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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

I'm quite positive, Tager can back dash and Tager Driver Ragna 5b after DS

I'm pretty sure they can do this too.

Outside of Tager, I can't list any specific examples since only a few people have even thought of doing this against me (Tager was the only one thought of punishing me). It's something I encountered only relatively recently.

Posted

I another good use I've found for Dead Spike (also known as GunShark) is the following: after doing a corner combo ending in HF->Follow up, delay slightly and do DeadSpike, if they roll you will punish the roll, if they neutral tech the dead spike will hit meaty and net some good advantage that is safe from most supers and dps. If they delay tech you hit them otg. If they time their tech perfectly they go through the dead spike but your still fully recovered and safe (near as I can tell). The HF follow up basically leaves you at the perfect distance for DS to hit, but is outside the easy range of most wake up supers and dps, plus you can time it meaty and make it very safe. I think this same set up might work well off a 22C in the corner. If some one more clever at making combos could come up with a good way to capitalize off landing DS as a tech roll punish that be great, because I'm not actually sure you can link anything afterwards. If you could get something into a knockdown, this would be a pretty fantastic setup.

Posted

If you're close enough you can link a 5A > 5B > ID from a tech catch DS. It seems pretty good for air throw attempts too, if they tech forward/backward from it. Tager can either backdash a 5B after DS, or 360A grab it. If he backdashes he can't do anything to hit you in time though. If you do 5C at far enough distance, he can't grab you out of it. but if he back dashes 5C he can spark bolt your recovery. To hit Tager's backdash after blocked DS you can do Hells Fang, but that's kinda risky. TK Gauntlet Hades will also hit it if timed right. Safest option is probably doing dash j.As to catch it though.

Posted

Tager can just Sledge through Dead Spike, by the way. I wouldn't recommend Dead Spiking at all against a Tager main unless they are on the ground waiting to tech like KatanaDash suggested. =x!

Any other characters, working Dead Spike as a knockdown combo should be cool. I'll look into it. Throwing sharks out of my sword is awesome.

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.

Does this punish people that DP on wakeup?

Posted

Not if they're right next to you obviously, but if you try it from a fair distance away, it'll make quite a few DPs whiff. The issue with that is that if they just block it instead, it's harder to generate momentum from that sort of distance. It's pretty good against Jin's that fish for CH 623C though.

Posted

^ Lose some matches, probably. =x What's a good way to get some throws in with Ragna? I try to throw on their wakeup and I get jabbed or DP'd. Try to tick throw and I get slapped. Try to throw out of Hell's Fang and get the throw broken. Try to do it randomly and get combo'd. =\ Any neat setups or do my opponents just hold back and mash jab too much?

Posted

Throwing on wake up is usually bad cause throws are pretty slow in BB (7 frames?) Throws are just weird in general in this game, they don't really serve the same purpose as throws in other games. If you always get hit out of your throws when trying to mix it in a block string, then yeah your opponent must be mashing too much. If they are literally just jamming 2A during all your block strings, doing something from a 2B blocked should counter hit them. Are you throwing after HF is blocked or it hits? Either way I can see why that isn't working cause its a lot of disadvantage on block and only +1 on hit. But if you've annoyed them enough by doing ID after blocked HF (and not dying for it), you might get a throw in. The time I probably land the most throws is on their wakeup. I've landed some when I knockdown in the corner, and the opponent tries to forward-roll out. You can stand at a distance right behind where they will roll and throw can catch them. Or you can be further up and backdash as they roll to get next to them for it. I haven't actually tried this much but you do 6D> j.D low to the ground so it cancels > throw. Kinda tricky cause Ragna will still yell from the j.D even though it doesn't come out. People that know a bit of Ragna will be waiting to block the j.D so it might catch people sometimes.

Posted

ive got a nice setup for air grabs, its kind of a 1 time o 2 times in a match max but it works, what you do is throw in a 6A(make sure it hits) and jump with them, and instead of following up with the air combo you just wait for them to recover and air grab. After air grab you have 3 options for more damage. First, you can gauntlet hades. Second, you can airdash and j.C j.D ID and third, air dash and grab again(this only works if the opponent is not paying attention). For ground grabs i try to grab them when they roll or in dash cancel mix ups or after wiffed DPs/slow recovery moves. EDIT: whats a tick throw?

Posted

Basically a tick throw is doing a quick recovery attack, and doing a throw after it. They expect another attack after the "tick" so they keep blocking, but instead you throw them. It's not a term specific to BB. As for air throw set ups, GH + followup is good a good one in the corner if they back/foward tech. Same with air hitting Dead Spike.

Posted

If the game works like Guilty Gear, then momentum carries over to all actions, so technically you can extend the range of any move by dashing and then doing it. Although it might just be your imagination.

Posted

umm, by dashing and pressing b? It can be tricky if your not used to hit, you might get 6B, but as far as I know there is no trick. you just input 66, B and don't hold the 6

Posted

Throwing on wake up is usually bad cause throws are pretty slow in BB (7 frames?) Throws are just weird in general in this game, they don't really serve the same purpose as throws in other games.

If you always get hit out of your throws when trying to mix it in a block string, then yeah your opponent must be mashing too much. If they are literally just jamming 2A during all your block strings, doing something from a 2B blocked should counter hit them.

Are you throwing after HF is blocked or it hits? Either way I can see why that isn't working cause its a lot of disadvantage on block and only +1 on hit. But if you've annoyed them enough by doing ID after blocked HF (and not dying for it), you might get a throw in.

The time I probably land the most throws is on their wakeup. I've landed some when I knockdown in the corner, and the opponent tries to forward-roll out. You can stand at a distance right behind where they will roll and throw can catch them. Or you can be further up and backdash as they roll to get next to them for it.

I haven't actually tried this much but you do 6D> j.D low to the ground so it cancels > throw. Kinda tricky cause Ragna will still yell from the j.D even though it doesn't come out. People that know a bit of Ragna will be waiting to block the j.D so it might catch people sometimes.

Alright, thanks a bunch. I'll just keep trying. I reallly want to touch them because Ragna can get so much guaranteed damage off of it, especially from Back Throw > Blood Kain. @@

They throw break the ones after Hell's Fang on Block/Hit. I asked my training buddy, whom breaks it every, single, time if he's doing it on reaction or listening to my button taps and he goes "Well, you're Ragna and you're pretty good so I don't really expect you to drop the combo, so i'm expecting it, really."

Posted

He thinks throw after HF is a combo? :psyduck: He could be hitting you out of the throw instead of just breaking it. It's almost never a good idea for you to throw after doing HF, hit or blocked. It can still work occasionally if you've conditioned them to block after it though. They can always break it, but them breaking the throw is better than you getting smacked out of it. also in case you don't already know this, try to make sure you're not getting the hitstun/blockstun throw with the double pink !!. For example if you were doing tick throws with 5A/2A and just canceling into throw, it's a lot easier for them to break it. Wait for the 5A/2A to recover before trying to throw them (it will show the green !) and it'll be a smaller window for them to break.

Posted

Nuh, he's expecting me to finish the combo and not drop it and go for the throw, so he just waits for the exclamation point if he sees me stall a part to break the throw.

Posted

(near corner, crouching opponent only) 6B, 5C, 6C, 214214D, hj.D, delay j.D, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5700~ When i try this combo, right after the hj.D, computer techs before i even descand low enough for a second delay j.D what did I mess up on, do i have to delay a bit for the hj.D after i activate blood kain, anyone can help me out thanks in advance.

Posted

I haven't been doing this a lot in games but after a blocked B,C,5D you can dash cancel and kara throw, you have to get a max range kara for it to connect though.

Posted

Is there any reason to use 2d?

Out of range for 3C.

Also starts a really nice combo when you're in Blood Kain.

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