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Everything posted by -Ladon-
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Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
when he says 2nd aerial he means the one hit ID, as landing the first hit would guarantee 2 hits. -
Tsubame...BARRIER OVERLOAD...THIS IS GOING TO BE...YOUR END It should be noted having a good amount of potassium in your diet stops any kind of shaky movement and can help balance you out in both mind and body as silly as it sounds it can really help your game a lot if you're eating right
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Frag or be fragged: the korean way
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DLoop is completely practical and has a variety of setups, this is nothing new and it is especially viable in CS, there's multiple ways to get to using it in the ragna combo threads, please make sure you're checking those threads before you start posting about combos
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Litchi's 5B will whiff right through Ragna if he CS' on top of her although I don't know the frame timing I had it happen to me playing a Ragna who did random CS and I whiffed and ate the 2nd hit :[ so a close friend of mine who lives closer to me than CTF got a BBCS cab, anyone know the best way to record video on a cab?
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Let's keep the retard to a minimum in these If you: -Enjoy having low hp but high damage to make up for it -Like a learning curve that is very easy to learn but hard to master -Are used to reversals having invulnerability but high punishment for using them recklessly -Like your character to have multiple mid/low/high mixup options -Can play a very good wakeup game Pick
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be mid-screen, as they're passing above your head about to crossover hit 5B then 6A if you're having trouble timing the 5B just try doing 6A, and then work on 5B's timing, you're right, it only lands ~2.6k damage but that's 2.6k damage on an invincible reversal, making the combo generally worth it
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I had a feeling 2c was plus on block, dayum, makes me feel like I'm noel with such a rediculous fatal bait and good to know I was correct on BE being pretty forgiving as well. lol@ds getting even more + frames, jesus
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I haven't updated my post because I can't remember the exact damage numbers but 5B-5C-HF-RC-3C-delay 5D-6A/5C-JC-j.C-j.D-j.C-BE-5D-22C is about 3.5k and the best I could come up with for a good RC combo off HF
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Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
CH 214A-6C-GH-KA(delay)-5B-6A-air loop can't remember proration values for CT, but that should net ~4.7-4.9k if that's too hard do CH 214A-6C-dash cancel-6A-air loop -
Honestly if you're counting your hits double BE gets easier and easier to land, from what I've done the midscreen version is the only really tricky part, but in all honesty with how much movement you're getting from a combo leading to your first BE you're usually in a corner anyway. you can get some disgusting meter return on things that lead to any kind of air loop before the 2nd BE becomes techable, it's going to be the one staple combo you use before you start pulling out your 50% heat combos, not to mention how much constant mixup potential you have. I'm still trying to do 3C-CS-5c and go into a double BE but it seems like CS causes some kind of quicker teching(??) because the combo seems a LOT more strict
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TK BE would go in too deep to be caught by anything too punishing, although psychic colliders might be able to do it
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http://www.youtube.com/watch?v=afDH9a5Xy8c 2:35ish, it may be tager/corner/ch specific, but it can be combo'd after
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I'm assuming this is open so we can start posting combos? in which case i'll just re edit this post with anything interesting I find along with meter specifics since it's nice to have that number as well Double BE combo: 5B 3C delay 5D (dash) 5C (HJC) j.C, j.D (JC) j.C, j.214C, 6D, j.D, (JC) j.C, j.214C, (dash) 5D, 22c Damage: 4010 meter: 53 Video released:http://www.youtube.com/watch?v=J8-0yPkLLO8 Combos starting from 0:39: Rachel/Tager specific BK combo, 50% meter CH 3C-214214D-6D-j.D-sjc-j.D-falling j.D-sjc-j.D-falling j.D-sjc-j.D-jc-j.D-214C-dash-5D-22C-5B Double BE combo, Universal 5B 3C delay 5D (dash) 5C (HJC) j.C, j.D (JC) j.C, j.214C, 6D, j.D, (JC) j.C, j.214C, (dash) 5D, 22c Damage: 4010 meter: 53 FC 2C-Astral, Universal, 100% meter, 1 burst required FC 2C-2141236C Carnage scissors 1/4 screen combo, universal, 50% meter note: This can be done from anywhere if the person bounces right, just pay attention to it 2C-3C-632146D-dash(sometimes not required)-5B-6A-j.C-j.D-jc-j.C-214C-dash-5D-22C Tager FC 5D loop 2C FC-6C-dash-5D-dash-5D-dash-5D-dash-6A-j.C-j.D-jc-j.C-214C-5D-623D-236C-214D Burst to Astral, 100% heat, 2 bursts, Hilarity level A+B+C+D-2141236C Corner Rapid-Double BE Hell's Fang combo 5B-5C-214A-214D-RC-6A-j.C-j.D-jc-j.C-214C-dash-6D-j.D-jc-j.C-214C-5D-623D-236C-214D Forward Throw Double BE combo 6B+C-214B-delay 214D-5C-j.C-j.D-j.C-214C-6D-j.D-j.C-214C-5D-623D-236C-214D Fatal Double BE combo note: after the 2nd BE the 5D became techable, probably another way around this 2C FC-6C-dash-2C-5D(1)-214B-delay 214D-5B-6A-j.C-j.D-jc-j.C-214C-6D-j.D-j.C-214C-623D-236C-214D Standard Fatal combo 2C FC-5B-5C-6C-dash-5D-dash-6A-j.C-j.D-jc-j.C-214C-5D-214A-214D Back Throw combo 4B+C-dash-2C-5D(1)-214B-delay 214D-5B-6A-j.C-j.D-jc-j.C-214C-5D-any ender Fatal 22C corner combo note: also many ways to change up the damage in this 2C FC-3C-5D-dash-6A-5D-22C-dash-5A-5B-3C-5D-22C-5B-5C New Rapid HF Combo 2C/5C/5B etc.-214A-RC-3C-5D-dash-6A-j.C-j.D-jc-j.C-214C-dash-5D-22C 2D Double BE Combo 2D-5C-j.C-j.D-j.C-214C-6D-j.D-jc-j.C-214C-5D-22C FC -During- BK combo 214214D activated 2C FC-6D-j.D-sjc-j.D-falling j.D-sjc-j.D-falling j.D-sjc-j.D-falling j.D-sjc-j.D-jc-j.D-214C-6D-j.D-jc-j.D-623D-236C-214D Jump in combo air dash-j.C-j.D-5B-3C-5D-dash-6A-j.C-j.D-jc-j.C-214C-dash-5D-22C Counter DS combo crouching, can do 214D CH-6C though np 214D CH-5B-5C-6C-dash-5D-dash-6A-j.C-j.D-jc-j.C-214C-5D-any ender Fatal combo into Astral 100% heat, blah blah blah 2C FC-5B-6A-2141236C
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5b 3c 5d dc 5c air loop be 6dd jc jC be 5d 22c nets 53 meter and 4010 damage. you can dead spike after 3c, 3c has less options yes, but you're forcing them to block low as well, you still have a lot of pressure to throw out and a jump cancel, but that's more towards the player's playstyle I suppose.
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CT rc combos are new
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3c is more reward for about the same risk though, not to mention if you're doing a 5b 6a 5d blockstring just do 5b 3c 5d
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huuuh why aren't you doing 5b 3c if you're that close
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5b-5c-5d-dash-5c loop belial punish then? there's a myriad of ways to punish an IAD hotaru, you have the range to do it, you're ragna. if he's catching you with drive counters you get to punish them for free with a backthrow gh air loop belial combo. also if your overheads and lows aren't an option, it's because you're predictable, mix up your jump cancels, block strings, safe dead spikes(ie don't dead spike within counter range) and watch for IB-D punishes.
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which is the point of using a 6B to tech which I mentioned earlier :> edit: 5b=/=6b
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the biggest problem with double BE right now is that it seems to be looping in the corner ok, but once you take it mid-screen you get a lot of techable falloff, which was my point in originally posting a vid with a mid-screen version for 6B on BE tech-you can actually do 6B cancel dead spike and the DS hits the frame they're coming out of the tech, giving you a free primer break/hit/insane counter opportunity
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mmm I'd probably just play my litchi, my ragna game seems pretty off since I practice about 2 hours daily with BBCS ragna and hazama
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Should've made my post clearer two BEs mid screen with followup, pretty positive doing two midscreen is too awkward of positioning to let the 2nd BE connect fully and cause the untechable time into 5D nm we have a winner, and of course, kaqn pulls it off http://www.youtube.com/watch?v=-VgPGFlB3Jc 3:40 double BE with a follow up, although it looks like he dropped the dash 5d 22c it seems to be possible only question is whether or not this is tao specific since she has that extremely awkward hitbox
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you have to be pretty much in the air and about equal or a little below/above to their height for the full BE to connect until you hit the ground, being too high/low will not make the first hit connect(the one where you're not actually hitting with the sword) and will whiff it.
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