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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

uhh 6B > 5C > 6C > blood kain > j.D > delayed j.D > D loop > D inferno divider is stated to have around 5700 damage in blazblue wiki and it costs 50% bar

shrug thank you mr party pooper

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Posted

nah TITANIUMBEAST, your combo (even though it's copied lol) is better. just lose the GAUNTLET HADES finisher; knockdown is not worth 50% damage in this game. only benefit to the BK combo is that it works from further away from corner; downside is it's BK and only scrubby US ragna's think BK is a good thing to have active. even with only 1 RC (the 2nd RC should never be used anyway), the Tougeki combo is still 5500 damage PLUS it leaves the opponent in 22c stun, which is ideal for attempting resets. I'm hype about using this combo, but the char. specific requirements makes me sad.

Posted

Bloodkain kills Hakumen's pokes as a reversal super. So far I can't do anything really good about it without putting myself at risk of getting looped and giving him life. Best, if not safest, way against it is just block and look out for the throw so far

  • 2 weeks later...
Posted

Got a quick question. Heard this on SRK, needs confirmation. Can Ragna combo his Astral Drive with the proper set up?

Posted

Jin was here

Ragna's a loser

I would have laughed so hard if the user JinKisaragi had posted that. It was still funny though.

Posted

Got a quick question. Heard this on SRK, needs confirmation. Can Ragna combo his Astral Drive with the proper set up?

6A(counter)>JCC>Astral

is the only possible one you can do i guess

Posted

wouldnt another way to setup for it would be to link it from a CH hells fang, also couldnt be just a stand alone due to the stupid amount of start-up invul.

Posted

When learning Ragna what should I be focusing on first and how should he be played exactly to maiximize his tools/Drive ability? Close-up if I am not mistaken right? Low vitality but with Soul-Eater a rushdown approach is best right?

Posted

hey guys, im just picking up this game and finished reading thru the thread. Tons of really helpful info. I have access to the cab so i'll be posting and helping as much as I can once I start focusing more on this game. I do have some quesitons though,

has anyone catalogued all the changes to Ragna's movelist once Blood Kain is initiated? aside from Hell Fang followup Tsuika causes wallbounce, changes to Drive attacks, etc.

just to confirm, after a successful 3C or 2D, you can combo into Hell Fang, i.e. 2D C HF - and then combo into 5A 5B 5C?

and has anyone made a gatling chart?

cheers

edit:

wt do u mean by JCC?

i think he meant Jump Cancel - jump C

Posted

BK change list: D, 2D, 6D, JD -> more damage, longer unrecoverable time HF>214D -> wallbounce DID -> more damage GH>214D -> more damage DS -> 3hit CS -> more damage you can do 2D>C>HF>A>B>D>HF

Posted

^^^ sweet, thx for the quick reply. also, nevermind about the gatling chart, I found the one in the jp wiki like 5 mins later =D edit: posted by Stun Edge 6A(counter)>JCC>Astral so you cancel the jump cancel with the Astral similar to combos in Fate/Codes or 3rd Strike's super jump cancelled normals into Supers. So something like: 6P (CH) [63]21412369C the initial 63 motion isnt really necessary, but you're alrdy pressing forward so you're simply following through with a HCB motion, and the final [9] would register the jump. Prolly hard to do on reaction but if mastered it would make an amazing AA.

Posted

Umm... Guys I saw something very disturbing on SRK today concerning Ragna. One of their members translated the frame data for Ragna from the Blazblue Mook. The only positive frames he has are on Dead Spike. This has to be a mistake. He's even at -2 on his standing jab. Could someone investigate?

Posted

Umm... Guys I saw something very disturbing on SRK today concerning Ragna. One of their members translated the frame data for Ragna from the Blazblue Mook. The only positive frames he has are on Dead Spike. This has to be a mistake. He's even at -2 on his standing jab. Could someone investigate?

its true

only move on the ground gets the advantage frame is deadspike

standing jab is -2 but u can hit it multiple time or cancel to other move

-2 or even -4 isnt that big problem in this game since fastest move except Litchi's power gazer super is 5F

Posted

I think I already went over this on SRK, but yeah, not really a big deal. Shit, open the other links in his post, most character's moves are negative on block. Honestly, when I look at the data overall, considering the slow startup of moves and the fact that most moves are disadvantage on block, it makes me believe this was purposeful design.

Posted

Honestly, when I look at the data overall, considering the slow startup of moves and the fact that most moves are disadvantage on block, it makes me believe this was purposeful design.

great link, all 3 of my characters are covered so Im happy. I agree about the design, I dont think Aksys would overlook something so vital.

Posted

Well when I say that, I'm thinking that there's an overall philosophy behind the way it's set up. It's not just Ragna, most characters' moves are frame disadvantage on block, but not usually enough to be punished for it. That's for another thread, though.

Posted

ragna's only +f move is indeed dead spike... at +3f funny part being that if you are in bloodkain and dead spike you get -1f stupid combo from mook (incorner) back throw -> bloodkain > 5D(1hit) 214B - 214D -> 5D (dc) -> 5D -> 214214D delay the extention of gauntlet hades does like 5.5kish

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