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

Posted

The number represents who's favor the match-up is in. For example, against Jin it is a 5-5 match-up so that means it is even. Against Noel, it is 5.5-4.5, which means it is slightly in Ragna's favor. Arakune is 3.5-6.5, meaning it is pretty heavily in Arakune's favor. So pretty much the higher the number the better the match-up for Ragna, the lower the number worse the matchup is for him. The numbers from both sides have to add up to 10.

  • Replies 2.8k
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Oh and finally i can avoid Tagers 360 or 720, by either jumping or activating BK mode (if he doesn't prolong it)

Well, it is possible to avoid it those ways, but you have to anticipate the 720 and input before the super flash because it has 0 frames of start-up after the flash. You can't just react to it.
Posted

in my opinion thats the best way to win is guard breaking, break their guard and finish with a 3000+ combo...sauce. :eng101:

Posted

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

seems pretty reasonable. I think Tager is more 5.0 though.

Does Arakune/Nu have any bad matchups?

Posted

only time I ever use it is by mistake, and even when it hits, I'm not sure how to capitalize on it. On block, it seems to bad, Ragna swings it up to attempt a 2nd hit, and is wide open to just about anything. Only thing I found useful in training is that the after the first hit, its cancellable into a HF or D-ID for a quick 1600 damage. But if they block the first hit anyway, both options leave me even more open. If I wanted to use a quick mid-range low atk, 2D seems to be the better option. Also any tips on the use of jab a? Just neutral 5A. I'm using 6A alot obviously. But I'm seriously underusing 5A. In what situations is 5A good for?

Posted

You mean 6C. It's mainly only for combos.

Look at the combo thread for what to do when it hits, it leads to some of Ragna's strongest combos.

only time I ever use it is by mistake, and even when it hits, I'm not sure how to capitalize on it.

On block, it seems to bad, Ragna swings it up to attempt a 2nd hit, and is wide open to just about anything.

You can dash cancel either hit to be safe, or cancel either hit into 6D.

Also any tips on the use of jab a? Just neutral 5A. I'm using 6A alot obviously. But I'm seriously underusing 5A. In what situations is 5A good for?

It's your fastest move, has pretty far range. Dash 5A can be good for hitting people out of stuff as long as they aren't too low. Sometimes you can use it as anti air, as long as their attack hasn't already come out.
Posted

only time I ever use it is by mistake, and even when it hits, I'm not sure how to capitalize on it.

On block, it seems to bad, Ragna swings it up to attempt a 2nd hit, and is wide open to just about anything.

Only thing I found useful in training is that the after the first hit, its cancellable into a HF or D-ID for a quick 1600 damage. But if they block the first hit anyway, both options leave me even more open.

If I wanted to use a quick mid-range low atk, 2D seems to be the better option.

Also any tips on the use of jab a? Just neutral 5A. I'm using 6A alot obviously. But I'm seriously underusing 5A. In what situations is 5A good for?

you can combo into gauntlet Hades from 6C if you delay the 214D you can combo into 5B then ID or you can try 6C jump cancel after the 2nd hit j.D jump cancel j.D Inferno Divider. Now if you use 2D you can follow it up with 5C then jump cancel into an air combo. You can counter jin's ice car if you mash A before he hits you. Honestly his jab is crappy but you can replace it with 5B. If you use 6A then try 5B 6A 5C jump cancel jC jD cancel jC jD inferno divider. also if you use 6C and they block the first hit dash cancel the second hit and grab em.

Posted

I really need to know what Guardstring/combos Ragna5B uses. Something like 5B 5C HF 6D jD 5B reset....I'm not sure, it was hard to break from.

Posted

I really need to know what Guardstring/combos Ragna5B uses.

Something like 5B 5C HF 6D jD 5B reset....I'm not sure, it was hard to break from.

If he's RCing the HF then there isn't anything you can do but block. If he's just doing that without RCing you can easily hit him out of 6D with a number of things.
Posted

question about RC combo. I seen it used alot in match videos. It goes like: 5B, 2B, 5C, 2C, HF (RC) 6D, 5B, 3C, 22C combo After the HF (RC), I'm having trouble connecting with the double 6D hit into the 5B, they end up being too far away from me. Is there a dash hidden somewhere between there I'm not seeing?

Posted

question about RC combo.

I seen it used alot in match videos.

It goes like:

5B, 2B, 5C, 2C, HF (RC) 6D, 5B, 3C, 22C combo

After the HF (RC), I'm having trouble connecting with the double 6D hit into the 5B, they end up being too far away from me. Is there a dash hidden somewhere between there I'm not seeing?

It's technically a j.D after the 6D. Yes you need to dash after the 6D > j.D part before the 5B or 3C will not reach. I usually dash after the HF RC too incase they're too far. Delay the j.D a bit after the 6D to make it easier. Make sure you aren't holding forward from the dash when you hit 5B or you'll get 6B.
Posted

whats a good option to stop neutral tech's with ragna? I've been stumped on this because deadspike is not doing the the trick for me now. is deadspike the only option i have?

Posted

whats a good option to stop neutral tech's with ragna?

I've been stumped on this because deadspike is not doing the the trick for me now.

is deadspike the only option i have?

There isn't really a way to "stop" neutral tech, it's the safest way to tech. You can do something so that they have to block (or reversal) as they come out of their tech but nothing is guaranteed. You can make Dead Spike on them as they come out of neutral tech but it won't be a free hit unless they decided not to block/do a DP.

It's basically the closest thing to a normal knockdown>get up you would see in other fighting games, so treat it like that.

Posted

Ive been messing around with some mix-ups, and I cant seem to do TK GH, Is there like a specific frame animation I should look for when doing TK GH? and what is a good combo that I can use to go into it?

Posted

There isn't really a way to "stop" neutral tech, it's the safest way to tech. You can do something so that they have to block (or reversal) as they come out of their tech but nothing is guaranteed. You can make Dead Spike on them as they come out of neutral tech but it won't be a free hit unless they decided not to block/do a DP.

It's basically the closest thing to a normal knockdown>get up you would see in other fighting games, so treat it like that.

damn so its truly nothing, i can stop tech rolling but not neutral...oh boy i better get used to neutral tech grabbing.

Posted

Ive been messing around with some mix-ups, and I cant seem to do TK GH, Is there like a specific frame animation I should look for when doing TK GH? and what is a good combo that I can use to go into it?

If you're trying do it from an attack that's not jump cancelable then that would explain why you can't do it. If you wanna do it in a block string you have to do it from a JCable move. 3C is the only one that you can use realistically cause of the range. But if you do it in a block string you do it like 3C > 8214B, cause for whatever reason the usual 2147B doesn't seem to work.

For just doing it by itself, 2147B will make it come out. Just have to make sure you wait for the 7 to hit the button.

As for comboing into TK GH, a far CH 5C will go into it. A CH j.C and normal hit j.D will combo to air GH.

Posted

Tiger Knee, Like how in Street Fighter II, Sagat's Tiger Knee input was 412369+K, same with Cable's AHVB (Air Hyper Viper Beam) It shows him Super Jumping but then its Canceled by the Hyper Combo,and has a faster start up rate than if you did it on the ground.

Posted

So what are some ways to combo into Blood Kain? Probably not practical, but good for just messing around. So far I found that I can combo into BK from CH 6A, 6C, and his throws.

Posted

So what are some ways to combo into Blood Kain? Probably not practical, but good for just messing around.

So far I found that I can combo into BK from CH 6A, 6C, and his throws.

5D (either hit) as well.
Guest
This topic is now closed to further replies.

  • Upcoming Events

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