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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
Combo is 6D > j.D > dj.C > 214C > etc., not 6D > j.C

If you press D after 6D, you'll automatically do j.D. After that jc j.C will hit.

Posted

So, I'm trying to figure out how to actually do blockstrings. But most of the time the other player will get the jump on me and I'll be the one who has to block. Happens in all fighting games I play. And is 5A, 2A, 5B, and 2B good things to use for hitconfirm?

Posted
So, I'm trying to figure out how to actually do blockstrings. But most of the time the other player will get the jump on me and I'll be the one who has to block. Happens in all fighting games I play. And is 5A, 2A, 5B, and 2B good things to use for hitconfirm?

6A

5B

2B

2C

3C

6B

are what you should be confirming, usually you want to end your string at 3c or 6A because of jump cancel, or with 2C because in every situation you're safe.

Posted

What's the deal with BE combos? Some videos/guides show combos with jc and some with hjc. Do I need to always hjc, is it combo specific, can I change my combo if I mess the hjc and get a jc instead?

Also, when I do a combo that involves J.CD, jc J.C, BE can I always substitute the 2nd J.C with J.D?

Posted

substitute jc with jD if u can see the BE will whiff from your character being too low. yes some combos will require a high jump cancel for the same reason. J.c>jc>BE works as well but since i drop that quite a lot i try to stick to jc>jd>jd>BE.

Posted
So, I'm trying to figure out how to actually do blockstrings. But most of the time the other player will get the jump on me and I'll be the one who has to block. Happens in all fighting games I play. And is 5A, 2A, 5B, and 2B good things to use for hitconfirm?

I Love it when they try to jump. They Usualy do it after you hit them with a death spike.

so you should Hyper Jump and get the drop on them with

5a 5b 5d > -once you hit the ground. they should still be stuck in the air and you can hit them with an anti air such as 6a-

Then you can proceed with a combo.

Posted

...Yes djc is known commonly as double jump cancel.

And no, in this combo for example 5B 3C 5D DC 5C at this point you can either do hjc j.C j.D djc j.D Berial or jc j.C djc j.C Berial.

Hope that helps.

Posted

Quick question: I've been working on the following combo: 2C, 3C, 214214D, 6C (delay HJC), j.D, falling j.D (JC), delay j.D, 6D, j.D (JC), delay j.D, land, j.D (JC), j.D, j.214C, dash 5D, 22C (Seems to be somewhat optimal damage without a CH and being safe imo using BK)

However I'm not sure I completely understand what the part '6C (delay HJC), j.D', is. I mean, I know the notations, but trying to hjc after 6c doesn't work, unless there's something I'm missing. If it was 6c dash 6d j.d, then that'd make sense.

What are my visual cue's for that segment? I experimented but in any timing it always failed in positioning.

Posted

Although I can't test this because I'm at school (naughty boy)

After 6C don't cancel the first hit in any way, let the second hit flick them up. Give it a small delay and continue the combo. Although I'm not sure if the combo is even legit XD.

Posted

I don't cancel the first hit, but after the second the enemy is to high, and by any means of timing the sj you CAN land 1 hit, but will never land the second because the opponent is already beginning to touch the ground.

That's why I was wondering if the combo is legit XD, could a dash 6d j.d replace it? I can't test so idk how the combo will prorate and what the final damage/meter will be =\

I suppose ultimately I'm wanting to find the optimal non-CH combo that works on most; anyone know which it is?

Posted

Huh? Dude, if you're starting off with 2C>3C what you want to do is-

2C>3C>214214D>6C>66Dd>6Dd>2+9>JD>7>JD>214C>66DD>5D(1)>214B>214D>5D>Carnage Whack

nets you seven thousand damage.

At any rate, if you're wondering why the high jump( I call high jumps 2+7/8/9 in combo notation. ) feels weird, it's because you have to wait until a certain point before you input the high jump. Like say, if you want to high jump after 6A or 3C, you input the high jump after the attack hits, then sit back, and Ragna will high jump as sonn as he can. With 6C, you can't do that. You have to wait until the after the second hit is done. I don't remember the exact point when you can try the jump, but it shouldn't be too hard after a bit of trial and error.

You shouldn't need to do that if you do the 6DD wiff combos, though. I don't see why not, either. More damage, meter, life, everything without much more difficulty at all, if any.

On a side dish, I don't know if you know this, but I just gotta say.

You can go into Blood Kain from practically any ground hits as long as you have the meter and are close enough for the 3C sweep. Jabs, two jabs, air to ground JB or JC, 5B, Dead Spike, just about anything. Hell's Fang, too, but damage will probably be a little weak. 75/75 proration wtf. Back throws and air throws too. For the most part you need to be near the corner for forward throw BK combos.

And remember, if the foe dude is crouching, skip the 3C and just cut straight to the 6C. More damage, doncha know.

Posted
Huh? Dude, if you're starting off with 2C>3C what you want to do is-

2C>3C>214214D>6C>66Dd>6Dd>2+9>JD>7>JD>214C>66DD>5D(1)>214B>214D>5D>Carnage Whack

nets you seven thousand damage.

At any rate, if you're wondering why the high jump( I call high jumps 2+7/8/9 in combo notation. ) feels weird, it's because you have to wait until a certain point before you input the high jump. Like say, if you want to high jump after 6A or 3C, you input the high jump after the attack hits, then sit back, and Ragna will high jump as sonn as he can. With 6C, you can't do that. You have to wait until the after the second hit is done. I don't remember the exact point when you can try the jump, but it shouldn't be too hard after a bit of trial and error.

You shouldn't need to do that if you do the 6DD wiff combos, though. I don't see why not, either. More damage, meter, life, everything without much more difficulty at all, if any.

On a side dish, I don't know if you know this, but I just gotta say.

You can go into Blood Kain from practically any ground hits as long as you have the meter and are close enough for the 3C sweep. Jabs, two jabs, air to ground JB or JC, 5B, Dead Spike, just about anything. Hell's Fang, too, but damage will probably be a little weak. 75/75 proration wtf. Back throws and air throws too. For the most part you need to be near the corner for forward throw BK combos.

And remember, if the foe dude is crouching, skip the 3C and just cut straight to the 6C. More damage, doncha know.

For some reason you remind me of Fargo.

Sjing is easy, it's not that I can't DO the inputs or moves, I'm just not sure WHEN for the visual cue off of 6c (hjc) j.d > falling j.d

Guess I'll play around with it more, and then decide what I feel is best regarding the "6c hjc j.d" vs "6c 66d j.d" chain.

Your 7k is nice, but what is it sans CS? I'm pretty sure there was a more damaging one using 100 heat.

Posted

Is there a specific timing for the jD (whiff) in all of the Blood Kain combos? Finally trying to have it my way and getting stuck on that part of the combos.

Posted
Is there a specific timing for the jD (whiff) in all of the Blood Kain combos? Finally trying to have it my way and getting stuck on that part of the combos.

it's all getting used to the timing, do it enough and you'll have it down, the best cue is to wait for the game to resume after hitstun pause and then press D again instead of doing it during the pause, which will cause the JD to hit if they're low enough.

Posted

Dunno about 100 heat heat blood kain. Real world Blood Kains are my specialty. It's probably some garbage involving 214B rapid cancels, but dude man bro.

Not doing Carnage Dudes drops like what....uh, almost 1000 damage or so and a lot of life gain? That's weird, I thought the general idea was that you wanted to always end your Blood Kains with Carnage. Then again, I never see Kaqn end HIS Blood Kains with CS, so maybe I'm just crazy.

Doing 6D's in place of JD's when it's possible is as far as I know the far superior choice. 80 proration vs. 92 is a pretty big difference. Even if you're trying to do a WHOOOO HOOOO 100 HEAT BLOOD KAIN, it's still better to use 6D whenever you can. That's why I can't imagine why you'd want to practice going into JD's right after a 6C-

6D is far superior.

And uh, you mean the movie? That's too funny.

Posted

if you do double BE blood kain, most of the time you end up with near 100% heat for the sacrifice of not using CS to end the combo

it's all meter management, you either want all that meter for the rest of the round or you don't, CS ender will do a good 800 extra damage with decent oki whereas double BE-6D-j.D whiff-sjc-j.D-j.D-D ID ender will net much more meter

Posted

Mmmm hmmm hmmmm. Guess you learn something new every day. I never once considered opting out of a Carnage Whopp in favor for a double belial ender. I've never seen a double belial Blood Kain video, you see. All of the Blood Kains I try to pull are pretty much just clones of random BK nico video vids.

Ah well. Guess this throws my project Blood Kain thingie for loop. Back to the drawing board.

Posted
if you do double BE blood kain, most of the time you end up with near 100% heat for the sacrifice of not using CS to end the combo

it's all meter management, you either want all that meter for the rest of the round or you don't, CS ender will do a good 800 extra damage with decent oki whereas double BE-6D-j.D whiff-sjc-j.D-j.D-D ID ender will net much more meter

I'm typing this is haste but is the double BE BK combo in your vid? If not what is it in notation? Just curious for how you start->chain it.

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