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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

Hey guys, whats up? I have a couple of questions I hope any of you can answer. 1: What are the exact inputs for a "TK" Gauntlet Hades? 2: What are the benefits of using a TK GH over a regular GH? (i.e.: will things like throw>TK GH make the 5B link easier to land?) 3: Can I still do things like, 5D, "TK" GH and have it combo? Will the TK GH only combo on CHs? Thanks alot!

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Posted

Hey guys, whats up?

I have a couple of questions I hope any of you can answer.

1: What are the exact inputs for a "TK" Gauntlet Hades?

2: What are the benefits of using a TK GH over a regular GH? (i.e.: will things like throw>TK GH make the 5B link easier to land?)

3: Can I still do things like, 5D, "TK" GH and have it combo? Will the TK GH only combo on CHs?

Thanks alot!

1: 2147B.

2: Faster start-up (usually offset by jumping frames though), longer active time, better recovery, hits crouchers a lot better, leads to good combos on hit. You can't do Throw -> aerial Gauntlet Hades like you would regular Gauntlet Hades because Ragna's throws are special cancelable, not jump cancelable.

3: Aside from using aerial Gauntlet Hades as an opening move, almost any situation you'll want to do Gauntlet Hades in, you either can't do aerial Gauntlet Hades anyway because the previous move isn't jump cancelable, or there's no real point to doing it.

Posted

I'm having so much trouble with © inferno divider > wall bounce > 22C. Any tips you guys can share? T_T

Watch the combo videos from the video thread to see the timing, it's in one of those somewhere. I assume you're talking about a combo like this one:

5B > 3C > 22C > 5B > D inferno divider > immediate 236C > delay 236C > 22C

That particular version works on every character but Carl, Jin, Rachel, and Tao. If you're too close to the corner it won't work.

btw, We should get a "Frequently Asked Questions" list somewhere in the Ragna boards, a lot of the same questions are coming up with every new Ragna player.

Posted

Another new topic that asks a general question that can be answered in 1 post :psyduck: post questions like these in Ragna General Discussion. If you're landing the 5D (DC) > 6A, that's the "hard" part of that combo. It probably is just the distance and only 1 hit of ID is hitting. But really, that's not even worth caring about. The whole combo is pretty much not worth caring about actually. If you land a 5B that close there are much better things you can do (see combo thread).

Posted

Hey guys, sorry if this has been answered but I'm hoping it's pertinent enough to be answered again. What dictates if the follow up to Carnage Scissors comes out? I've blocked hit one and have the follow up sometimes come out, sometimes the move just ends. It's a little confusing and would be great to know so I don't try to super flash punish and fail.

Posted

If Ragna holds D during Carnage Scissors, it will cancel the 2nd hit. Canceling the 2nd hit doesn't make it anywhere near safe on block. Whether he cancels it or not, you can easily get almost anything as a counter hit punish after blocking the first hit. Go in training and record Ragna doing both the whole super and canceling the 2nd hit and find the best thing you can do that will work on both.

Posted

Are there any combos I can do off a CH ID (C version)? Could've sworn you could do 5B>6A off of it but that wasn't working for me last night.

Posted

Are there any combos I can do off a CH ID (C version)? Could've sworn you could do 5B>6A off of it but that wasn't working for me last night.

Yeah if the 2nd hit of ID is CH you can get the same stuff you would from 6A CH or GH CH,

5B > 6A > whatever

or if you CH with the first hit of ID and RC you can do the same stuff.

You were probably just messing up the timing or it was lagging.

Posted

What are the best options after an j.C CH?

Any other better options after the CH C ID?

From j.C CH, anything you would do from a normal hit will work obviously, but CH gives more time to run close to get a close hit 5B. Or you can also go for 6C.

From CH ID, the strongest combo without meter is:

CH ID (2nd hit) > 5B > 6A > GH delay 214D > 5B > 6A > air combo - 3542 dmg

you can do something simpler if you really don't want to end in an air combo but I think it's worth it in this case, can't get a 22C from it. And of course if you aren't feeling confident on the relaunch, just 5B > ID will work to end it too.

CH ID (2nd hit) > Carnage Scissor

works too if you don't want them to burst.

Question, how do you get corner 22C combos to work on Jin?

such as 5B > 5C > 3C > 5D (DC) > 6A > 5D > 22C, sometimes the 5D connects after 6A sometimes it doesn't. I can't seem to figure out why it works when it does.

EDIT: never mind, think I found that it's just dependent on the distance from the corner you start at, same way it is for Tao.

Posted

Are there any decent options off of a CH midscreen CS hit? I've been hitting Nu players that do DD 4DD with CS between swords, but since the counterhit makes the opponent bounce higher, I've been having trouble landing the usual dash 5B or 6A after the second hit. (corner still works fine)

Posted

Help: For this combo 4B+C > GH > 214D > dash > 5B > etc how do I time the 214D so that I could dash and get the 5B? In the normal 5B+C > GH > 214D > 5C > air combo you need to do the GH as fast as possible and delay the follow up till the very end, is it the same here? OK a dumb question: Can you stop Black Onslaught or does it have complete invincibility frames? Was playing online and someone did the move without a start up and I thought I would be cool by simply grabbing him (I was extremely close) but it whiffed and the thing smacked me in the face. Irritating because he had a pixel of life left.

Posted

Help: For this combo 4B+C > GH > 214D > dash > 5B > etc how do I time the 214D so that I could dash and get the 5B?

In the normal 5B+C > GH > 214D > 5C > air combo you need to do the GH as fast as possible and delay the follow up till the very end, is it the same here?

The timing for the 214D is actually different whether you're doing a 5C or 5B > 6A launch.

First of all, you don't need to dash 5B, you can just 5B > 6A.

From 4B+C or 6C, you want to do GH as soon as possible, and only slightly delay the 214D. Not delayed as much as possible like with 5C launches.

You can either look at where the opponent is to get the timing down, or if you look at Ragna it's sort of right when he turns his back after GH, that's when you do the 214D.

Note that 5B > 6A relaunches won't work on Tao, Carl, and Rachel.

OK a dumb question: Can you stop Black Onslaught or does it have complete invincibility frames? Was playing online and someone did the move without a start up and I thought I would be cool by simply grabbing him (I was extremely close) but it whiffed and the thing smacked me in the face. Irritating because he had a pixel of life left.

Black Onslaught actually has a good amount of invulnerability, seemingly for the entire move. What's even more surprising is that it's not even that unsafe, as Ragna I could only punish with A's. So it's actually not bad as a move, but when you can do 2 ID RC's for the same meter and be completely safe, it's still not really worth doing.
Posted

Thanks for the help.

Note that 5B > 6A relaunches won't work on Tao, Carl, and Rachel.

I actually got the dash 5B > 6A relaunch work on Rachel but with some awkward timing that I can't pull off except by luck. Will keep on checking what that timing is and post here, but it won't be any time soon since I cant touch BB in a week or so.

EDIT: I want to know, does it lag when you guys play against japanese players? I can never play against American players due to lag so I always turn to Japanese/East Asia players where everything is nice and smooth.

Posted

I never knew this, apparently D version of Inferno Divider doesn't prorate as much as C version. CH ID (2nd hit) > 5B > 6A etc combo does 3482 dmg from C version and 4476 dmg from D version. So I guess if you know it will work, D version is worth more than just getting a tiny bit of health.

Posted

That's news to me, gotta try it. *Wow I thought Bang's distortion (Fatal Eruption) was uninterruptable other than block, but then I used Black Onslaught and actually caught him O_o? *I lag against some jap players and some are smooth prolly cause I live in Australia..

Posted

Black onslaught works way good against Tager's magna tech wheel too :eng101: I like to use it as a random reversal from time to time. As VR said, it's way invincible, and you're pretty much safe on recovery. For DID, i like the fact it's going higher than CID too, when you know you'll catch a counter but not sure if you'll jump high enough. Less invincible than CID tho :(

Posted

1: 2147B.

2: Faster start-up (usually offset by jumping frames though), longer active time, better recovery, hits crouchers a lot better, leads to good combos on hit. You can't do Throw -> aerial Gauntlet Hades like you would regular Gauntlet Hades because Ragna's throws are special cancelable, not jump cancelable.

3: Aside from using aerial Gauntlet Hades as an opening move, almost any situation you'll want to do Gauntlet Hades in, you either can't do aerial Gauntlet Hades anyway because the previous move isn't jump cancelable, or there's no real point to doing it.

I know I'm a bit late on this, but thanks alot for clearing up my questions relating to TK Gauntlet. I've started implementing it in my game, but I'm a bit iffy on simply throwing it out. Seems to me like its useful in footsies, but on block it can be punished really easily. Its because of the recovery it has that I'm debating using it like that.

I have found a good way of sneaking one in though. During a blockstring: 5B, 2B, 6.D, jump backwards out of the 6.D, Gauntlet Hades before you land. Its technically not a TK Gauntlet, but it works the same if you land it. Is this how I should be using it, or...?

Watch the combo videos from the video thread to see the timing, it's in one of those somewhere. I assume you're talking about a combo like this one:

5B > 3C > 22C > 5B > D inferno divider > immediate 236C > delay 236C > 22C

That particular version works on every character but Carl, Jin, Rachel, and Tao. If you're too close to the corner it won't work.

btw, We should get a "Frequently Asked Questions" list somewhere in the Ragna boards, a lot of the same questions are coming up with every new Ragna player.

Ahh that makes so much sense. I've been having problems landing specific combos on Jin and Tao especially. Rachel is a big fattie with that retarded body hitbox of hers, so no complaints yet.

Question time!

During blockstrings, sometimes my opponent mashes backdash like a maniac and manages to get out. Especially Tager, and when that happens he throws me and I lose half my life (this is a regular B+C throw I'm talking about). I know that if the blockstring isn't a combo they can backdash through the holes. This happens most when I try to add a middle hit that doesn't combo like 6D or 2D. With 6D, if it whiffs I'm in recovery for so long...

What should I do to avoid this kind of stuff? The obvious answer I think would be to poke with jabs and Bs until they backdash then combo them. But yea, any advice?

Posted

so who does Ragna actually have an advantage against and who is he at a disadvantage from just what each character naturally has at their disposal?

IMO, remember now, this is my opinion so I can only comment on my experiences with the match-ups and everyone is bound to have their own opinions.

Jin- 5.0

Noel- 4.5

Litchi- 5.0

Bang- 5.0

Haku- 5.0

Tao- 3.0 (I really don't have much experience with this match-up but she is tough)

Carl- 4.0

Nu- 4.0

Arakune- 3.0

Rachel- 4.5

Tager- 5.0 (I hate this match-up)

Now, according to Kaqn:

Jin: 5.0

Noel: 5.5

Tager: 6.5

Tao: 4.5

Rachel: 4.0

Arakune: 3.5

Litchi: 6.0

Bang: 5.0

Carl: 5.0

Haku: 5.5

Nu: 4.5

Posted

sorry but what do the numbers mean... Oh and finally i can avoid Tagers 360 or 720, by either jumping or activating BK mode (if he doesn't prolong it)

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