw some examples out later but I realized by doing some of my favorite old tricks. They're no longer legit or the hit stun is so minimal they'll tech before the ID as for example. Please do loops from the looks of it. combo examples GH (max delayed) 5b 5d (one hit) GH (max delayed) 5b (D) ID <---Techs before D ID 5b 6a GH (max delayed) 5b 6a j*5c 5d 5c (D) ID <----Techs somewhere between the 5c or 5d 6c (skoop them up) GH (max delayed) 5b 6a 5d HF <---Techs in the first hit of 5d There's more but come on. Your first combo isn't working because that's the TK GH combo, not grounded. It still works.
Arvoyea Posted August 29, 2010 Posted August 29, 2010 I do 5B 5C Hells Fang into Belial Edge air combo 22C enders, u gaiz need to lern the latest japanese tactics obviously This guy knows what's he doing.
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