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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

That's why I said "when possible". This combo is not new (we've discussed it here plenty of times) and should be used by every Ragna player as one of their main bnb's.

The results of those discussions interest me, but I find it far less time consuming to just do the stuff on my own and figure things out myself. Anyway, my comment makes a bit more sense given where my post was previously, and how you'd responded to the previous poster. I think adding in situation/context breakdown works a bit better for some players. Perhaps these things were in the discussion, but that's one thing that's always made me roll my eyes at lists of combos, not to shit on any individual's work just getting these things here and helping folks out. It does cut down on the "How do I do this?" questions in the long term. I was thinking of doing some work there rather than just talking about it myself.

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Posted

that's because the combo is 2D > 5C > 5D(1) > HF >22c

harder version of double 22c is: 3C > 22C > dash 5A > 5B > 623C > fast 623C > delay 623C > land 22c

ah thanks alot

Posted

I think listing more combo specifics would be a major help. Position of screen and what characters they work on. I've been going through nearly all the combos figuring out who they work on and there are definitely some listed that don't work on everyone. Such as that combo jiyuna said doesn't work on Jin, Rachel, Taokaka, or Carl (which I found too when testing it on everyone). I'm still at the point where I think I could be getting better combos on some characters when I play them but not sure if it will work. That will soon change though.

Posted

That's my bad. When I originally compiled the list, I didn't bother adding any real details for the sake of saving room and honestly... I got a little complacent about it. It's on the "to do" list.

Posted

Hi. Let me start off by saying that although this is my first post on these forums, I have been looking at them for quite some time. I started to really get into guilty gear and the character Sol badguy and began studying moves on this forum and also started watching videos from the sol badguy thread about videos from tournaments. I began to feel really confident with my pressure game, and also my ability to land a move then without thinking know how to follow up successfully to bring down a huge portion of the opposing players life. (I basically mimic'd the videos I saw with sidewinder loops etc. I never really understood terminology in the combos thread until recently.) Here is where I get to the part where I say I need help. I don't own Blazblue yet, but I am staying at my friends for the next 2 weeks. Watching videos of blazblue, I kind of saw a lot of similarities between Sol and Ragna (obviously) and I kind of assumed he'd be my character. So far, especially because of how easy he is to pick up, I feel like I control him best despite my attempts to learn other characters. The problem is however, after 2-3 days roughly of playing and and about 60-70 games played, I have only won roughly 20. The reason I post this is is because I like Ragna, and have been playing it, but I can't quite figure out why I have so much trouble winning. Sometimes I face really good people (at least, to my feelings right now) and I can somewhat keep up with them while struggling to grasp the differences in the game. So I can maybe take a round from them, then next game I lose to somebody I know I should have beat. I am not quite sure if possibly, that I am having trouble adjusting to the mechanics of Blazblue, but I feel as if I am not exactly doing well with Ragna. I have gone into practice, and tried to learn almost all his moves listed in the combo thread. I second guess myself a lot when getting pressured with ragna and feel somewhat confused as to what moves to use to escape successfully while blocking. Well please leave some feedback, and hopefully some good tips. I kind of can't help but feeling that I am being to hard on myself, but on the other hand I feel that I shouldn't be losing to half the people I am losing to. One last thing, if this is kind of confusing or you can't really pick out anything because it's a little jumbled, I'm sorry. I am a little flustered because of just losing to an Arakune player and am upset because I made a mistake I know I shouldn't have.

Posted

What you can follow up 22C with depends on how many hits you did before you grabbed them. If you Rapid you can dash up and do a good bit more, but even something simple like a dash 3C into another 22C is good, since you get an extra unprorated 800 damage for every 22C you land.

Posted

question: can you loop with his 623c/d? i got 623c>236c>236c to go four times for a minimum of 12 hits (actually seemed to work the best if only one of the initial hits connected on 623c)a few times. also did three 623c>236...ect and then 623d...ect to end, but i think that the c version could go longer...is this a loop? edit:sorry if this is old

Posted

question: can you loop with his 623c/d? i got 623c>236c>236c to go four times for a minimum of 12 hits (actually seemed to work the best if only one of the initial hits connected on 623c)a few times. also did three 623c>236...ect and then 623d...ect to end, but i think that the c version could go longer...is this a loop?

edit:sorry if this is old

Yeah you can do some reps of 623C/D, but I never bothered with it cause the real 623C combo does more damage anyway. So the loop thing is kinda pointless. Unless maybe you wanna time up :psyduck:
Posted

Need help on this one 6B, 5C, 6C, Blood Kain, hjD, jD, 5D, dc 5D, dc 6D, jD, jc jD Inferno Devider Can't connect the 6D most the time is there a trick or something ?

Posted

No real trick to it, just don't dawdle. I usually just hold the second 6 of the DC and mash D like the world is coming to an end.

Posted

In the corner for 5D loops on Blood Kain, I usually have no problem connecting the 6D launch, but they usually end up on the other side of me, which drops the combo and I don't understand how to make them stop doing that. =x

Posted

I believe it depends on how high the opponent is when you hit them with the 6D. Because it moves slightly forward, it'll cross up the opponent if you do it slightly too soon.

Posted

DUAL MOJZ for more damage and reset options when possible.

CH HF > 5b > 3c > 22c > 5b > 623D > fast 623c > delay 623c > land > 22c = 3877 damage + stagger state.

so gay that this combo wont work on jin. i need a jin specific combo

Posted

(j.c) 5b > 6a > 5c > 5d(1) > 214B~D > land 5b > 6a > aircombo

3915(4644) damage, jin only.

I was actually practicing this and I think it'll all connect if you use BK. Also, if it's in a corner... you don't need to dash and 5B > 6A, 6A will usually work.

(BK active) 5B > 6A > 5C > 5D(1) > 214B > (no delay)214D > 665B > 6A > hjc > air combo

(corner, BK active) 5B > 6A > 5C > 5D(1) > 214B > (no delay)214D > 6A > hjc > air combo

Might have to test further on others. Haven't had a lot of luck without BK for the followup after 214D. Unless of course you want to RC.

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