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Everything posted by -Ladon-
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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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drop speed is same, the change in hits is completely due to their hitboxes, Rachel is infamous for having specific combos that do large amounts of damage
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Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
Don't BK against haku unless you're doing it in a combo, if there's one character trying to pressure with BK is bad against, it's him, you can eat a counter, take 4000 damage from him and then lose the 3k from BK while he's doing it. if you DO BK and you see their frames are in attack but you can't land anything damaging before it, ID out when you get out of BK, and do an ID combo into a couple of j.D hits still seems like you need to brush up on your gatlings, not everything needs to be canceled into 5D, and sometimes just doing a HF without a followup is a good way to stay in one someone, although with haku it's probably better you just zone him anyways. meaty DS against haku is a viable option and if they counter immediately after you get free damage for guessing it, just watch how they react to a meaty DS. brush up on 6A and ID AAing, seems like a lot of times he was jumping in for free, and one of ragna's big bonuses is that aerial zoning is out of the question if the ragna sees it coming. jump back-air dash is awful, I don't know why people keep doing this(trust me, it's not just you) it's a great way of saying "hey, wait a sec while I air dash, then you can hit me with whatever you want!" other than that you're definitely improving, you might just be not used to the haku matchup though, it took me a good while to know what to look for too -
pssst I already covered that
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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
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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
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new version is up, all links I've posted updated with a cleaner/better cropped version
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I'm probably going to re render it before I hit the bed tonight, I'll re edit my posts with the new link after I redo everything, and make it a little sharper looking. TALL TALES WIDESCREEN EDITION IN THE WORKS
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maybe it's just me(my friend also mentioned it too lol) but I hate the flashing text on the bottom of the cab constantly so I decided to try and make it look as clean as possible while zooming/cutting/editing. TBH I would probably re-crop it if I rehost it but the rendering alone took 2 hours ;\
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BK has better situations over all now, the rachel specific combo has a variation that's just our normal DLOOP now, not to mention by the time the combo's over they're in 22C oki and you still have bk meter left for mixups. Ragna has become a hell of a scary glass cannon, and god forbid you get fatal'd after he's in bk
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Ragna combo video by yours truly, detailed info is at the Ragna boards http://www.youtube.com/watch?v=J8-0yPkLLO8 Combos found in the Ragna combos thread http://www.dustloop.com/forums/showthread.php?t=7899
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Post updated in combos thread with notations, damage and meter probably do tomorrow, 2nd host will most likely be Megavideo or some other site, from what my friend was telling me though you can see the important stuff in the YT video fine oh no wonder, the quality finally fixed itself, nice
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What an odd release timing Anyway, after hours of learning stick and even more hours of getting timing right, my combo video is finally complete, I'll be updating my combos post with all the ones I discovered and other ones that didn't make it in the video. Hopefully a lot of these are thought provoking to better advancements in combos. Info about how I recorded the video is in the description, I'm kinda mad I lost quality going from cab-fraps-vegas but what can you do, most of the damage is noticeable and I'll be putting meter as a side number in my post Here it is: http://www.youtube.com/watch?v=J8-0yPkLLO8
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Carl: Eternal Dan tier because we don't know how to play him
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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!
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Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
mmm Counter hit TK GH-dash-5B-6A-GH-KA(delay)-5B-6A-air loop is 4.9k -
Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
learn proper back throw combo(throw-GH-KA(delay)-5B-6A-SJC-j.C-j.D-JC-j.C-D ID I know it's online but if you need to use 3C-5D-22C for your rapid if it's too tricky to pull off with lag, 22C oki is probably ragna's best game he can play although the bang didn't block much I can imagine you need work on your mixup game, take a look at your gatlings and know where you can go from certain parts of your blockstrings -
Ah alright good stuff
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Sooooooooooo anyone wanna tell me where the proration chart went? :[
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66-4(in dash)-236a/b/c/d
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GH is good post-burst because of how many air unblockables you can catch them in, but that's also a guessing game for you to call how they're gonna tech, it could go either way. in all honesty just try and get yourself into a 22C situation as much as possible, even if you're sacrificing some damage to stay in, you NEED to stay in also you can practice tech throws as most nus are in the mindset of tech quick and get the fuck out, usually not expecting pressure from air techs and rolls.
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Use smart zoning tactics(lolragna) -IB as much as you can while looking for obvious low/mid mixups -FEED off your 22C oki, it's your best game you can play for your mixups on nu -if you can fit it in at anytime post-burst, BK combos can restore the majority of health you lost before you got in(although if you're getting in post-burst on a smart nu, chances are they never expected you to get in again) -make sure all of your knockdowns leave them close, doing HF-Tsuika midscreen is an easy way to lose your pressure game. other than that it's pretty much smart play, I don't expect you to pull off IB 5DD-CS this early into learning the game but having that tool to keep them scared is also very nice, good luck.
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dead spike startup looks about the same, however the frame it actually hits seems to come sooner(this could explain the extra + on block) so overall the move looks faster because you have extra recovery frames.
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Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
but C ID connects to a great loop anyways without an RC, I don't see why you'd ever wanna use D ID as a reversal -
Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
assuming you're using id as a counter hit reversal D ID is not 1st frame invuln, making it very subpar to C ID