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-Ladon-

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Everything posted by -Ladon-

  1. Same here on the choppiness, I'm working on a 10k 150% Heat combo(thank you blood kain for giving us too much heat to work with!) but using stick+cab is infuriating beyond belief when my pad precision is much more accurate why can't I have access to just training room ;_; nm on the choppiness-I loaded up NV redirector and it looks fine, it's like HD quality smooth, damn that's some overload of sexy right there
  2. I love when i'm playing CT ragna, see someone crouching while i'm doing 5B-5C, go for 2C-6C then remember it's CT CS can't come sooner
  3. double j.C is much better than j.C-j.D-jc-j.C in positioning for it on the majority of the cast and lessens the chances of them teching because of a lengthy combo, so if you're using 3 hits in the air before BE change it to 2 doing 5C-j.C should only change how they're teching from 5C-j.C, shouldn't effect the combo beyond that
  4. I liked Litchi's design and the way her drive worked from the trailer before I actually got the game and started seeing BLEED destroy with her, it's a shame he doesn't play much anymore, Litchi was supposed to be my main until I started to actually figure out the game and I saw how much more I liked Ragna, still feel like no character in the game is my preferred character yet though, no one reminds me of Jam from GG yet, go go Makoto

  5. 6A being JCable if you note an instant block and being cancelable to a large majority of his mixup options and 2C for frame trapping into a fatal 6B has too long startup, 6C is too risky, 5C-6D is really really obvious since we've been using it since CT and 5C pretty much ends your string aside from an occasional lucky GH(presuming they're smart and block high after 6B's cancel option is gone) I suppose 5B is ok to do, only thing is that you're comitting yourself pretty hard from 5B-6D and you're not exploring your other mixup options(ie I'd more go with 5B-2B(confirm)-6B(confirm)-6D-whiff-restart if they're content with not mashing) this is all theory though, in all honesty all of your options should be available and canceling it even from a 5A has some merit, my point was just for universal mashing you're safer canceling from 6A or 2c since 2c is safe and 6A has a large variety of cancels to the above: 2C is overall more damage/proration so yes, many people land 2C-5D in the corner as often as possible.
  6. It's always useful, just don't do it against characters who can land solid damage off jabs. even against those characters as long as 6D connects even if they instant block you're safe on grounded edit: yeah, checked, the best frame trap into 6D-j.D is off 6A which will probably get mashed out of, but probably your best bets are from 2c or 6A
  7. weird notation, but yes, that combo was in MSY's vid I'm pretty sure, you can ignore the 5D for whatever reason after BE to 22c and if you're good enough land a 5b-3c-22c after that. everyone makes the mistake of not using a true knockdown in ragna's combos pretty early, thankfully by CS most people understand how you get a 22c to come out in a string. no reason to do 22c after BE unless you plan on doing another 5b-3c-22c though, 5D-22c is a solid heat gain/oki play finish, and is a day 1 setup. double BE is used for heat gain and a little bit of extra damage, but the main thing is that you end up with 50 heat, the best oki, and a great position for ragna to start his mixup.
  8. you can dloop with a fatal and land astral by the end of it pretty painlessly, not to mention you gain just about 100 heat from the combo, and the damage would put most characters below 30%
  9. so that video pretty much confirms that ragna can astral off one combo from fatal, pretty sexy. it's a shame ragna seems to be the only character who has been fully explored with fatals, due to how they work I'm positive more and more characters will get 8k-11k setups(except rachel kekekekekee)
  10. I think it's just a mental factor, as long as someone knows you will try to do it, it can catch them off guard enough to land a different mixup opportunity. even if throws are very lolable in BB, even in japanese videos you can catch some landing or forcing people in bad positions to certain characters. but yes, it should definitely be one of your last options, I'd treat it like Fei's command grab in SF. Don't use it until you're sure the other person isn't expecting it, and then maybe you might get some damage for it finally showing up in the match, or you might get fucked and lose the match for it
  11. Mixup is mixup, putting it to use and making it not obvious is another thing, then there's factors like how mashy the other player is with escapes(specifically anything with invuln) the one thing I can say is don't get discouraged if something is blocked or doesn't work, granted BB mixup is almost sf4-lolworthy, it still exists and there are solid options to choose from that leave you safe or at advantage, and there isn't a single player who can predict every mixup option. for Ragna, probably one of the least exploited things is his ability to whiff J.D after 6D and go into any mixup after. since people will block the j.D high, you can do a fast low like 2B, go for another overhead if you've shown them you can do it, or do a throw to keep them on their toes. It really is in the power of the player how strong their mixup is though, there are times everyone thinks "there's no way he'll do it again" and you really shouldn't try to think along those lines and try to react(god knows this game's overheads are more than easy to react to except online) to anything you see coming. Also try to remember mixup comes from everywhere as long as it's something you haven't used before to keep them guessing. Meaties, crossups, tech traps, air unblockable resets all have their own use and it isn't just a simple low/mid/high game.
  12. if you're looking at buffing his dp you should be looking at other options, like lowering the counter window or have him not be punishable crouching. all dps should be the most punishable moves in the game though, if you don't have 50 heat and you're using it you deserve a 7k+ damage fatal combo for doing it predictably
  13. the whole series did, that fix made no sense
  14. new ragna looks suspiciously like Hugh Jackman's wolverine
  15. Same block string used, could've canceled at different times to force mixup, didn't use a mid trap to force high damage I keep stressing this but don't follow up HF against the big 3 unless they're in the corner, rapid into a 22c or just restart pressure after it connects, forcing them back into a place they're comfy in(away from you) is a really great way to turn the match against you. forward throw combo should be late GH delay-5c-jc-j.B-j.C-j.C-j.D-D ID random carnage scissors, random blood kain don't work well ever, just save your heat for safe ID wakeups and HF/GH mixup zoning. Kune's beam distortion can be counter-hit by blood kain 6d, just react to it when you see it with blood kain and end the match or force a burst, either way it's a pretty sealed deal once they do it and you're safe. should've done some airthrow attempts when he was just jumping to jump instead of doing a blockstring, if you are doing a blockstring try to force them to the ground with you with j.A then setup a 6A into air combo. never everevereverevereverevereverevereververeverever use 236C followup on kune with ID, it's the same idea has HF followup, it puts you in a situation you have to rezone into. oh and, MORE 22C not close
  16. Jin clearly needs a Blood kain-esque ability that reverts all future forms of freeze into CT freeze y'know, just to make sure you WIGGLE THAT SHIT oh and also, it refreezes mid combo.
  17. any time you RC after 22c you can do 3C-5D-22c for better meter/damage/HEALTH DRAIN(AKA THE REAL REASON WE ALL PLAY RAGNA)
  18. Mid-screen belial blue beats without proper timing, and has a lot of character-specific factors as well. holy dicks when are we getting CS on console, I'm in a terrible dry hump of not wanting to play CT Ragna and not wanting to play CS Ragna when my "local comp" consists of the five people I know in CNY who actually play the game but want to play ssf4 more
  19. he didn't "get" anything new lol, nothing has changed other than the two things I mentioned and getting heat faster for more RCs is a very theory way of looking at mixup considering he has to get his hits in first. and i'm well aware of the definiton of mixup, don't worry, I wouldn't be arguing the fact if it wasn't true, but throws are universally gimmick in BB and many other mixup options are minor factors at best for ragna
  20. the fact remains that his mixup isn't solid enough to force into any kind of damage, sure, ragna with high meter gain can keep you in blockstun for a long time, but that means dick in CS where you don't really have to look for a hole aside from primer breaks, all of which require ragna to take a large risk(deadspike) or use 50% heat to make it safe(HF/GH) ragna's pressure is pretty solid, considering he can now do what noel did in CT with ending a blockstring in 2c and walking away safe, not to mention throwing the 2c out there if someone's mashing can land a fatal. but his mixup is(what I personally think) nowhere near what it should be for someone who HAS to be in your face at all times, and can lose 50% of his health against the majority of the cast for a single risk(a little bit of an exaggeration, but 5k is a very attainable number in CS) personally, losing 50% hp for forcing a mixup is a really fucked up game mechanic, but hey, I play sf4 still
  21. In Japan it's pretty obvious ragna's mixup isn't taking wins either, it's just what he can do when he actually does land a hit, and the Oki following.
  22. Nope, there are characters within BB with those qualities, and characters like that in most games.
  23. I heard there are characters with great pressure but shitty mixup, and shitty pressure with great mixup
  24. uhh virtually nothing changed about his mixup from CT-CS except 2C being + on block, which is arguable whether or not it has much to do with mixup, oh and higher meter gain for setting up that SO VERY FAST MID HIT he's definitely not S tier from his mixup options.
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