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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

blazing and leads to 4kish damage combos 6B gets frigging 2Aed too much well atleast who im going against

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Posted

While you're right about not doing GH all the time, it's ridiculous to say GH has slow start-up. TK that shit and it's fucking blazing at 12 frames.

I meant 6B not GH

Posted

I'm surprised no one has gone through the trouble of being the first to post an "approaching" comprehensive CH C list.

There's this. Just noticed it today actually.

http://s1.zetaboards.com/blazblue/pages/ragnacombolist/

C > →C Punishable list:

Ragna: →↓↘C or →↓↘D, (↓↙←A >) ↓↙←D, →↘↓↙←→D (1st hit)

Jin: →↓↘A/B/C/D

Noel: ↘C, ↓↘→↓↘→C, Somersault (←→D)

Rachel: ↓C

Taokaka: ↓↘→↓↘→D, ↓↙←↓↙←C

Tager: ←↙↓↘→D

Arakune: ↓↘→↓↘→C

Litchi: →↓↘C

Bang: ↓↘→↘↓↙←C

Hakumen: D, ↓D, →D, JD, and ↓↘→↓↘→D whiffs

√ - 13: →↘↓↙←→D

Posted

Carnage Scissors is 2 parts...you can charge/delay the 2nd hit by holding down D. If you hold D down for too long, however, the second part will not come out. If you want to combo after with 6a, you need to charge the 2nd hit for a little because it increases untechable/hits them lower/something and makes it possible for the 6a to land.

Have the people giving advice in this thread played BB for more than a few minutes? :?:

This isn't true. The timing is tight, but you do not need to "charge" to hit dash 6A into HJC j.C. Whether or not I hold D I can still perform the combo. In fact, from midscreen, the CPU techs at the same point no matter where I am in relation to him whether or not I hold D. I am left to conclude that there is no charge or any need to hold D unless you want to cancel the second hit.

I haven't tried with the game set to Arcade mode, so I won't make any claims about that mode. I doubt this is different, though.

Posted

Welp, I found a kara throw with rags in training mode. 5b~c His amazing 5b poke can now be kara thrown. If you guys don't know what kara means, ragna basically cancels his 5b into a throw, which means he 'teleports' forward a bit and throws. I'm not sure if 6c~b, 6d~B+C works, cause they might just be his 5b going into throw. And I have no idea if this can be useful or not. Go fool around with it Also, is this even smart thing to do? Throws already take 7 frames to start up, doing a kara would just add more time to the throw.

Posted

This kara throw works well off of the 2A-2B-6D-j.D blockstring. You can time the j.D to hit or whiff, and on whiff this kara throw has the range to connect where regular throw doesn't.

Posted

Hello new here in Dustloop and this is my first post. Right now I want to learn BB to a point where I become tourny material but right now I am still a huge scrub. Right now I am unsure on who to main, I am confused between Ragna and Rachel don't know who to choose since things don't seem to good for Ragna as time is passing by. Now my question is can Ragna hold well against the top 3, and how good does one need to be with Ragna to reach far in tournaments (like SBO for example)? The final question is how can one become better? Do I need to be in an environment like Japan where arcades are everywhere? Or can I improve at home while playing against skilled players. Thanks and sorry if I asked too much.

Posted

I'm wondering what the main differences between j.C and j.D are. When is it better to use one over the other? (for approaching, etc...) Also, what are the uses for 6D? Thanks.

Posted

I'm wondering what the main differences between j.C and j.D are. When is it better to use one over the other? (for approaching, etc...)

Also, what are the uses for 6D? Thanks.

j.C has farther horizontal/downward range so it's better for air to ground. It's great cause even if you hit the very tip of it you can still get a combo thanks to Ragna's insane range on his pokes.

j.D I like as an air-to-air, though it is a bit slow. It hits really huge above him and directly horizontal of him. I like this move vs. Arakune a lot, it seems to catch him sometimes when he's flying all over the place in the air.

6D is great for pressuring in guard strings. It cancels from a lot of his normals, and you can do a j.D anytime before he lands after the 6D. If you do a delayed j.D after it, you're at good advantage to continue pressure.

You can also mix it up with 6D > j.D, or 6D > j.D RIGHT before he lands, then low/throw/whatever. Doing the j.D really late will turn the recovery on 6D into the recovery on landing during a j.D, which is nothing in comparison.

It can also jump lows/throws, but it's not instantly airborne after you do it I'm pretty sure.

It's air unblockable, so it can catch people for jumping/being in the air without Instant Guarding/Barrier blocking it

The bad things about it are that it can be hit out of during your strings, and if they're Barrier Guarding everything, you might be pushed out too far to use it.

That's my input on those moves, I use all of em a lot. Maybe someone else can add more about them.

Posted

What usually connects after 22C? (aside from 5B) and what is the best way to follow it up? Also for how can I loop the 5D properly in corners?

Posted

5B is the only thing you can connect reliably without a RC off a 3C, 22C the best way to follow it up would at midscreen with 5B, SID, sidewinder followup, 22C, 5B, 5C, 214A, 214D seems to deal the most damage and sets you up for some more oki what do you mean loop the 5D? you mean in BK?

Posted

2A-2A, 5A-5A, 2a, or 5a into a gap and karathrow seems to work pretty well. It's good for people who are just blocking and waiting your block string to come out. It seems like you do this even without kara throw. I think it helps a little though. Maybe... :\

Posted

I'm trying to figure out how to do this. Do you need to press 5B, keep holding down B, and then press C? or is it a sweeping motion of 5B and then C immediately after?

Posted

I have a question about one of Ragna's combos. 5B, 5C, 5D, dash cancel, 6A, JC, j5C, j5D, etc. When you dash cancel after 5D, is it possible to buffer the 6A, because I can only hit it about 50% of the time. Even mashing A doesn't seem to get it out fast enough most of the time, so I'm just wondering what people do to land this consistently, especially when in an actual match.

Posted

i actually press 6 a couple of times even after the dash cancel while its in effect and it seems to give me the 6A everytime

Posted

Holding down B will help since the game holds inputs for up to 5 frames if you hold the button down. You want to slide input the C after the B. You'll want to do it as fast as possible at first, but I'm going to experiment with how late I can do it, since the later you kara the 5B, the more range you gain. And yes, doing kara throw adds startup time to your throw. The usefulness of it is questionable, seeing as throws seem to serve a different purpose in BB compared to other games.

Posted

5B is the only thing you can connect reliably without a RC

off a 3C, 22C the best way to follow it up would at midscreen with 5B, SID, sidewinder followup, 22C, 5B, 5C, 214A, 214D

seems to deal the most damage and sets you up for some more oki

what do you mean loop the 5D? you mean in BK?

I remember someone telling me you can loop the 5D without BK. I think it just needs timing and 5D Dash cancels. I was just wondering what you start it with.

Posted

You can't really loop the 5D outside of Blood Kain. What you can do is something like, 3C-5D -> dash cancel, 6A-5D -> 214A~214D. Stuff like that, not really loops but some interesting juggles.

Posted

anyone have any suggestions for DC'ing 5D(1hit)? Is it easy to do this consistently? I can DC 5D without a problem but I can't DC 5D(1hit) consistently.

Posted

what is Ragna Install and is it worth learning?

Ragna Install refers to the Distortion Drive Blood Kain.

Its called Ragna Install because its similar to Sol's Dragon Install. ;)

As for worth learning, Blood Kain is high risk high reward.

But I don't use it so I can't give good advice on it.

Posted

I found that it is easier for the infernal divider to come out in the aerial combo if I mash the D button nonstop during the combo, do pros do that, or they do it by pressing each button one at time. What i mean is this 6A hjc JC JD jc JC JD 623D 236C 236C Right after I hit the JD, and I use my left hand to do the 623 motion, I just mash the D nonstop until infernal divider comes out and contineu my combo, is that the noobish way or should i learn it by pressing 1 button a time.

Posted

I'm not sure what the right answer is but in my experience: - you start off learning the combo and mashing the button - after awhile you start to get the timing down - then later on the mashing slowly becomes one button press (but not necessarily all the time) Online, especially, mashing may not be a good idea. Example, tonight as I was playing, I get a CH Inferno Divider from the ground and I want the Upper and the last Punch to be delayed so I can combo easier. However, if I mash C (even for just the first hit) for some reason all of them come out super fast online. So it may benefit to just learn the timing both online and offline, IMO.

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