Mihe Posted August 9, 2009 Posted August 9, 2009 what are good situations to mix up into 6b and when to use tk gauntlet hades combo? i find myself never using both
VR-Raiden Posted August 9, 2009 Posted August 9, 2009 You can go into 6B from a 2A, 2B, or 6A. So you can do stuff like 2A > 6B, or 2A > 2B > 6B, or 2A > 5B > 2B > 6B. If they barrier block everything it gets harder to land it if you do too many hits before it. Also if they like mashing out of your pressure you aren't going to land it. Other than in block strings, you can always go for it if they get up near you or after 22C pick up. Just don't get predictable with it or you'll get hit out of it. TK GH can be done from 3C in block strings if you space it right. Problem is if people know that's really the only time you can do it during a block string, they'll just block high cause the only low you can do after 3C is 2D which is much easier to see than TK GH. You can also use it by itself in the same situations you would do 6B by itself, but be careful not to be too close or it might go over them. well, you can do TK GH from 6A too as long as they've been barrier blocking so you get pushed back enough. Same problem with that though, only low that will reach if you don't do the TK GH is 2D. oh yeah, one more. After 6D > j.D, you can either land after the j.D into a low or do the air GH from it.
boringperson Posted August 9, 2009 Posted August 9, 2009 Does anybody know how to do this combo: 6D > j.D > 5B > 5C >3C? I can't get the 5B to connect and I know people dash before 5B but I've been trying to do that and it just wouldn't combo...
Nakkiel Posted August 9, 2009 Posted August 9, 2009 Do the j.D as low as possible, it will make the combo easier. Also for the dash 5B just do 664B. Take 5C out of the combo, it pushes them too far away for 3C I believe.
Gateofdestiny Posted August 9, 2009 Posted August 9, 2009 do you think say InfernalDivider, and if they blocked it, rapid cancel into a dash and go into a throw combo a valid mix-up tactic?
VR-Raiden Posted August 9, 2009 Posted August 9, 2009 Do the j.D as low as possible, it will make the combo easier. Also for the dash 5B just do 664B. Take 5C out of the combo, it pushes them too far away for 3C I believe. Just want to clarify, the 3C will still reach if you dash 5B > 5C but the problem is 22C won't reach after the 3C. do you think say InfernalDivider, and if they blocked it, rapid cancel into a dash and go into a throw combo a valid mix-up tactic? Yeah, it can work. I don't get the chance to try it much but if you do, wait a bit so it's not the pink !!. It would be more likely to work if you had already done an ID RC but gone into an attack, then the next time try for the throw. Or vise versa, depends on how the opponent likes to react to it really. One good time to use this mix up would be from a blocked Hells Fang, since normally it's ok for them to attack from that. If it hits, you get a combo. If it doesn't you get a mix up, though it is a pretty weak one I would say.
Tage*Proto Posted August 10, 2009 Posted August 10, 2009 Does anyone else get like, weird inconsistencies with TK gauntlet hades? Such as 50% of the time hitting crouching Nu, and then sometimes just whiffing completely . I don't think i'm mis-timing my inputs, and I know it's tk'ed for sure. Might just be me.
VR-Raiden Posted August 10, 2009 Posted August 10, 2009 My only guess is you're doing it too far or too close. Maybe Nu's crouch hitbox is really slim or something.
Gateofdestiny Posted August 10, 2009 Posted August 10, 2009 any tips on safe approaches? i'm still a beginner, and it seems all I can do when the other guy turtles is to dash or air-dash in and hope i don't get a giant fist in my face.
VR-Raiden Posted August 10, 2009 Posted August 10, 2009 any tips on safe approaches? i'm still a beginner, and it seems all I can do when the other guy turtles is to dash or air-dash in and hope i don't get a giant fist in my face. Dash break, it lets you block immediately from running. While running hit 4A+B or 1A+B. Once you start doing that, you can get closer to them safely. Watch for them throwing out attacks and if they do one with some recovery, that can be your chance to get on them. Dash jumping/double jumping into air barrier blocking is much safer approach from the air than air dashing. Air dashing forward is pretty risky, if the opponent is already on the defensive they'll be watching for it and anti air you easily.
Gateofdestiny Posted August 10, 2009 Posted August 10, 2009 can't really say anything on the ragan 101 sticky, but how about a picture of every Ragna color template?
Akureikaze Posted August 11, 2009 Posted August 11, 2009 Does anybody know how to do this combo: 6D > j.D > 5B > 5C >3C? I can't get the 5B to connect and I know people dash before 5B but I've been trying to do that and it just wouldn't combo... I usually do 6D -really slight delay- j.D I buffer the dash during the j.D and as I land a dash 5B will come out.
Nakkiel Posted August 11, 2009 Posted August 11, 2009 Just want to clarify, the 3C will still reach if you dash 5B > 5C but the problem is 22C won't reach after the 3C. Thanks. I knew it was one of those but I couldn't remember which.
Sindarin Posted August 11, 2009 Posted August 11, 2009 Do note that if you know that you messed up Gauntlet Hades, just 214B (Messedup Delay) 214D 5B 623+D, 236+C, 214+C You still need to actually delay the follow up, but the 5B is much more lenient than the 5C. Once you start learning the timing of the follow up, you'll definitely know when you messed it up. This is the safe answer instead of eating a punish from a whiffed 5C. This is truth. This is a fairly easy combo to do once you understand the reasoning behind the delay and its timing. Simply watch for the red circle (splat mat?) to appear below the enemy as they fall to time 214 D. It's very easy to look for and it coincides with the timing very well . You will whiff this move if you do not delay. 5B will not connect.
miriel Posted August 14, 2009 Posted August 14, 2009 I have only been playing for a couple of days, and have gotten a fairly decent grasp of the game. I have a pretty good mastery of most of Ragna's ground combos (starting to get there on the air combos) but there is one that I'm having a bit of difficulty with. I can do it in training, but can't do it on an actual player. B>C>D>DC>6A. They always recover right as the 6A comes out, so it misses. I have tried to DC earlier, but the same problem happens. Or in the case of Carl, it just whiffed. Any tips?
VR-Raiden Posted August 14, 2009 Posted August 14, 2009 Read the last few posts in the "Need advice for a new player" thread. It won't work on Carl if you use 5C, you have to be closer for him. btw questions like these should go in the Ragna General Discussion, instead of making a whole new topic for it.
Sindarin Posted August 14, 2009 Posted August 14, 2009 I have only been playing for a couple of days, and have gotten a fairly decent grasp of the game. I have a pretty good mastery of most of Ragna's ground combos (starting to get there on the air combos) but there is one that I'm having a bit of difficulty with. I can do it in training, but can't do it on an actual player. B>C>D>DC>6A. They always recover right as the 6A comes out, so it misses. I have tried to DC earlier, but the same problem happens. Or in the case of Carl, it just whiffed. Any tips? This will come with experience. Players like Carl are just smaller so certain moves don't work on him. If you noticed on training B>C>D>DC>6A leaves 6A barely connecting on your opponent. In this case of a small hit box it's probably wiser to follow up with a B>C>D>214A (Slight delay) > 214D Which is a pretty standard mix up. Every hit you do before connecting D> DC > 6A pushes your opponent farther from your air launcher. Which is why something like A>A>A>A>B>C>D>DC>6A Probably won't work on any character, except maybe tager? Size does matter.
CrownEmpress Posted August 15, 2009 Posted August 15, 2009 So lately I've been experimenting with 22C combos and one thing I noticed is I have a really hard time landing 22C > 5B > 623D > 236C > 236C > 22C on Tager. I honestly don't think I've landed it once. I can land it 90% of the time on most other characters (inferno whiffs on Jin, not sure if it works against Rachel or Arakune or Carl) but Tager always lands a bit too far.
VR-Raiden Posted August 15, 2009 Posted August 15, 2009 So lately I've been experimenting with 22C combos and one thing I noticed is I have a really hard time landing 22C > 5B > 623D > 236C > 236C > 22C on Tager. I honestly don't think I've landed it once. I can land it 90% of the time on most other characters (inferno whiffs on Jin, not sure if it works against Rachel or Arakune or Carl) but Tager always lands a bit too far. It does seem harder on Tager, you need to do the last 22C a bit earlier on him I think. It sort of grabs him out of the air, instead of on others where it at least looks like they reach the ground. Make sure you delay the last 236C enough too. That version works on everyone except Jin, Taokaka, Rachel, and Carl. For Jin use dash 2A > 5B > 623C etc Tao, Rachel, and Carl use dash 5A > 5B > 623C etc The timing on these is much harder but definitely worth learning. You have to get familiar with when you're able to dash out of the 22C recovery. The Jin one is hardest, I rarely ever get that one.
CrownEmpress Posted August 15, 2009 Posted August 15, 2009 Goddamn, the timing on the Jin one is ridiculous. Somehow I doubt its even possible with the frame delay online. I can sort of get the Tager one down now. It's kinda wonky looking even ignoring the fact that a 22C'd Tager has half his body buried in the ground. Would it be correct to say that landing a 22c should be somewhat of a priority? I mean, it's a free 800 damage that leads to reset options and I think Ragna's most damaging heatless combos involve it.
VR-Raiden Posted August 15, 2009 Posted August 15, 2009 Goddamn, the timing on the Jin one is ridiculous. Somehow I doubt its even possible with the frame delay online. I can sort of get the Tager one down now. It's kinda wonky looking even ignoring the fact that a 22C'd Tager has half his body buried in the ground. Would it be correct to say that landing a 22c should be somewhat of a priority? I mean, it's a free 800 damage that leads to reset options and I think Ragna's most damaging heatless combos involve it. Yeah, don't count on getting Jin's if there's any lag at all. and definitely yes you want to be prioritizing 22C ending combos. The damage isn't even the best part, after that stagger you get free mix ups/pressure rather than have them tech and get away easily like from combos ending in air combos. You should end combos with 22C whenever possible. I started making sure of that more recently and I think it's improved my game immensely. I like doing dash 2B > 3C after the stagger, it will hit them if they mash out, block high, or try to jump or backdash. Once they start blocking that, you can go for dash 6B if they block low, dash 2B > 6B, etc. If they just mash out you can get a CH 2C as well. And then of course run up 4B+C works too. If they don't stagger out you can just 3C > 22C almost forever.
TITANIUM BEAST!!! Posted August 15, 2009 Posted August 15, 2009 Those are both riskier options, though. Dash in with 3C or 6B for mixups, they're much more flexible.
Champion Posted August 15, 2009 Posted August 15, 2009 Well, they are good to use once in a while to extend you mixup. 6B mixups aren't really that hard to block after a while. Especially TK GH is really worth it. 2D isn't bad too, gives a decent ammount of life and you can combo nicely. It is usually good to have meter to RC if needed (2D is -14 on block I believe, so ranged chars like Ragna can punish it easily). TK GH is not as easily punishable though, you'll usually be pretty far after they blocked the first hit, plus you can mix it up by doing or not doing the second one. But yeah, this mixup should remain as secondary.
VR-Raiden Posted August 15, 2009 Posted August 15, 2009 I'll give those a try too if they start catching on to my other stuff, might be worth throwing in occasionally. Has anyone been reversal'd out of 22C stagger? It seems kind of hard to come out of it exactly the right time with a DP or super or something. The only time anyone has done it to me so far was Rachel with her chair (2C?) cause that's basically a 1 button DP. That makes me think Ragna can probably come out with 6D if he thinks another Ragna's gonna go low.
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