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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

That's what it sounds like, but I don't know for sure. Hopefully something else breaks guard too, I think I saw somewhere that the add on to HF does? Maybe Dead spike RC could have a use now, for doing guard breaking strings or something. edit: oh, Bloodcrave's post is where I saw it.

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Posted

Does anyone know how berial edge works after hit like do u bounce back into the air or go straight on the ground if its the ground then this may work. CH Berial edge > 5b > whatever u want to enter here but if it gives enough stun on ch and allows you to get to the ground in time but its just an idea

Posted

My favorite combo

CH 214a > dash > 5b > 5c > 214a > RC > 6c > 214b > delay 214d > 5b > 6a > HJC > Jc > Jd > Jc > Jd > 623d > 236c > 214c

Allow me to make a suggestion. You could be using that RC much more efficiently. The only reason you want to do HF RC in a combo is when you hit far hits of 5B/5C cause it's the only thing that will let you continue to combo.

If you're already close from CH HF, you might as well do 22C RC combos.

CH HF, 5B, 3C, 22C RC, dash 6C DC, 5D, 22C - 4262 dmg

or for no meter mid screen you can do the "dual MOJZ" combos.

Posted

Allow me to make a suggestion. You could be using that RC much more efficiently. The only reason you want to do HF RC in a combo is when you hit far hits of 5B/5C cause it's the only thing that will let you continue to combo.

If you're already close from CH HF, you might as well do 22C RC combos.

CH HF, 5B, 3C, 22C RC, dash 6C DC, 5D, 22C - 4262 dmg

or for no meter mid screen you can do the "dual MOJZ" combos.

the reason i use my combo is because i have trouble dashing after rc but yeah i see your point in using it 22c combo

Posted

the new move does not combo to anything as far as i know the move is a multi-hit move, so even if the 1st hit is CH, the other 3 hits (if fighting against tager) will make the whole thing as if it's a normal hit so basically you use this for zoning or something

Posted

i wonder if you RC the first hit of that new move can you do some real good combo's from the CH...sounds iffy if you ask me.

Posted

Is this a glitch? I was wondering why sometimes ID would cancel to the first 236C after only 1 hit of the ID, even though they are clearly in range for both hits. I think I finally figured out what makes it happen: ID(1st hit) > 236236C... If you put in two 236's before pressing for the 2nd part, and before the 2nd hit of ID hits, it cancels the 2nd hit of the ID. edit: works with both versions. This might have some potential for some new combo...messing around with it.

Posted

Shrug there's no need to do double QCF, it's just a timing thing. The window to input the followup begins just before the frame that the second hit becomes active. Doing the motion twice may help you buffer for the followup more easily, but I find it slows me down too much.

Posted

Shrug there's no need to do double QCF, it's just a timing thing. The window to input the followup begins just before the frame that the second hit becomes active. Doing the motion twice may help you buffer for the followup more easily, but I find it slows me down too much.

Oh I see, makes sense.

There doesn't seem to be much point to it, but it tends to make them fall lower once you're done. I was using it to do 3C > ID(1) > 236C > delay 236C > 22C on Jin, but if you can do the dash 2A off of 22C that wouldn't be worth doing anyway I suppose.

Posted

Dead Spike guard breaking abilities and possible combo move makes me happy after knowing they reduced damage for 22C. Shorter range 5C sounds a bit bad, since I don't see how you can put up pressure if the opponent is a bit far and you need those fast bnbs.

Posted

I'm actually pretty happy with what they did to ragna. Nerfing the 22C damage sucks but given it's still not prorated and leaves you at a big advantage it's not to bad. Also while the 5C and 2C are supposedly shorter they are also faster which makes me hopeful that they will beat out more moves, or allow more 2C shenanigans to exploit it's CH stun.

Posted

5C being faster might result in more regular Gauntlet Hades combo use, just so long as shortening it didn't affect it's strange anti-air hitbox.

Posted

5C being faster might result in more regular Gauntlet Hades combo use, just so long as shortening it didn't affect it's strange anti-air hitbox.

I hadn't thought of that, that would sure make some of the big damage combos easier to do regularly. I'd also assume that the new 5C has a shorter recovery which could make it much better in block strings, perhaps it could be followed up by a dash 5B much like the current 2B.

Posted

i hope there is actual use for that new move because its slow, no frame advantage and is not an overhead..... wtf. if its good for combo setups and has high priority against anti-airs then its ok. if not, this move is a retarted death spike in the air but the biggest problem is the range that gets cut down for some of ragna's moves hopefully it still gives us some advantage but taking away some of ragna's range might cause some problems

Posted

dash 6D-j.D, dash 5B-3C, 22C, dash 5A-5B-3C -> 214214D, dash OTG 3C-5D -> 22C - 4416 dmg

This works on Ragna. Pretty heavy damage, but it's only reliable in the corner. Cancelling into 22C on the first hit of 5D works reliably midscreen and drops the damage to 4271. But again, you have better options for damage in either situation. I mostly like this just because of the setup you get.

I haven't tested this myself yet, but you could probably dash cancel the 5D and do 3C, 22C for a spec of extra damage if you wanted. That's what I did for my equivalently gimmicky combos.

Then again, mid-combo Blood Kain activation wrecks the untechable time, but it's probably worth trying.

Posted

I wouldn't be surprised if it's possible, I just question whether or not it would be worth it. If the combo still exists in Continuum Shift, I'll probably put more time into figuring out ways to max the damage. As of now, I haven't even started using this stuff in matches yet, so I can't even quantify the value of the setup itself. Theoretically it looks pretty good, but no clue of its actual practical value.

Posted

That's fair enough. I don't use half the stuff I add to that list anyway. Most of the time I'm just looking for max damage off of certain setups (and in the certain cases, max damage period), but the one I posted earlier is pretty much pointless because if you're close enough to hit with 5B, 3C, 22C in Blood Kain, you're close enough to go into a full j.D loop anyway. I just wanted to combine my love of double 22C combos with my love of Blood Kain j.Ds to make something beautifully redundant.

Posted

i hope there is actual use for that new move because its slow, no frame advantage and is not an overhead..... wtf. if its good for combo setups and has high priority against anti-airs then its ok. if not, this move is a retarted death spike in the air

but the biggest problem is the range that gets cut down for some of ragna's moves hopefully it still gives us some advantage but taking away some of ragna's range might cause some problems

why would it need priority or anti-airs? the point of anti-airs are to stop this.

Posted

Read again, he said priority AGAINST anti-airs, ie that it should beat anti-air moves.

i miss typed, wouldn't that means ragna can beat out alot of AA's if not all with it..seems to powerful for bloodedge to have but i can't complain look at hakumen.

Posted

It's more about the move being useful in some way rather than how it would affect his balance. I mean, if the move is slow, can be blocked high or low, and is disadvantage on guard, WHY would you use it? Having it beat most anti-airs might seem too strong to you, but that would be better than Ragna getting ONE new move that was completely useless.

Posted

It's more about the move being useful in some way rather than how it would affect his balance. I mean, if the move is slow, can be blocked high or low, and is disadvantage on guard, WHY would you use it? Having it beat most anti-airs might seem too strong to you, but that would be better than Ragna getting ONE new move that was completely useless.

you make a strong point...

i was thinking for a combo alternative instead of going J.C>J.D>623D something like J.C>j.D>new move since it should shoot them down...hell better if it makes you bounce if your in the air...ok kudo's you win.

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