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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

C dp damage increased.

The king of fuck mountain returns, if it does like 2k damage by itself.

hahaha awesome.

I'll post these here, somewhat more in-depth changes from http://s1.zetaboards.com/blazblue/topic/2339886/1/#new

"Standing A: doesn't hit Tager on crouch.

Standing C and ↓C are shorter but faster, less recovery time.

→A: start up a bit quicker otherwise no change.

→B: scales more, less combo damage from this overhead.

→C: scales more.

↓C: less stun on counter hit.

↘C: hitstop is smaller.

↓D: standing C doesn't pick up opponent off the ground afterward normally.

Jump C: start up is a bit slower.

Jump D: hitbox is smaller during BloodKain.

↓↙←A: follow up removes a guard primer point, less stun on counter hit.

↓↙←B: longer recovery after landing

→↓↘C: damage increased.

→↓↘d: drains more HP.

↓↙←D: quicker start up, a bit bigger hitbox and removes a guard primer point.

↓↓C: Damage is fixed to 400.

Berial Edge (Air ↓↙←C):

The new diving attack (4 hit) is not an overhead, small disadvantage on block.

Impression: Due to the change in guard libra system, the enhanced Dead Spike (↓↙←D) seems to be key move to remove guard primer points. Using it properly can guard break opponent rather quick. New diving attack doesn't have much impact in gameplay especially it lacks damage without any combo potential afterward. It may change in the next location test though. In general Ragna is still an agressive rush down character with greater potential in guard crushing his foes."

Posted

he's even faster..took off some range and gave him some speed, a nice trade off i guess, but he lost some combo's because of 5C's shorter range, not to mention that dive has no real benefit unless you wanna hit the ground swinging..who knows maybe he'll drop faster or become a better combo tool.

Posted

Dunno where you guys are getting that he's faster, certain moves are faster if that's what you're talking about but I haven't seen any mention of him actually moving faster. Anyway, I really like the sound of the new Dead Spike. As for comboing from a 2D, it's a shame we won't be able to use 5C from half the screen away, but you can actually do a dash 2B from a far hit of 2D too. It's harder but it works. Hopefully 5C will still hit after that 2B.

Posted

Is there anything else I can do to keep the combo going after the second MOJZ?, because they do like this weird movement where they side back and looks hella glitchy...Im just wondering if I can follow-up with anything

Posted

Whenever a ground string gets to about the tenth hit or so (it's not determined by hits per say, more like time spent in hit stun, but it's just a rule of thumb), everything goes mental. Pushback starts getting rather extreme and hit stun shortens. Because 22C's animation is reasonably long, it forces this faster than most moves. There's absolutely nothing worth doing if a combo gets that long during a grounded state. Just dash in and apply pressure.

Posted

in the combo: 5b > 3c > 5d > 6a > 5d > 22c

when does the 22c need to be inputed because i cant seem to get it to work

HELP PLZ

Just cancel the 2nd hit of the last 5D into it. Also you might as well add 5C in there for some extra damage, the push back doesn't end up mattering cause you go into corner.
Posted

Just cancel the 2nd hit of the last 5D into it. Also you might as well add 5C in there for some extra damage, the push back doesn't end up mattering cause you go into corner.

kk so the last 5d would be one hit or two hits

Posted

Two hits. If 22C had the hitbox to hit an opponent that'd been hit by 6A, 5D (1 hit) while they were already airborne, it'd see a hell of a lot more use. Ah, it's worth noting that against Jin and Rachel, you need to wait a bit after the 6A before doing 5D, or the second hit will whiff.

Posted

Has anyone thought that maybe using the new move as a combo finisher could beat out using the inferno divider chain? I mean, if it scales well it could work something similar to Jin's present air combos. EX: 6A, jc, JC, JD, jc, JC, 214C (and if it lets you land before they do), 5B, 5D, (And if this is fast enough), 214D (Or sub a 214A, 214D). Just thinking outside the box, but it sounds plausible. Edit: I guess it's not a finisher there...but I'm sure you get the idea.

Posted

When I first started using Ragna, I used to use A all the time in my combos,but then I realized that using A in combos makes them weaker than they should be, and ever since then I haven't really used A (except for 6A) at all,Im having a problem about using A in any of my combos, I understand that A is the fastest attack in the game,it stops most incoming attacks and its nice to use in pressure strings,but it also scales down the overall combo damage, so my question is, when is it the right time to use A (besides 6A) in a combo, how often should I use A when Im not doing combos?

Posted

I'm having trouble landing the 22C after I.D. I understand the whole "immediate 236C -> delayed 236C" deal, and am hitting the opponent(in this case Rachel) in the top of their head, but cannot properly time the 22C afterwards(rarely even achieving the throw animation). Any tips on when to input the ground throw? Or, failing that, a link to some post with the answer I may have o'erlooked?

Posted

When I first started using Ragna, I used to use A all the time in my combos,but then I realized that using A in combos makes them weaker than they should be, and ever since then I haven't really used A (except for 6A) at all,Im having a problem about using A in any of my combos, I understand that A is the fastest attack in the game,it stops most incoming attacks and its nice to use in pressure strings,but it also scales down the overall combo damage, so my question is, when is it the right time to use A (besides 6A) in a combo, how often should I use A when Im not doing combos?

I don't use 5A that much, except on Tager. It's good for hitting people out of stuff though, dash 5A can reach pretty far. I use 2A to start block strings a lot cause it comes out faster than anything but 5A, which everyone but Tager can crouch. Unless you're in a situation where you know they can't hit you out of something better.

The only time you'd want to use 5A in a combo, other than if you hit them with that 5A, is after an air hit of HF. For example, 2D > 5C > HF > 5A > 5B > 5D > any special. Or if you hit an anti air CH 5A.

I'm having trouble landing the 22C after I.D. I understand the whole "immediate 236C -> delayed 236C" deal, and am hitting the opponent(in this case Rachel) in the top of their head, but cannot properly time the 22C afterwards(rarely even achieving the throw animation). Any tips on when to input the ground throw? Or, failing that, a link to some post with the answer I may have o'erlooked?

I don't remember it being much different on Rachel, if you're getting the dash 5A > 5B > ID part i think it's just a matter of delaying the last 236 the right amount so that she falls right next to you.
Posted

what is dual MOJZ? and OTG? also how exactly do you do tick throws? hit (in this case) 5b, and grab at almost the same time?

Posted

what is dual MOJZ? and OTG? also how exactly do you do tick throws? hit (in this case) 5b, and grab at almost the same time?

Dual MOJZ = Double 22C, doing 22C twice in one combo without consuming Heat.

OTG = Off the ground, hitting a downed opponent.

Tick throw = Poke with an attack that recovers quickly to force the opponent to block, then throw as soon as their block stun ends. Tick throws see less regular use in this game due to the longer and more visible Throw Reject prompt and the presence of Option Select.

Posted

I don't remember it being much different on Rachel, if you're getting the dash 5A > 5B > ID part i think it's just a matter of delaying the last 236 the right amount so that she falls right next to you.

I finally got it in-combo. My lack of success may have been due to trying 22C after a non-combo'd I.D.->fast->delay.

Is there any practical application to dash-cancelling the first hit of 5D?

Posted

Has anyone thought that maybe using the new move as a combo finisher could beat out using the inferno divider chain?

I mean, if it scales well it could work something similar to Jin's present air combos.

EX: 6A, jc, JC, JD, jc, JC, 214C (and if it lets you land before they do), 5B, 5D, (And if this is fast enough), 214D (Or sub a 214A, 214D).

Just thinking outside the box, but it sounds plausible.

Edit: I guess it's not a finisher there...but I'm sure you get the idea.

thats what i said...minus making a combo.

Posted

I'm a bit worried about 5C and 2C having less range. Sure, they're FASTER, but that doesn't exactly help some of his combos (It nullifies some of his old ones, i'm sure). Also, I read that (Don't quote me on this) that the amount of -frames on Block is the same. Meaning that you're in an even worse position than before if they get blocked (Closer + Same downtime = Rape). And wtf is up with j.D in Blood Kain being smaller? Was the j.D loop really THAT big of a deal? Not to mention Blood Kain takes 100% heat now. Wtf is this shit Arcsys

Posted

Blood Kain was a desperation move to begin with, so why make it 100% Heat? You lose 3K damage or so as tradeoff, that plus the jD nerf just makes it not even worth it anymore. They did it to FRKZ too, so I'm guessing they're gauging people's reactions.

Posted

Ggh. Wasn't the entire 100% Heat thing just a prank post anyway? In fact, Prototype909, didn't you even acknowledge this earlier? Seriously guys.

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