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Everything posted by -Ladon-
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interesting but the real question is does this work on someone using quick stand?
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6A into Air is not SJC unless you catch them high on a jump-in, but most people just do 6A-5D-dc-6A/5C/j.B-air belial etc.
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BB only has the illusion of being fast because there's air footsies, most of the time there's a lot of steady spacing going on with two high level players
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2c was buffed, news @ 10 +1 on block, fatal, gatlings to 6c, amazing proration, amazing damage. It almost feels like 5b's replacement if it's startup was a little faster edit: AND HAD DAT RANGE as an example: if you start the double BE combo with 22c knockdown you get 4010 for 5b, but around 4500 for starting with 2c pretty silly
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By the way you post misinformation it could be very misleading, don't get hurt champ, I'm just pointing out the flaws in your arguement and just for the record "It doesn't work" is far from trying to point out a scenario in which it isn't SAFE to use, but still viable.
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comparing ragna to tsubaki is dumb, tsubaki clearly needs a LOT of love whereas ragna needs minor changes(although huge in the long run) 22c is ragna's best option no questions asked, but he's also based on rush, has low hp, and doesn't walk away safe from most of his blockstrings, I think asking for a good oki is pretty good when you're hit hard in other places. as for ragna being where he needs to be-he's just about there, the only thing that should be considered is players having a choice between high meter, high damage, and good oki from a combo, which is why he's so damn good right now, every single thing good about his gameplan is met at every distance with the right combos. there are ideal changes, but now that ark is actually looking at characters, expect certain things to change about ragna.
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just because you countered an oki option doesn't mean it can't be played for oki period lol, the point of oki is to constantly change it, just because your friend made it telegraphed doesn't mean it isn't a good option. that's like saying "my friend was spamming overheads when I woke up everytime so I inferno dividered him, overheading on wakeup is a terrible option."
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that could be said about a lot of oki, considering how many characters can't get true oki
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I heard Mu can bounce lasers without 50% meter
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Belial edge performed lower than the other character will make them tech near the ground and force a crossup, pretty nice for setting up a mid/low reset.
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blockable by both low block and high block=High blockable by just high block=Mid blockable only by low block=Low
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fixed, overheads are considered Mids, not highs, highs are anything that is blockable with either low or high block.
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considering how much hakumen uses meter, I'd imagine you'd only use it when he's below 50% like a smart person would
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Doesn't 3C leave you crouching still on block? sounds like a worse option
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Sure does, mostly noticeable against characters 5B-6A after GH didn't work
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no, explore your blockstrings, comitting to 5C is dangerous. TB is right on a lot of things, 5B-6A is the start of amazing blockstring mixup, you still have a lot of options after the 6A goes off and still have a last-resort JCable on block normal to use if you need it deeper in the string(sup 3C) and you can go into a 6D-j.D reset mixup or just whiff the j.D and pressure into more mixup. don't forget we now have the pleasure of 2C being +1 on block, which means you can 2C, watch them block and you are completely safe, even on IB it becomes -4 which is not punishable by normals, and if you're throwing a 2C out in your string people will be less likely to mash through it, netting a fatal is srs shit with ragna. also dead spike cancels mid-string and very occasional throws help.
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Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
the 5D auto corrects, and that's only if you're -deep- in the corner, not carrying into the corner. -
it's very simple: everyone identifies it as a mixup and tries to get out or tries to do some other shit instead of just blocking. it's funny when I hear things like "americans don't know how to block" and all this other jazz when you see our japanese counterparts fall for the same tricks, it's a mixup, no one's going to guess it right 100% of the time, even on reactions the fastest ever recorded in a fighting game(tomo in sf2) were around 10-12 frames -when they're looking for it- so you can shave off at least 5-10 for people who don't expect it and there you have people getting hit by 20-25 frame mids. people have patterns, when they're obvious to the person your mixup becomes shit because you're doing -the same thing- without even realizing it. Hit confirming kinda falls into the same pattern but most people hit confirming are LOOKING for it again allowing them to react to it properly. there's not much to be said, 14f is reactable to if you're looking for it but if it's used smart enough you will fall for it no matter how fast you think you are
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mixup is mixup, there's been 30-40 frames overheads people get hit by because they're -gasp- not expecting it. yes, even the japanese insert cat chair joke
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Dacidbro and retarded arguements=the true power of magnetism
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Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
j.2(c?) the elbow drop is punishable by 5B on non-IB Sledge IB is punishable by 5A 5D IB'D canceled to anything but collider can be ID'd out of pretty easily. 1:55 in the first fight should've been 3c-5D-dash-6A-5D-22c messed up the 6C-GH timing pretty bad in the 2nd video, make sure you're delaying it properly on the whole cast. rapid at 0:48 was unneeded, you could've done 3c-22c-5b-5c-hf(1)-rapid-3c-22c for a pretty large amount of damage. should've hit confirmed 0:58 into a legit high/low/mid blockstring, going for a GH when they haven't feared a low in the whole combo is not an ideal strat no rapid needed at 1:40, that combo will work with the right delay other than that you need to explore your options in block strings, pretty sure I didn't see a single DS cancel, safe jump, 6D mixup or anything that was throwing off guard -
Safe jumps still aren't a universal thing, bb's teching system pretty much guarantees that you won't be safe jumped on unless you put yourself into the situation, not to mention how floaty jumps are in general. Safe jumping is pretty close to non-existant since there are so many other options around it, and it's not like you can OS tech rolls like backdashes in SF4(wryyy)
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Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
22c Rapids I was thinking of the situations you had landed HF(1) and gone for the followup instead of rapiding and creating KD. if you think the combo's too deep you can HF(1)-3c-2b-etc. or if it's a small combo you can get away with x-HF(1)-rc-3c-5D-dash 6A-etc. both of them net solid damage and are more reward for using the 50% meter even though double BE corner combos are sexy, I'd try to get 22c more on someone like litchi who has a large risk in throwing out their DP -
Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
IMO since you were having a hard time getting back into range the occasional HF-no followup probably would've thrown them off and you wouldn't have to rezone afterwords. there were some times you weren't going for double BE when you should've, it's worth the heat for sure if you get a KD, and you can force them to tech with a 3C ender, cause no one wants to take 22c oki. I could tell you were getting comfortable as the videos went on which is good. when you rapid go for something that will land 22c oki, there's a solid amount of options to do it even if it lands sub-optimal damage, it's still 22c oki and the mixup options after it aren't limited to anything, people will easily fall for green throws or long ass mids. other than that just for the matchup you should've moved in with 6A or if you think they spaced you just enough do a ground ID to get the AUB through that retarded litchi j.c range since her hitbox is still part of the stick, make sure it's C ID though, if it doesn't counter you can just let it drop, they tech immediately as they hit the ground and you start mixup, or just BE off it and force a 3C tech. lot of words, but mostly good job done, as a couple of questions: how do you rate ragna's combos online? still the easiest of the cast? and also, how's litchi in general? looks like she still controls space too well against ragna -
Ragna Critique and Self-Improvement Thread
-Ladon- replied to Bandit Revolver's topic in Ragna the Bloodedge
if you're going to post a critique, you better be expecting everyone to take apart your gameplay, don't get salty because you're doing something wrong and stop acting like you're a godsend to the character when you're still learning and taking critiquing, it makes you look retarded