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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

Can someone explain TK Gauntlet Hades to me? Is it the same principle behind Bang's 2369 Nails (Where you can execute them incredibly low to the ground, while still counting as behind in the air)?

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Posted

"

Can someone explain TK Gauntlet Hades to me? Is it the same principle behind Bang's 2369 Nails (Where you can execute them incredibly low to the ground, while still counting as behind in the air)?

"

Pretty much. It travels a little bit farther if you are in the air, so a TK is pretty good actually.

Posted

Can someone explain TK Gauntlet Hades to me? Is it the same principle behind Bang's 2369 Nails (Where you can execute them incredibly low to the ground, while still counting as behind in the air)?

Yeah, you can do it as 2147B. It's better in every way than the ground version. 12 frames instead of 20 and hits lower for people like Rachel who's crouch avoids ground GH (which is complete BS if you ask me). The problem is it's hard to do it in block strings cause you have to do it from something jump cancelable such as 3C. It's still good by itself though, gets you a mean combo on normal or counter hit, but it's unsafe on block too.
Posted

Edit: Due to No.1 and 2 ending in p.throws>214B-D, they've been removed. Didn't get a reason for it,PM or otherwise, which is why I was confused the first time. Corner loop 3 (needs to be tested to be sure of anything) 5C>5D>214B-D(RC few frames later), 5D>214A-D(delayed, RC once it hits), 5D(DC on 2nd hit)>6A>aircombo ???? damage

Posted

I have a note addressing the "no purple throws" rule at the top of the combo list thread, but I guess you just skimmed past it or something (countermeasure, now in bold italics instead of just italics). Still, I apologize for any confusion. On another note, I'm going to add a Frequently Asked Questions section to the 101 thread some point over the next few days, and if anyone can think of questions that will almost inevitably be asked that I may end up missing, it would be greatly appreciated.

Posted

On another note, I'm going to add a Frequently Asked Questions section to the 101 thread some point over the next few days, and if anyone can think of questions that will almost inevitably be asked that I may end up missing, it would be greatly appreciated.

These have come up multiple times, and they're important:

How to do 214A (RC), dash 6D, j.D, dash 5B, 3C, 22C combo.

How to do Inferno Divider > 22C combos, and which version works on what characters.

Along those lines, why it's a good idea to end combos with 22C.

What TK GH is, how you do it, why it's better than ground GH, and how to do it in block strings.

Posted

Er...um...can you guys help me find some good combo loops? Stuff that works in Guard Stun>Combo and stuff that's RC-worthy?

Posted

I believe someone mentioned this before (maybe stunedge kyle?), but the thing to remember about TK GH hitting in 12 frames as opposed to regular GH's 20 is that GH is considered active well before the hitbox moves into position to actually hit a grounded opponent. So even though TK GH becomes active earlier, as an overhead on a grounded opponent it hits later than regular GH. That aside, it's still better than regular GH in almost every way.

Posted

I believe someone mentioned this before (maybe stunedge kyle?), but the thing to remember about TK GH hitting in 12 frames as opposed to regular GH's 20 is that GH is considered active well before the hitbox moves into position to actually hit a grounded opponent. So even though TK GH becomes active earlier, as an overhead on a grounded opponent it hits later than regular GH. That aside, it's still better than regular GH in almost every way.

I just tried it out, and yes, that would appear to be correct. I'll add it to the FAQ.
Posted

First of all...lol2cinsteadof3conlastpart Second of all, that's not impressive damage-wise, when you can pull off more damage using a different move for RC fodder, like say Gauntlet Hades>RC>6D>aircombo shenanigans. Last of all, the mix-up ground B/Cs aren't needed, since you already hitconfirmed the combo with the j.B>C>D moves unless your opponent can somehow tech out of 3 hits worth of hitstun. Long story short, combo is meh in its current state. In my opinion anyway.

Posted

Well, what were you expecting? You posted it, of course people were gonna give their opinion on it sooner or later. >_> All I'm really saying is, this 'mess-around' combo could easily be improved on so it could be useful and all. That said, you don't need to listen to what they have to say on it if it bothers you that much.

Posted

:vbang::vbang::vbang:

There have been much worse.

There are quite a few pretty much useless combos in this topic, not excluding some of the ones I listed. I think people should be able to tell or figure out which ones to do when. Or which ones to do never.

Posted

I'm curious how much other Ragna's use 2C, I literally never use it. It seems like it's too slow of a move to be good for fishing for CHs with.

Posted

I'm curious how much other Ragna's use 2C, I literally never use it. It seems like it's too slow of a move to be good for fishing for CHs with.

Other than standard BnB useage

5B -> 5C -> 2C -> Hell's Fang

I hardly ever use it. It's really just a shorter/slower version of 5C and it hits mid all the same. So I tend to avoid using it.

Off that topic, does anyone have some good mix up combos?

I hardly know any, and it's really hurting my game as of late when I keep getting locked in the same 2-3 mix up combos that everyone knows to expect from me.

Posted

I haven't really figured out how to incorporate 2C into my game yet, but something to keep in mind is that while it's not as long range as 5C, it's a LOT safer. 2C is only -7 on block, which means at its max range, a lot of characters will have to IB it in order to punish it properly. Compare this to 5C's -21 on block (which is fucking AWFUL) and you can really see a difference. On that note, I think the hardest thing to do for Ragna players is to learn how to eliminate 5C from your blockstrings and limit it to ranged punishment. 5C is really terrible in blockstrings as you have very limited gatling options on block and the recovery is so terrible that you are basically forced to cancel 5C into SOMETHING almost every time it's blocked, which puts you in a bad position more often than not.

Posted

Too bad you NEED to use it (5c that is). Here's something nifty, 5b 5c RAPIDOHGODWHAT 6b/2b/TK GH. :cool: I've been using 2c alot more recently, I use it when i'm playing footsies. It has worse range than 5c, but you get a huge counterhit combo out of it if you poke right.

Posted

I believe against Tager you can use 2C at the start of the match and net a CH. His hitbox is huge and if he decides to do any sort of poke or anything he gets hit. I've seen Kaqn stuff out a few things against him using 2C.

Posted

a question regarding dark swallow/devoured by darkness... is it counted as a throw or a hit? does things like bang's drive counter or hakumen's counters beat this distortion move?

Posted

It's classed as an unblockable hit (hence scaling damage, being unable to throw tech, being able to hit grounded and airborne opponents etc). As far as I'm aware, Bang won't be able to auto-guard it, but I think Haku-Men can counter it, he can certainly Astral Heat it, at least. It's pretty moot for the most part though, as you should only ever do it when it's guaranteed.

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