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KayEff

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Everything posted by KayEff

  1. if you're in the corner, you can follow up with 5A - 5B - 6A/3C. if you went with 6A, you can do hjc j.C - j.D - jc j.C - j.D - j.214C - 5D - 623C(1) - 236C - 236C - CU 3C if you went with 3C, you can do 623D - 236C - 236C - CU 5C/2C - 6A - jc j.D - jc j.D - j.214C - 5D - 214A > 214D i'm not entirely sure if 5C - 6A will work in the second combo, nor even 2C - 6A. if you can't get either of them to work, then you can always just use CU 6A.
  2. NEW RULE: Please do not necro threads. Necroing threads is basically posting in an old thread. If the topic's last post is more than three months apart from today's date, then it is considered an old thread. This may not apply to threads that have a lot of posts and/or is meant to be brought back by the OP, but in these cases, necroing threads should have a good reason behind it. Necroing threads will now earn you an infraction.
  3. shtkn (or some other mod, i don't remember who) said that the wiki pages should all have the same format so that they all don't look messy and out of place, and i took the liberty as the first BB page to use ones that face right.
  4. before you guys go too far with the pics, i'm just going to say that the pictures need to be flipped so that hazama is facing right
  5. there are better frame traps out there 2A delay 2A is a better frame trap 2A 5C is a better frame trap hell even fucking 6A > TK belial is a better frame trap than using fucking ID in a blockstring
  6. copy all the coding from a wiki page that's already mostly done (i.e. ragna or tsubaki), paste it into the hazama page, then go and edit things to make it more like hazama and less like the character page you copied from. that's what everyone else is doing
  7. why not just copy a completed page and work from there
  8. he said "as a mashing/trap punish tool" not "as a primer breaking tool" the latter is legit. the former is not. in fact i force guard breaks with that move all the time since it's so hard to see
  9. you need better ways to get into ID crossup; off of 6A is really predictable.
  10. i heard production IG did the cutscenes, the same guys who did the BB:CT opening
  11. easy solution would be to link the BB forums on SRK to DL could mean a lot more traffic and work to do for mods but if at the cost to make the game look better, it could possibly work out
  12. here's a list of some good options: 2A > 2C gatling (frame trap) 5B > 2B or 2B > 5B gatlings (keeps opponent honest in blocking, late chain really helps) 2C > late 5C gatling (kind of a frame trap, but tricks opponents into thinking you won't do anything after 2C, which most people do since it's +1) whenever you use 6A or 3C, airdash away (seriously, anything after that will get mashed out) 5B > 214D on rare occasions, 5B > 5C > 214D works only if you do it very rarely 5B > 2D or 5B > 5C > 2D to keep the opponent spaced and to refrain the opponent from jumping out of pressure don't gatling into 6B 2A > 5A gatlings are really good. if you see 5A whiff on the opponent when they're crouching, you can go into throw after its recovery or start pressure again with 2A. dash 6D is good for catching really bad throw escape attempts, and excellent for punishing certain lows like hakumen 3C and hazama 3C. if you ever happen to use 5D by mistake, cancel into dead spike. most people won't try to punish you for it unless you dash cancel it. work on your combos
  13. carnage scissors is really bad. if you're at full range against ragna, you don't need to worry about getting hit by the move. chances are if ragna does CS at that range, any projectile you throw out will probably catch him after projectile invul is done, and if you don't throw a projectile you can react to it and simply use something like 2B. but be wary if he's at mid-range. that's his sweet zone in the matchup and carnage scissors will work against some projectiles if used correctly. basically the matchup's pretty much the same as before :/
  14. ohhh boy - you have footsies (5B, 5C, maybe even 2D). 6A is not a footsie. don't use it when turning your neutral into offense. and most of all PLEASE don't double jump and do belial edge after 6A; against a good hazama that's like asking to lose half your life. - 5B - 5C - 214D is a really really really bad blockstring, especially if used multiple times. improve your blockstrings and use other moves such as 2B and 2C to keep your opponent honest. seriously, that shit is so easy to see and to punish, it's not even funny that even someone like you is doing it. - work on your combos, man. that 6B that you got early in the match could have led to about 3.5-4k, but instead you slaughtered the combo and butchered it to a wimpy 2.7k with absolutely no oki. the several times you landed 5B - 5C you could have possibly either use hjc j.C from 5C and go into an air combo or possibly hitconfirm into 5D, but instead you just let it go; it's incredibly dangerous to do that against a good hazama, but fortunately you fought a terrible one. not to mention you did an absolutely horrendous back throw combo. PLEASE check the combo thread for optimal ones, and if you even have any questions, PLEASE ask. there are people who are much friendlier than me that would assist you in crafting you into an actually feasible player. on the bright side, you actually kept yourself grounded for most of the match, and you did try to anti-air hazama out of his chain approaches in which, while it may not be suggested for some situations, does give you an edge against hazama. with all of that said, you really need to work on your combos and your non-existent pressure/mixup. any decent or half-decent player will brutally blow you up at the state you're in.
  15. i'll post what i know i've never heard of a ragna who uses 2A as an anti-air, since it doesn't really have that good of a hitbox. i've never heard of a ragna who uses 2B whenever someone is in the air either, but to each his own i guess. any good ragna will rarely gatling 6B off of any move; standalone overheads are far scarier and work a lot more often than those that are chained from other normals. to add to this, hell's fang > tsuika puts ragna in a perfect position where any DP will miss him and he can use dead spike safely. if you do not see the ragna player move at all after hell's fang, do not DP. chances are he's trying to space you out with dead spike before going in. i wouldn't worry about this too much; the only things ragna players can do off of those (except 5A, but that rarely lands on people since it whiffs on crouchers) is jump cancel or special cancel, and special cancelling off of those moves limits the options and provides shitty mixup for the ragna player. if you see the ragna jump from 3C or 6A, simply use fubuki A or maybe 2C if it proves to be a good anti-air. if you're gutsy, you can even air throw. 6D is more used as a pressure tool, and if it baits anything, it baits throws, not DPs. 6D has a very slow startup, so you can react to the startup of 6D with a DP and simply make him whiff the move, though it's a little risky. a very simple answer that anyone can do to avoid dead spike (if you see it coming, of course) is to just jump over it. dead spike isn't an air unblockable move so if you do happen to get caught blocking it (which you shouldn't), the worst thing that can happen is ragna's shitty post-dead spike mixup, which you can easily disrespect if you know you can call the ragna player out. i would not recommend gold bursting after IB j.D. 6D > j.D > almost any move is absolutely airtight, even if you IB everything. in most cases, you'd end up green bursting on mistake. even if you manage to sneak a gold burst before the move after j.D finishes its startup, there is a chance that the move will recover before the gold burst can hit. sure, the gold burst puts you at plus, but i would personally save the gold burst for some other time; 6D > j.D mixup isn't particularly scary anyways. this is something i would only suggest to people who abuse 22C, i.e. bad or sub-par ragnas. any good ragna will keep their 22C use to a minimum. the reason is because something like a gold burst or a well-timed reversal can easily reverse the momentum of the match towards the opponent's favor. however, they do happen by all kinds of players alike (good and bad), and it's what they do after 22C that distinguishes the skill for the move. some good players tend to backdash in order to bait any reversal that the opponent would do, and would thus make your reversal or gold burst used for nothing. there's very little risk involved too; the ragna player can simply apply mixup after the backdash if the opponent does nothing. just make note of what the ragna player likes to do, and try to use those tendencies against them. there are plenty of resets that ragna can use that, although most of them use heat, are very scary if used correctly. i will save this for you guys to discover though; it's my technology after all ( `ω´) as for my personal two cents on the matchup: ragna's offense is based all around mindgames; while he may have shitty pressure and shitty mixup, all of his moves have a lot of potential. however, keep in mind that no matter how good the ragna player's offense and general play is, blocking correctly will severely limit his options. a legitimate ragna vs. jin matchup will mostly consist of footsies, and whoever gets in first will possess the momentum throughout the match. in my opinion, it is a jin player's job to make sure that ragna never gets in to you and to know where his weak spots are (i.e. pressure holes and knowing what setups can be punished). ragna can easily shut down your aerial game if the player knows how to utilize his moves. make it a tendency to stay on the ground, and use a lot of your moves that are plus on block to your advantage. (for example, you can use 6B to create situations where ragna has to guess what to do afterwards, and each option that he has can be countered by something you can do)
  16. people don't necessarily react off of the very first hit that they land (unless they have amazing reactions), so most people usually throw out a couple moves or more in sequence. that way, the player doesn't have to rely on their reactions as much.
  17. Discuss the Ragna vs. Relius matchup here.
  18. Discuss the Ragna vs. Plat matchup here.
  19. Discuss the Ragna vs. Valk matchup here.
  20. Discuss the Ragna vs. Makoto matchup here.
  21. Discuss the Ragna vs. Hazama matchup here.
  22. Discuss the Ragna vs. Tsubaki matchup here.
  23. Discuss the Ragna vs. Lambda matchup here.
  24. Discuss the Ragna vs. Hakumen matchup here.
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