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How do you Play Ragna?  

185 members have voted

  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 trying to find the book here, I'll try to post up the data if I can get my hands on one

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Posted

Random combo I'm trying to hammer out and make more consistent: 6C DC 2C > 5D(1) xx 214B > 214D, land, (dash) 5B > 6A HJC [hjC JC djC xx 214C], land, 6D > [jD JC djC xx 214C], land, (dash) 5D xx 623D > 236C > 214D ~4.2k, it's like 4203 or something. It's kinda similar to some FC combos I've seen floating around, and is a lot more consistent as an FC combo (also almost 5k off FC 2C). It's just really finicky, but that's more due to me cramming in a bunch of Ragna combo concepts into a combo off an impractical starter more than those individual parts being impractical. It does work, but it's not something I would think of as a BnB anytime soon. Other random notes: Apparently whatever Aerial to Berial (A/Berial), 6C HJC hjC is max damage ender for no meter. You can test for yourself. It's kinda difficult for no apparent reason and doesn't really add that much damage in any situation I've tested it in, so pretty much pointless unless you absolutely need to make sure they die and can't do 22C RC into more 3C xx 22C as an ender. A/Berial, 3C - oki ender, again for when you don't have the option to 22C them. Also for when you decide you don't particularly need a visible bit of life to inexplicably re-appear in your life bar despite DID doing like no damage after a long combo. 6DD djC xx BE etc. enders are too hot. Apparently, if your Berial blue-beats when you slam them into the ground but it still pops them up for a followup, you can 5D xx 22C for the ender even if you didn't knock them down before hand. Obviously you'd rather not have your BE blue-beat at all, but it's something to keep in mind I guess.

Posted

Also for when you decide you don't particularly need a visible bit of life to inexplicably re-appear in your life bar despite DID doing like no damage after a long combo.

Just in case you didn't know, the reason for this is that Soul Eater life gains are pretty much a fixed amount now. Whereas in CT it was a percentage of the damage the individual move did, now it's just a fixed number. There are multipliers for using the same move multiple times in a combo, but otherwise it's always the same.

Posted

Just in case you didn't know, the reason for this is that Soul Eater life gains are pretty much a fixed amount now. Whereas in CT it was a percentage of the damage the individual move did, now it's just a fixed number. There are multipliers for using the same move multiple times in a combo, but otherwise it's always the same.

nah I knew since the first day we had it (was kinda obvious lol), it's still kinda silly.

I was wrong about the damage on the combo I posted, it's like 4393 damage or something actually. Not that 6C is a starter you'll hit very often!

Posted

mmm 5 hours of recording and I got 1 minute of solid footage, who knew combo videos would be so hard to manage, not to mention me trying to learn stick is pretty hilarious, but luckily my friend has enough experience with them that if I give him the combos we can somehow get it recorded discovered a couple new things so with the release I hope you guys can enjoy it!

Posted

Hey guys...not that I was expecting more or anything, but I found some inconsistency in Blazblue Portable: Some of Ragna's 22C combos don't work due to a change in ID's hitbox or the "stun" hitbox after 22C. In particular: 3C, 22C, ID, Quick 236, Delayed 236, land, wait...22C. ID wiffs after the first 22C on mirrors and Hakumen as well. Can someone confirm this?

Posted

Hey guys...not that I was expecting more or anything, but I found some inconsistency in Blazblue Portable:

Some of Ragna's 22C combos don't work due to a change in ID's hitbox or the "stun" hitbox after 22C. In particular:

3C, 22C, ID, Quick 236, Delayed 236, land, wait...22C.

ID wiffs after the first 22C on mirrors and Hakumen as well. Can someone confirm this?

I sincerely hope you're just doing that to test hitboxes and haven't actually forgotten to do 5B after 22C.
Posted

umm....well I have trouble playing mind games when I use blood kain and stuff.my opponent always runs away DX

and that's the problem with using Blood Kain :v:
Posted

If you're using Blood Kain at any point in the match, then you shouldn't be surprised when they run away from you and burst the moment they get hit. Hell, I do that too because god knows I don't want to eat a Dustloop>DBD ender for 6K unburstable damage. If you really want to mindgame with BK, do this: 1: Make sure your opponent is in the corner. Limits runaway. 2: Leave an escape route open. If they're really desperate, they'll take it first chance they get. If so, punish them for it (go straight into Dustloop if they airdash out, or 5D them in the air. Depends on what you want to do.) 3: Alternatively, you could just make sure they have no chance to escape. Since your D attacks get a massive buff in BK, pressure with them. Dead Spike from mid-range works well and takes out 1 section of the Libra Bar, for example.

Posted

http://www.youtube.com/watch?v=471GHZ92_Vo

Can anyone tell me how was Kaqn able to perform a 22C with no knockdown move in the combo ?

the combo begin with counter hit GH

As CrimsonDisaster stated above:-

Apparently, if your Berial blue-beats when you slam them into the ground but it still pops them up for a followup, you can 5D xx 22C for the ender even if you didn't knock them down before hand. Obviously you'd rather not have your BE blue-beat at all, but it's something to keep in mind I guess.

The opponent hits the ground before Berial Edge's last hit. When you touch the ground, you can tech instantly (like a lot of things that send your ass flat on the ground), but that the second to last hit is quickly followed by the last hit, which pops the opponent back up into the air. If you don't tech between the hit that knocked you down and the hit that knocks you back up, you're now in a 22C-able state.
Posted

Yup. The moment they touch the ground they can tech, so any move hitting after that is, of course, invalid.

Posted

Double belial edge is doable on everyone right? I always seem to have issues landing it on Bang, Carl and Tao. I'm assuming that the most hits I can put in before the launcher (5C, 6A) > air combo (j.C j.D jc j.C) and still be able to 2x belial is around 4 or 5? Theres no tricks to landing it more consistently is there other than just "press buttons better?"

Posted

success rate is much better near the corner, belial seems to have less of a problem connecting near a corner(most likely due to it's hitbox and tracking the character so they don't ground bounce before it ends) personally I'm still a little confused as to the midscreen version, it seems like I can do it if the character's hitbox is just right enough to get a perfect amount of hits before falloff, but then I do it the same way with the same timing and it blue beats on the 2nd BE. there is probably some factor I'm missing, but without fatal you can double BE in the corner safely with about 16 hits total before you start the 6D into 2nd belial in the corner it is universal without a doubt though, even in the video you can see me do it on hazama, carl, and tager(probably more, I love them meter gains) and it's always non-techable keep in mind switching up your jump cancel combo into j.d-j.c-j.d or j.c-jc-.jc is a good way of checking how your range is to the person, I've seen Kaqn do this because his jump was short, he knew he was in the wrong hitbox for it, or the character was specific enough that he needed to

Posted

Well personally the main problem I have is landing the 6D j.D jc j.C belial part, everything before that is no problem. Thing is, either I misstime the 6D or I do land it, and everything else afterwards doesn't. Probably just my own crappy execution, but there's always a thought in the back of my head going "maybe there's a trick to it."

Posted

that would definitely be an execution problem, unless you're reading it as 6D-j.D being 6DD-j.D the times that I whiffed it were either blue beating on the end of the 1st or 2nd belial

Posted

that would definitely be an execution problem, unless you're reading it as 6D-j.D being 6DD-j.D

the times that I whiffed it were either blue beating on the end of the 1st or 2nd belial

Its 6D jD JC jC/D

and depending on which you finish with

jC/jD

itll determine how it ends, if itll finish right or bluebeat / tech out

You have to get a feel for it, what character youre playing against, how many hits were before this, etc. theres also 6A HJC jD j214C if you need that meter in a longer combo

Posted

sooooo........... spam hell's fang? :vbang:

don't BK, problem solved

I suppose if you REALLY wanna use it, just set them up by using 6D-j.D blockstrings since 6D is extremely large and air unblockable, if they're running, zone them with j.D until they're forced to block it

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