Jump to content
Dustloop Forums

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!


Recommended Posts

  • Replies 2.8k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Quick note, since 2D in Blood Kain is considered a launch instead of a knockdown, you can't 22C after it while you're activated. Not a huge deal but worth noting if you're trying to come up with fancy combos for a vid or something. I came up with some random Hell's Fang loop in BK mode, not practical but funny. Forgot what it was exactly, I'll post it later. It's almost as silly as double Carnage Scissors on Tager.

Posted

well for no meter and non CH,

6A, 5D (DC), 6A, aircombo or just

6A, air combo

If it's CH,

CH 6A, 5B, 6A, 214B > delay 214D, 5B, 6A, air combo

Just letting others know, I couldn't get the first combo to work on Carl/Arakune/Bang, in those cases, 6A straight into air combo seems like the best option, unless there is another that I'm not aware of that does more damage or sets up positioning better. I don't know if the 2nd combo is character specific as well.

Thanks for the help on the 22C combos, although I still can't seem to time the ID ones. I've noticed in videos that they have to land in front of you in order to "pick them up", but that never happens for me.

Posted

OK i need major help for this combo b, 6a, 5c,D(1hit), Gaunlet hades- follow up , 5C, - air combo. I always whiff the 5C even i delay as much as I can for the GH. How much difference is the timing compare to the Gaunlet hades 5b, 6a air combo .

Posted

The frame in which you need to DC is when Ragna is about to hit his second hit. It is where his sword is above his head. I will try to take a pic to be more specific.

Posted

I always see 80% of the player match are blue connections, 10 % purple, 5% red, 4 % yellow and maybe 1 % green. Does it have to do with the limited supply of the LE copy? I can recall playing only 5 player matches that have green connections. I really enjoy the online portion of the game when I can execute all the long string combo I practice in trainnign mode when i can get a green connection, anything less than that I start messing up and I have to rely on shorter 5-6 hit combo and it makes me feel like I am handicapped.

Posted

Dunno, it might vary from person to person, but I tend to mess up my Gauntlet Hades combos with the delays due to the input lag.

I drop 5b links and delay follow up err day.

Have any of you guys messed with Rag's air throw from a combo? Like the double !! throw. I see other characters do it all day and rags gotta have something (notreally).

From what I've been messing around in training mode is that from his air combo, he can jc jd jump and throw. Which only adds like 300 more damage if you did the other JC JD DID instead. You can't air dash since you already used your jump on the jump cancel. It seems useful in corner since he can do a DID right after air throw or another jc jd DID if you're facing tager.

JC JD jump JC Rapid air throw just seems like a waste of 50% meter. Air throw never prorates from 1100 damage though

Doing a throw straight from the launcher seems super iffy since people be paying attention. But if you do pull it off, the normal air dash jc jd DID won't work since they have a faster tech time. Air dash JD into DID works.

Air throw does work from a JA delay throw. But what kind of ragna player are you if you're using JA, seems too suspicious if I saw a Ragna player use JA.

DID on the ground Rapid air throw is funny. Dunno when you'll get the chance to land DID since it's not as good as CID, but it does 3600 ish damage if you catch them off guard.

Edit: aaaaand you guys were talking about this 2 pages back. Great

Posted

I don't think he has much practical use for air throws in combos. Air throw > air dash > air throw looks hilarious though.

Posted

It doesn't seem practical, but it's still an option. The rapid ones other then the DID rapid seem useless. It's something that might work once in a match

Posted

I can never connect 6a after the 5D dash cancel when the connection is anything from blue - yellow. I can do it flawlessly if it is green connection. what is the timing for it should i dash even faster because of the input delay.

Posted

I can't help you out there headpower, the best ping I get online is yellow 3 bars, that explains why I have to dummy down some combos online... Anyway, have you guys seen the newest gamechariot vids? It looks like Kaqn may have given up Ragna for Noel...he busts out Ragna once against DIO's Carl, but he used mostly Noel in his vids. This is a shame, because I felt that Kaqn's Ragna was just starting to get really solid...

Posted

Just wanted to point out in the standard bk corner combo specifically the 5d>dash>5d>dash>214214D combo you can dash in on the end and grab em with 22C. I tried this on an Arakune the other day.

Posted

If you mean one that combos off of 3C (or 2D if you do something like 2D, 5C, 5D, 214214D into whatever), then certainly. If you don't have the meter for Yami ni Kuwarero, 22C makes a nice combo ender. That said, off of certain setups, 6D, j.D (JC), j.D, 623D etc does more damage, it really depends on the combo length. 22C is still nice for immediate dash-in pressure though.

Posted

Just use it in strings after you've conditioned the other guy to defend. It gives advantage on guard so you can keep pressuring with your 5B after it's blocked. I suppose if you guess right on someone doing a neutral tech right next to you, you could force them to block a Dead Spike and you'd be closer to pressure them, but I haven't actually tried that yet.

Posted

Just use it in strings after you've conditioned the other guy to defend. It gives advantage on guard so you can keep pressuring with your 5B after it's blocked. I suppose if you guess right on someone doing a neutral tech right next to you, you could force them to block a Dead Spike and you'd be closer to pressure them, but I haven't actually tried that yet.

I don't remember if they have to IB it or not, but a lot of character can just jump back or back dash after blocking dead spike to avoid the 5B follow-up.

Posted

That's fine too, the idea is that it forces them to be defensive, thus giving you some initiative. You limit their options somewhat since they can't just mash to hit you back.

Posted

That's fine too, the idea is that it forces them to be defensive, thus giving you some initiative. You limit their options somewhat since they can't just mash to hit you back.

Well, the only reason that I'm mentioning that is certain characters can punish you after the backdash/jump if you throw out the 5B. I'm not aiming that at you, just to anyone else who thinks you can get a free 5B after blocked dead spike.

Guest
This topic is now closed to further replies.

  • Upcoming Events

    No upcoming events found
×
×
  • Create New...