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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 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.

I begun treating it the same way Rachel treats her fork of doom (6B) and that is to do a quick dash straight into 2C as a punish. Though you really gotta watch for an opening to pull this off, it works wonders against Tager.

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Posted

On Choryujin's combo (since apparently discussing it in the combo thread results in moved posts): I think I got the gist of the first part, literally, in a online match against Tager, but I didn't finish it all the way, since I wasn't expecting to get a hit. But it'd help if you posted the damage for that and the aircombo follow-up. That said, it feels to me that the damage would prorate too much if you went for the RC follow-up, since from what I get, it'd go over 12 hits, which means crappy damage on ID, both versions, and the j.c/d would be doing like 100 a pop when you went for it, thus making it a bad use of 50% Heat. But hey, you never know.

Posted

I don't see a lot of Hell's Spike use in combos. It does pretty good damage but the only move you can cancel is 3C. 5A - 3C - 214D - RC - 6A into whatever air combo. Can anyone build on that. I never use hell's spike I feel like I'm limiting myself.

Posted

I don't see a lot of Hell's Spike use in combos.

That's cause you can always do something better wherever it does work in combos. Why go into Dead spike from a 3C when you could go into 22C stuff instead.

As for when to use it, it's good for canceling your non-jump cancelable stuff in block strings cause it's advantage on block. You can't get predictable with it though cause they can hit you out or escape pretty easily. Also used for "oki" in the corner, catches them if they try to roll out or makes them have to block it as they get up.

Posted

about the vid is the 214k loop possible on others chars then tao(in bk mode)? seems cool....

Posted

Hell's spike is really only used in block strings for the most part since it grants frame advantage. Over then that it sucks for zoning/combos. Use sparingly. Like once every 3 matches >_>

Posted

Dead Spike+use in combos=no. It's slow enough that anyone who's half-blind can see it coming and get a free counterhit. You could just cancel 5D into 214D, but oftentimes the circumstances reward you better for using a different move in place of that. In corner pressure/blockstrings, it's great, because you don't get pushback for connecting with it, hit or no, meaning you can maintain an advantageous position more often than not using it. The fact that you can just chip your opponent to death in BK mode using DS spam is not worth mentioning, since you're retarded if you let that happen to you, with such a huge frame of opportunity to counterattack or GTFO in between.

Posted

Tried this it works but takes practice. Sorry if it's here already but I couldn't find it. Requires 50% heat JD(jump dash right?) > j.C > j.D > B > C > 214A > RC > B > C > 214A > 214D

Posted

On top of the usual pressure application that has already been mentioned, it has one very limited use for comboing. If you IB another Ragna's 623C or even just block Jin's 623C, you can do just over 5k damage for free if you CH Dead Spike.

Posted

Dead Spike is hella good for mindgames too. I use it when my opponent thinks Im gonna do Hells Fang and they leave themselves open for a 5B or 5C.

Posted

I like watching Nico videos of Kaqn's Ragna when he does Dead Spike. Usually every time he does, he gets CH for it or dies horribly because of it. Following comments are usually "DS-chan lolololol".

Posted

any tips on getting the delayed timing down to nail the ID - > into the 5C, 6A into air combo?

is there a specific area or position u have to nail the inital ID at for it to work?

Do you mean 5B > 6A > aircombo? For that just delay the last 236C from the ID a bit.
Posted

Well from a 5b, 6a, hJC, j.B, j.C, j.D, JC, j.C, j.D, 623+D, 236+C, 214+C rather than a 5b, 6a, JC/HJC, j.C j.D, JC, j.C, j.D, 623+D, 236+C, 214+C does 100 or so more damage. The RC combo I listed was just something random and cool looking, it's not really an efficient use of a RC. I think the timing on HJC into the j.B might be a little tricky. Some characters it can only be used in the corner though. Only slightly better for a little more effort, but still slightly better when the opportunity to choose between the two arises.

Posted

What's the exact numbers on that combo? I'd imagine if you're close enough to land 5B 6A, doing 5B 6A 5D(1 hit) -> 214B~214D, land 5B -> 623D 236C 214C would do similar damage plus leave you in a better position.

Posted

Just out of curiosity could someone please list some strategies to set-up the 214 Loop?:psyduck: Also is there a visual sign to look for to see if I have done TK GH correctly?

Posted

I believe it was 2812. What's the damage on the one you listed? It's probably better -shrug- just trying to list a better ground-air option than using the normal air combo. I like to throw 6a's (followed by 3c or whatever) randomly when 5b etc is blocked to get a JC for more mixing up, so sometimes when that 6a hits, I would try to do that.

Posted

Just out of curiosity could someone please list some strategies to set-up the 214 Loop?:psyduck:

214 loop? You mean the GH in Blood Kain loop?

Also is there a visual sign to look for to see if I have done TK GH correctly?

Yeah, you'll travel noticeably faster through the air, I think there's slightly more dust that kicks up when you do it. Also it will do 750 dmg instead of 920 for when you're in training, and it bounces em a bit differently
Posted

214 loop? You mean the GH in Blood Kain loop?

Yeah, you'll travel noticeably faster through the air, I think there's slightly more dust that kicks up when you do it. Also it will do 750 dmg instead of 920 for when you're in training, and it bounces em a bit differently

From what you said I'm sure we mean the same thing. To clear things up, this one:

http://www.youtube.com/watch?v=wyb101e-FC8

It looks good and all, but ya got to get that trip :psyduck: . Plus the opposition isn't gonna stand there and let you do it... unless their controller came unplugged :gonk:. I take it you are supposed to activate BK after a gap in an opponents block string, near a corner. Thanks for the TK GH info I'll check for it during training.

Posted

This one:

http://www.youtube.com/watch?v=wyb101e-FC8

It looks good and all, but ya got to get that trip :psyduck: . Plus the opposition isn't gonna stand there and let you do it... unless their controller came unplugged :gonk:

Oh that. I don't think that really qualifies as being a loop but anyway, yeah it's not going to be a combo you'll land every match cause it's in Blood Kain. It's not unrealistic to combo into 3C into that combo though. It does seem to have some screen position issues but it is good cause it does a ton of damage and ends with 22C.

The timing on it is a bit tricky, you have to delay the HF after 3C slightly. They have to touch the ground as HF hits or you won't be able to use 22C.

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