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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
Off of 2D, you can also do 5C JC j.C j.D JC j.D BE into double BE combo.

of course, is that the best close range combo though? but at max range i couldnt dash in 2B D:

the best i could do at 5C max range to follow up was 5C 214A 5A 5B D ID

:\

Maybe wallbounce into 22C? nah the proration is way too high :\

And GH RC 5D DC jB jC jC j214C 66D jD jC j214C 665D 623D > follow ups is 50+ heat :3

couldnt find a good use for RC off HF yet, im still thinking carnage scissors is the best damage wise but then again at a certain range it would be better to just 3C and combo for like the same damage <_< The heat gain off 5B 5C 214A RC is also very bad. qq

Well, im really testing out heat gain so that you essentially get back what you burn so you can just overall increase your damage off mixups whenever you have heat

2D RC 6C, going to try some stuff. i doubt you can make up for the heat loss though, but it is 22C oki off like, max range 22C anyways so it can be useful.

Gonna test some more 3C stuff :o

what else do we have? 6B doesnt really benefit from RC at all, but ill try to find a solid combo off of it.

nyuhnyuhnyuhhhh

i love that GH combo, its like 3.8k + 50 heat. Make that GH hurt whenever you have 50 + heat :3

the only time youll get gimped on heat gain is if they burst lawl. Dropping combos?

Ragna?

Not 22c 665b?

what?

SUPER KAWAII DESU EDIT TIME:

Ok, so off 2D you can get 3.9K METERLESS AT CLOSE RANGE!! :O and RC for far range, the combo being RC'd after 2D gives back 45 heat. 5C 2C 5D DC jB into double berial, lawl the jB stuff is so stable and so good its hilarious ;3

for far range 2D no meter im liking 5C jC jD (JC Straight up) jC jD 214B 214D, because they tech right before they hit the ground if theyre trying to tech ASAP, a nice FC 2C setup since they land right in your face. Any other rolls can be chased easy i guess :D You can probably do jC jD jD if you want a ground tech.

ok, no progress with 6B =_= best is 6B 3C 5D DC 5C jC jD jC j214C 5D 22C for 3729 or something. Im currently messing around with corner 6B shit. Trying to do some 22C whiff combos to see if they make a difference somehow lol :( Anyone have anything for 6B midscreen?

But nifty scoop! Picks up rolls and punishes hard :3 Ok, so when you advance a non teching opponent, always run in 2B! because if they dont tech, 3.3k ish. 2B 2C 5D (should autocorrect if they forward roll and cross you up) into jB jC jC double berial 3.1-3.2~3kish. If theyre distanced you can do 2B 5C but if they roll, theyll probably be close to you, but its good to know that 5D will whiff if theyre too far on the 2B, so 5C and air combo instead if you see a large gap.

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Posted

ok, no progress with 6B =_= best is 6B 3C 5D DC 5C jC jD jC j214C 5D 22C for 3729 or something. Im currently messing around with corner 6B shit. Trying to do some 22C whiff combos to see if they make a difference somehow lol :( Anyone have anything for 6B midscreen?

ok, midscreen 6B for most damage i can find is 6B 5C 6C DC 2C 5D DC jB jC jC j214C 5D into ID finisher for like 3.8k+

corner for higher damage and 22C ender i could only get 6B 3C 5D 22C whiff 5C jC jD jC j214C 5D 22C ;___________;

Anyone want to give me some stuff for 6B? D: Amazing something actually got NERFED damage wise O_O

Okay, 2D RC/CH 6C 5D jB jC jC etc is 49 meter return, 3985 or something nice.

the 5C 2C picking up for point blank(?o_o) 2D 3885 or something with 45 meter gain. 5C 2C seems really stable and easy though. It also looks alot sexier >:(

Posted

If you somehow land a 2D upclose (doing it that close in the first place is pretty risky; if it's blocked you're going to eat a punish), 5C into the air combo I posted is pretty much your optimal combo. End it with 22C, of course.

For max range 2D, run up 2B 5C should work on just about everyone, although linking the 2B is pretty tight. Seems to be a two frame link at the worst. Natural combo would be 2D 2B 5C into BE combo.

6B combos vary.

Up close: 6B 3C 5D DC 6A into double BE combo. End with 22C. 3.9k

At max 3C range: 6B 3C 2B 5C into double BE combo. End with 22C. 3.4k (or somewhere around there; forget)

At near-max 6B range: 6B 5C 6C into BE combo (forget if you can do double BE)

SUPER PRO MAX RANGE 6B COMBO: 6B 5C 2D run up 2B 5C into BE combo. End with 22C.

As for HF RC combos, you just go into 6C DC or late SJC into BE combo. Double BE combo is possible.

Posted
If you somehow land a 2D upclose (doing it that close in the first place is pretty risky; if it's blocked you're going to eat a punish), 5C into the air combo I posted is pretty much your optimal combo. End it with 22C, of course.

For max range 2D, run up 2B 5C should work on just about everyone, although linking the 2B is pretty tight. Seems to be a two frame link at the worst. Natural combo would be 2D 2B 5C into BE combo.

6B combos vary.

Up close: 6B 3C 5D DC 6A into double BE combo. End with 22C. 3.9k

At max 3C range: 6B 3C 2B 5C into double BE combo. End with 22C. 3.4k (or somewhere around there; forget)

At near-max 6B range: 6B 5C 6C into BE combo (forget if you can do double BE)

SUPER PRO MAX RANGE 6B COMBO: 6B 5C 2D run up 2B 5C into BE combo. End with 22C.

As for HF RC combos, you just go into 6C DC or late SJC into BE combo. Double BE combo is possible.

Oh Double BE off HF RC? For how much meter? the meter gain seems kinda iffy for it, ill check it out.

at max 3C range you should be able to do 6B 3C 5D DC 5C for more damage. I dont think that 2B 5C does more damage does it? Ill post numbers later if i get to. :o

Max 6B 5C 6C, im still looking for stuff really, there seems to be alot you can do.

i was testing out alot of 6B 5C 2D combos, so much less damage ;_;

and 2D 5C jC jD jC j214C 6D jD jC j214C 5D 22C doesnt do more damage than 2D 5C 2C 5D jB jC jC j214C 6D jD jC j214C 5D 22C :lol: but you need to be right in their face (and land a 2D, lawl) or be at most at 5D max range out of corner. and should net alot more meter (5D is gdlk for meter <_>)

Posted
you could always be super extreme awesome and 2D-5C-5D(1)-HF-22C-664B-6A-air loop-5D-22C

yeeeee

1f links are for scrubs.

Also im holding off on most of those 22C 5B links, my execution is still kinda funky on stick. and the HF whiffs on some people too anyways so :\

doesnt that hit like 3.8k?

Posted
Oh Double BE off HF RC? For how much meter? the meter gain seems kinda iffy for it, ill check it out.

at max 3C range you should be able to do 6B 3C 5D DC 5C for more damage. I dont think that 2B 5C does more damage does it? Ill post numbers later if i get to. :o

Max 6B 5C 6C, im still looking for stuff really, there seems to be alot you can do.

i was testing out alot of 6B 5C 2D combos, so much less damage ;_;

and 2D 5C jC jD jC j214C 6D jD jC j214C 5D 22C doesnt do more damage than 2D 5C 2C 5D jB jC jC j214C 6D jD jC j214C 5D 22C :lol: but you need to be right in their face (and land a 2D, lawl) or be at most at 5D max range out of corner. and should net alot more meter (5D is gdlk for meter <_>)

Double BE combo off of HF RC is 36 meter gain, give or take a few points. The combo was done with 100 meter, so it does not account for landing 5B 5C.

The problem with doing 6B 3C 5D 5C is that it's not 100% reliable, and you can't do double BE combos from it without adjusting (i.e. j.C j.D neutral JC BE). For example, the 5D 5C is both character and distance specific. The 5C will not always hit depending on the character and how close they are to you.

Max range 3C into 2B 5C works on everyone, IIRC. It does less damage but is pretty much safer and universal.

I know the 2D combo you listed does more damage, but you really shouldn't be doing 2D outside of max range or close to it...

Posted
Double BE combo off of HF RC is 36 meter gain, give or take a few points. The combo was done with 100 meter, so it does not account for landing 5B 5C.

The problem with doing 6B 3C 5D 5C is that it's not 100% reliable, and you can't do double BE combos from it without adjusting (i.e. j.C j.D neutral JC BE). For example, the 5D 5C is both character and distance specific. The 5C will not always hit depending on the character and how close they are to you.

Max range 3C into 2B 5C works on everyone, IIRC. It does less damage but is pretty much safer and universal.

I know the 2D combo you listed does more damage, but you really shouldn't be doing 2D outside of max range or close to it...

Hmm, 36 return? Thats okayyy i guess.

Really? i dont really find 6B 3C 5D 5C unreliable at all. You cant do double BE for extra meter though, only off of 6A instead of 5C? ok thats probably the best option for close up. Ummm 3C 2B 5C does work on everyone, but its pretty spacing dependent, (5c whiffs up close) and i pretty much dont use it because i dont see it as so great lawl. 5D gives stupid meter though so i pretty much stick to that, but i havent found it to be unreliable yet. Who do you think its unreliable on? Ill try to test that out then :o ummmuhhh 2D yes yes 2D close range is very bad. IMO 5C 2C 5D is pretty ok for a corner combo off 2D. and the point was actually supposed to be off RC at far range or off of CH but then again i havent looked into many 2D CH combos. it gives back 45 meter so its semi okay cause you get that 22C oki back. But then again RC 6C seems to be the best damage and metergain wise (49) but isnt as stable, its really funky because you sometimes get crossed up. 2D 2B 5C can go into double berial? Whats the damage off of that?

And whats the exact combo youre doing for 36 meter off 5B 5C HF? Thanks :3

Posted
Hmm, 36 return? Thats okayyy i guess.

Really? i dont really find 6B 3C 5D 5C unreliable at all. You cant do double BE for extra meter though, only off of 6A instead of 5C? ok thats probably the best option for close up. Ummm 3C 2B 5C does work on everyone, but its pretty spacing dependent, (5c whiffs up close) and i pretty much dont use it because i dont see it as so great lawl. 5D gives stupid meter though so i pretty much stick to that, but i havent found it to be unreliable yet. Who do you think its unreliable on? Ill try to test that out then :o ummmuhhh 2D yes yes 2D close range is very bad. IMO 5C 2C 5D is pretty ok for a corner combo off 2D. and the point was actually supposed to be off RC at far range or off of CH but then again i havent looked into many 2D CH combos. it gives back 45 meter so its semi okay cause you get that 22C oki back. But then again RC 6C seems to be the best damage and metergain wise (49) but isnt as stable, its really funky because you sometimes get crossed up. 2D 2B 5C can go into double berial? Whats the damage off of that?

And whats the exact combo youre doing for 36 meter off 5B 5C HF? Thanks :3

36 meter return is all right. You're essentially spending 14 meter to do extra damage off of a max range 5B 5C.

6B 3C 5D DC 5C will have the 5C whiff upclose or completely on some characters (like Carl). I think 6A will whiff sometimes as well, depending on distance and character. Original discussion was in regards to max range 6B 3C.

You have two options for HF RC combo, both do about the same damage.

5B 5C HF RC 6C DC/or wait sj.C sj.D JC j.C BE 6D j.D JC j.C BE 5D 623D + follow ups. 36 meter return.

5B 5C HF + follow up RC dash 6A SJC sj.C sj.D JC j.C BE 6D j.D JC j.C BE 5D 623D + follow ups. 37(?) meter return. Corner only.

Both have similar meter return and damage, so use whatever.

Posted
36 meter return is all right. You're essentially spending 14 meter to do extra damage off of a max range 5B 5C.

6B 3C 5D DC 5C will have the 5C whiff upclose or completely on some characters (like Carl). I think 6A will whiff sometimes as well, depending on distance and character. Original discussion was in regards to max range 6B 3C.

You have two options for HF RC combo, both do about the same damage.

5B 5C HF RC 6C DC/or wait sj.C sj.D JC j.C BE 6D j.D JC j.C BE 5D 623D + follow ups. 36 meter return.

5B 5C HF + follow up RC dash 6A SJC sj.C sj.D JC j.C BE 6D j.D JC j.C BE 5D 623D + follow ups. 37(?) meter return. Corner only.

Both have similar meter return and damage, so use whatever.

Oh yeah, 6A whiffs at longer range, and 5C does as well, but really, is there a distance at which BOTH will whiff? Hmmm, i kind of dont see this happening much at all when i fight carl, i will rigorously test this! >:[

I always did the combo that zero posted. at the corner.

oh well, ill make some notes for damage and meter gains D:

ill just test ALOT of stuff

Posted

Could someone offer me any advice on performing 22C after 5D? I've been trying to figure it out for a while now, but not matter what I try, I can't get it to connect.

Posted

It's probably because you didn't knock them down beforehand. To pick them up out of 5D you needed to trip them with 3C or 2D.

Posted

Still, prior to the 5D they must be knocked down, so 3C>5D>(DC)>6A>AirLoop>5D>22C would work; but 5C>5D>(DC)>6A>AirLoop>5D>22C would not.

Posted

I think it's still +1. I believe the only thing that changed was that it got an extra frame of start-up. Someone feel free to correct me if I'm wrong though.

Posted

Hi guys im new here but ive been following this site for a longtime!, anyway i was wondering why sometimes 2B,3C,22C and then 5B sometimes blackbeat why? is it a specific timing? btw i play BBCT.

And about 5B,6A,5D (1hit) G.H->delay 214B do you guys have anytips how to connect the 5C?

thx! and keep up the goodwork!

Posted

2b>3C>22C>5B can be mashed and the timing shouldn't be strict.

wait its a 5C in that combo? i thought it would be 5B>623D

Posted

5B can be mashed like Axis said, but you do need to do the 5B as soon as possible or it will likely blue beat.

I think the combo you're referring to is 5B>6A>5C>5D(1)>GH>followup>5B>D.ID. If you can link the 5C after the GH the timing is really strict. In fact, anytime you use 5C as a link on an arial opponent the timing will be very harsh.

Posted
Hi guys im new here but ive been following this site for a longtime!, anyway i was wondering why sometimes 2B,3C,22C and then 5B sometimes blackbeat why? is it a specific timing? btw i play BBCT.

And about 5B,6A,5D (1hit) G.H->delay 214B do you guys have anytips how to connect the 5C?

thx! and keep up the goodwork!

for 22C > 5B, it can help to press and hold 5B in case you pressed it too early. It will still come out if you pressed and held 5B within 5 frames of the time it's able to come out.

To get 5C after 5B, 6A, 5D (1hit), GH > delay 214D, you have to delay the 214D as much/almost as much as possible.

Posted
Could you link the 5C if the 6A was done as an Anti-Air? As in 6A(AA)>5D(1)>GH>5C>air loop?

Hmm I don't remember if that works, if it does it's probably picky with the height at which you hit the 6A.

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