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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

Hi there, I'm trying to practice Ragna these days and it seems that I cannot combo 5C > 6C is there a trick i'm not aware of? do I have to press 6C at precise 1F timing? it just never seem to connect

Posted

Hi there,

I'm trying to practice Ragna these days and it seems that I cannot combo 5C > 6C

is there a trick i'm not aware of? do I have to press 6C at precise 1F timing?

it just never seem to connect

Nah, no special timing to it. The 5C must be a counter hit or hit a crouched opponent for 6C to combo after it.
Posted

I seeee, omg I have been doing trying to do it forever. damn BB is indeed weird. it only combos against crouched opponent (or CH). got it! thanks

also if i do an C.ID > wall bounce > land > (B > D.ID etc OR 6A > J.CD etc)

the B or 6A doesn't seem to reach the falling enemy. do I have to dash or do the C.ID follow ups in certain timing?

last, when I watch combo tutorial videos , it seems that the guy in the video always end up closer to the enemy than when I do the combo. although I do exactly the input in the guide.

example HF > RC > B > 3C, if I do it, i end up farther away from opponent so 3C will whiff. is there a trick these guys are doing that is not written in the combo notation and that makes you closer to the enemy???

vid i'm watching

Posted

Those are both common problems people have when starting out with Ragna. Check out the Ragna 101 topic.

This is from the FAQ section:

Q: After 214A (RC), I'm trying to do 6D, j.D, 5B, 3C, 22C but even if I dash after the Rapid Cancel, either the 3C doesn't connect or it just barely connects and the 22C still whiffs. Is this even a legitimate combo?

A: Yes. You have to dash before the 5B, not just to get closer to the opponent but also because dash momentum slightly offsets the pushback you'd normally receive. If you attempt to dash just as you touch the ground, you'll get the correct dash momentum, but make sure you return to neutral before pressing B or else you'll get a 6B instead. Also, if you do j.D immediately after the 6D, you often won't have enough time to dash, so the j.D should be delayed slightly.

As for the ID combo using 5B > 6A, 6A won't hit Rachel, Carl, or Tao. Everyone else it's just timing.

or you can use 5C to start the air combo instead, ID > 236C236C > 5C (JC) > j.B...etc. I find this one a bit easier/more reliable than 5B>6A.

or you can just go straight into 6A > air combo without the 5B.

So yes, it's the timing of the ID add ons that makes them land close enough to do these combos.

Posted

'right I'll be studying it tonight. I wanna get better fast Ragna is pretty much the only character that really appeals to me I think I figured out how to do C.ID > wallbounce > 6A > air combo i basically delay the two followups a bit, enemy always fall close enough this way edit: why is it that 5C > 6C only works on crouched opponent?

Posted

Man, just got back on Dustloop and I am learning so much already, good stuff. didn't know that blood Kain worked that way! Also I have noticed that in CT you can't do 2C->6C... while the opponent is blocking, you can't really follow up with the 6C but it is different in CS right?

Posted

Also I have noticed that in CT you can't do 2C->6C... while the opponent is blocking, you can't really follow up with the 6C but it is different in CS right?

That's right. 2C does not chain into 6C in Calamity Trigger, but it does in Continuum Shift. On hit too, not just block.
Posted

That's right. 2C does not chain into 6C in Calamity Trigger, but it does in Continuum Shift. On hit too, not just block.

thanks a lot for comfirming my observation.

On another note, I think kaqn gets away with a lot of things, sometimes he rushes and gets so close the opponent that he moves the opponent a couples of steps back before kaqn input anything like a throw or an overhead move... or when is does his multiple 2A then 5A which doesn't hit at all and then proceed to throw or an overhead (6B).

I keep wondering how can he get so close to the opponent without them reacting or anything... he is really that good that he scare people to do anything or he is just that fast?

Posted

'right I'll be studying it tonight. I wanna get better fast

Ragna is pretty much the only character that really appeals to me

I think I figured out how to do C.ID > wallbounce > 6A > air combo

i basically delay the two followups a bit, enemy always fall close enough this way

edit:

why is it that 5C > 6C only works on crouched opponent?

There's an increase in untechable time for attacks that counter hit or hit crouching opponents. 5C is normally untechable for 17 frames, but the increased untechable time from a CH or a hit on a crouching opponent gives you enough time to connect with 6C, which executes in 18 frames.

Posted

It has to do with 50% mindgames and 50% being the fact that he carries a 'fear aura' around him because of his popularity. (my guess anyway, ignore as needed) But there's a reason why he does 5A/2A>throw. 5A/2A recovers fast on block, making them useful as a tick throw. If you don't know what a tick throw is, it's basically throwing after a opponent recovers from a blocked attack.

Posted

thanks a lot for comfirming my observation.

On another note, I think kaqn gets away with a lot of things, sometimes he rushes and gets so close the opponent that he moves the opponent a couples of steps back before kaqn input anything like a throw or an overhead move... or when is does his multiple 2A then 5A which doesn't hit at all and then proceed to throw or an overhead (6B).

I keep wondering how can he get so close to the opponent without them reacting or anything... he is really that good that he scare people to do anything or he is just that fast?

You played the guy before, why are you acting surprised >.>;

Edit: Oh, and stop pretending to be a scrub... scrub.

Posted

All good things must come to an end.

Maybe they'll do another online questionnaire like they did for GGXXAC and let us vote in our favorite colors after a few more installments.

Posted

You played the guy before, why are you acting surprised >.>;

Edit: Oh, and stop pretending to be a scrub... scrub.

lol, dude, I am not pretending to be a scrub... I just haven't invested this much time into the game up until now...So I need to relearn some stuff haha!

Anyway, you said the aura uh I guess, you right, but then agian I figured the japanese would do something against it. because he pull that running moves quite a few times... but then again I was kind of nervous playing him too...

Posted

No. That results in a purple throw, and purple throws are bad, plus it's a waste of 50 Heat. You should be doing something like IAD>airthrow like you're predicting that they'll jump---in other words, doing it off prediction/reaction, whatever works for you, and if you do it right, it gives you free 2k damage to hit with. If you don't know what an IAD is, it means Instant Air Dash, and it's done by hitting 96 (up-forward,forward). Make sure you let your stick go back to 5 (neutral) first so you have guaranteed execution. So really, the command would look something like this: 9,5,6.

Posted

Once again thanks to the rigorous testing of Veteru, I've now edited the Ragna the Bloodedge 101 thread to include another change to the Soul Eater mechanic in Continuum Shift, repeated move combo bonuses (like we needed more reasons to throw out the same moves constantly). Not only that, but all the specific health drain figures have now been added to the moves in question.

Posted

That's some neat stuff but I have a question. The part about hitting multiple times with the same move boosting life drain, is that during the same combo or just over the course of the match/rebel?

Posted

if you only hit once with 5d will that scale for the whole attack the next time you use it in the combo? ie: 5b-6a-5d(1) combos that end with BE-5D(2)-HF would you gain a 10% increase on the 2nd 5D because of the one hit or no?

Posted

What. I fail to see how that's constructive. ...And seeing how you made similar posts in other character boards like you're teaching a bunch of newbies on what the character is like... EDIT: (adressing someone's question in the Combos thread because double-posting sucks) Can't help much with 22C as I really don't use it as much as I should, for the mere fact that I forget it exists most of the time, but I think you just dash 5B to offset the pushback slightly or dash 22C to get in closer. (needs confirmation) And for delayed Keri Age, the best way to go about it is to wait until Ragna nearly touches the ground with his foot. It's kind of hard to get used to, but if you can get it off consistently, you should not be having trouble with 5B/5C hitting afterwards---I find it easy to land these hits after a delayed Keri Age.

Posted

I'm sorry if you guys heard this question alot before in CS is Ragna's drive gonna give him decent health ? i get pretty much nothing helpful with drive in CT except Yami ni Kurawrero

Posted

I'm sorry if you guys heard this question alot before

in CS is Ragna's drive gonna give him decent health ? i get pretty much nothing helpful with drive in CT except Yami ni Kurawrero

Ragna will get a set amount of health, but no it won't be enough to take more than a few pokes, let alone a combo. His drive is more or less a way to extend his short life. If you use it well, it makes up for the fact that his health is lower than most characters.

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