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KayEff

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Everything posted by KayEff

  1. Has there been any progress on this? I managed to get my hands on a Dazzle, so I would like to start recording if no one's done anything yet.
  2. Belial Edge loses to anti-airs and in most cases will trade with them if they do them. Because BE has little hitstun, they'll probably recover faster than you and combo off of their anti-air.
  3. (it's not an OS)
  4. How's the video production going
  5. We tend to be lazy.
  6. I always tend to do the throw OS after HF(1). Not many people who are gutsy enough to do the counter for it after HF(1).
  7. Check the notes of that move.
  8. nope
  9. Updated with stuff I thought would be good to add.
  10. It'd be a lot better if we followed Spirit Juice's format. That way the character videos would at least be consistent, in my opinion. Link for those of you who don't know.
  11. http://generalnantoka.blog35.fc2.com/blog-category-12.html New BB loketest this weekend, or the 27th.
  12. The key to making the video is to remain informative and simple. Not sure if the Inferno Divider crossup will classify as simple. EDIT: Updated with the 22A~C OS.
  13. So I have typed down all the categories and whatever I could think of in my head. Post away.
  14. If we keep things short and sweet, it shouldn't be too much of a problem. Besides, the Hakumen video was 16 minutes. I'm sure that even if we made 5 parts, as long as the material's helpful and with meaning, it won't matter how long the video is. Meaty Dead Spike is nice, but most people have ways around it. You have to be smart on how you handle the pressure after that, as a wrong move will put you on the neutral, or even defense.
  15. Added mixup. It was pretty hard.
  16. I would suggest having videos from netplay where Ragna players show certain things that are described in the video. For example, if the video describes that "6Bs that are standalone are much stronger than those that are gatlinged into," then you can have video footage of a Ragna player online doing raw 6B on someone and that certain someone getting hit by it. Of course, there are certain things that are hard to get under this, but you get the idea. What do you guys think?
  17. Go ahead for the video. PNW's pretty much done in terms of getting stuff recorded, so I won't be able to get anything into the video. I feel that the layout that the guide's written is good enough in terms of how the video should be organized. Dunno about you guys.
  18. Updated with some stuff.
  19. Since Titanium and Final Ultima haven't started this much less posted about it, might as well get the jump-start on it. 1) Introduction Breakdown Ragna is a rushdown character that has great emphasis on the high risk, high reward axiom. He possesses some great tools to control the momentum of the match, but the lack of tools in other categories hinders his potential. Nevertheless, Ragna is still a viable and can win any match when played right. Strengths Great footsies with sub-par abare and easy hitconfirms Mid-high damage output with basic BnBs Good and reliable meter gain Easy to understand combos, making him easy to pick up One of the best DPs in the game Decent anti-air game Very reliable fatal counter that leads into good damage Blood Kain combos further increase damage potential Weaknesses Very weak pressure with very few ways to enforce it Straightforward gatlings results in poor mixup that is easily telegraphed Relies heavily on gimmicks Poor meterless damage output at maximum footsie range Most moves in arsenal are unsafe and minus on block Midscreen combos often require a rapid cancel (uses 50 heat) Absolutely no tools to use against zoners Bad matchups against a good portion of the BB cast Requiring knowledge on proration, creativity with mixup, and a good sense of yomi makes him hard to master Normals, Specials, Distortions, and Astral 2) Combos Basic (2A * N) - 5B - 5C - 214A - 214D 5B - 5C - 2C - 3C - 214A (2A * N) - 5B - 3C - 623D - 236C - 214D (crouch) 5B - 5C - 6C - dc 214D - dash 5C - sjc j.C - j.D - j.C - 623D - 236C - 214D (corner) 623C - 236C - 236C - (crossunder optional) 5C - 5D(1) - 214D - 5D - 214A - 214D 214B - 214D - sjc j.C - j.D - j.C - 623D - 236C - 214D (corner) 5B - 6A - j.C - j.D - j.C - 214C - dash 5D(1) - 214D - 5D - 214A - 214D 4B+C - dash 5D - dash 5C - sjc j.C - j.D - j.C - 623D - 236C - 214D Intermediate/Advanced [*](corner) 5B+C - 5C - 5D(1) - 214D - dash 5C - sjc j.C - j.D - 214C - 5D - 623C - 236C - 236C - crossunder 3C [*](corner, crouch) 5B - 5C - 6C - dash 6D - jc j.C - 214C - delay 5C - 5D(1) - 214D - 5C - 5D - 623C - 236C - 236C - crossunder 3C [*]6B - 5C - 6C - dash (optional dash 5D(1)) 214D - dash 5C - sjc j.C - j.D - j.C - 623D - 236C - 214D [*](midscreen) aerial CH 6A - dash 5C - 5D - dc, dash 5B - 5D(1) - 214D - dash 5C - sjc j.C - j.D - 623D - 236C - 214D [*](midscreen) aerial CH 5B - dash 5B - 5D - dc, dash 5B - 5D(1) - 214D - dash 5C - sjc j.C - j.D - 623D - 236C - 214D [*]4B+C - dash 5D(1) - 214D - dash 5C - sjc j.C - j.D - j.C - 623D - 236C - 214D [*](back against corner) 4B+C - delay 6D - jc slight delay j.C - 214C - dash 5D - 214D - 5C - 5D - 623D(1) - 236C - 236C - crossunder 3C [*](corner) 6C - 214214D - dash 5D(1) - 214D - dash 6D - 623D - 236C - 214D - delay j.214B - j.214D - dash 6D - jc delay 214C - dash 5D - 214A - delay 214D - dash 3C - 214A - 214D - 214214D (requires at least 60 heat) [*](corner) 6C - 214214D - dash 5D(1) - 214D - dash 6D - j.D whiff - 5D(1) - 214B - 214D - dash 6D - 623D - 236C - 214D - slight delay j.D - 214C - dash 5D - 214A - delay 214D - 214A - 214D - 214214D (requires at least 55 heat) Fatal Counter [*](near corner) FC 2C - 5C - 6C - (optional dash 5D(1)) 214D - dash 5C - sjc j.C - j.D - 214C - delay 5C - 5D - 623C - 236C - 236C - crossunder 3C [*](corner) FC 2C - 5C - 6C - dash 6D - jc j.C - 214C - 5C - 5D(1) - 214D - 5C - 5D - 623C - 236C - 236C - crossunder 3C [*](corner) FC 2C - 5C - 6C - 214214D - dash 5D(1) - 214D - dash 6D - 623D - 236C - 214D - delay 214B - delay 214D - delay 6D - jc delay 214C - dash 5D - 214A - delay 214D - slight delay dash 3C - 214A - 214D - 214214D (requires at least 60 heat) 3) Strategy Mixup - Ragna's straightforward gatling options give him a very weak mixup game. Most Ragna players who start out tend to use gatling paths that are not only easy to read and see, but are also used so often that most seasoned players expect them. Fortunately, while Ragna's mixup options are weak, they are still viable if utilized correctly. He can apply mixup in the same way that any other character would, in that you can keep people guessing. Using lows, highs, and throws all in conjunction with your approach can really improve your mixup game. - There are only two overheads in Ragna's moveset: 6B and Gauntlet Hades. Both of them are slow and can be easily blocked. Gauntlet Hades (214B) is not only slow at 24F, but it is incredibly unsafe whether you do the move raw or follow up with Keri Age (214D after). The only times you should use Gauntlet Hades is if you absolutely know that you will hit the opponent or if you have 50 meter to Rapid Cancel and thus make the move safe. Of course, those situations aren't common at all and thus you should use the move very sparsely, lest you have 50 meter. 6B, however, is very valuable. While it is just as slow as Gauntlet Hades (24F), it is a little harder to see than Gauntlet Hades and can also lead into good damage without spending meter. A combo with Gauntlet Hades starter nets at least 2.2k anywhere without using any meter, but a combo with 6B starter can break at least 3k anywhere with no meter, which is about standard corner combo damage. Using 6B in gatlings can work, but there's not a whole lot of moves that can gatling into 6B, so these kinds of strings tend to be easy to block, and therefore punished. Standalone 6Bs are a lot stronger tool for mixup than gatlinged 6Bs, and are best used when the opponent doesn't expect it. Overheads shouldn't be spammed, however. They are slow and if you do it too often, you can get punished for them. Again, keep the opponent guessing. - While there's only one gatling from 6D, you can utilize 6D > j.D whiff to open up more mixup opportunities. From 6D > j.D whiff, you can either go into a low using 2B or 3C, an overhead (primarily 6B), a throw, or even a TRM setup. This is only to use against people who are respecting your pressure; Ragna is already at -1 when you try starting another move, and most moves can beat out whatever you're throwing out afterwards. Pressure - With 2A being zero on block in this rendition of BB, it is a much more useful tool to enforce pressure. Don't be afraid to use it. 2A can gatling into just about every type of move that Ragna has, so it can be powerful if you force the opponent to respect your pressure. - Dead Spike's frame advantage on block (+3) may sound like a ticket to free mixup, but unfortunately most characters have ways around that can automatically turn the tides around to their favor. The fact that you are plus on block doesn't necessarily mean that the opponent will respect it. However, you can easily force the opponent to respect it. Any move that they do will more likely than not be beat out by a 5B, a backdash can easily bait out any DPs, and an airthrow can cover any attempts to jump out. Be smart in handling your Dead Spike pressure. - Be sure to use Dead Spike in places where opponents won't expect it; opponents can jump to avoid the attack, and in most cases will result in a free high-damage punish. - Meaty Dead Spike is a very strong tool, and can even be more plus the later it hits the opponent. The strategy remains the same with meaty Dead Spikes: be smart about what you do after. - Ragna's pressure also excels at footsie range. The speed and hitconfirming ability of 5B makes him a dangerous foe at a certain range. When at this range, you can use 5B to keep the opponent in check, or use it to advance further to apply better pressure and better mixup. 5C and 2D also serve as great footsie pressure tools. On CH, these can both lead into great damage. You'll want to be careful with reckless footsies however. While they may be fast and reach far, they aren't by all means safe. Meaty Dead Spike is a very strong tool, and can even be more plus the later it hits the opponent. The strategy remains the same with meaty Dead Spikes: be smart about what you do after. - 2C is also another one of Ragna's moves that have plus frame advantage (+1). However, unlike Dead Spike, it has a 12 frame startup which makes it reliable to add to your gatlings. Pressure after 2C is about the same as with Dead Spike, but you can choose to chain/late chain into over moves as well to enhance your pressure or go into mixup. Okizeme - When in midscreen, 3C > 214A is good for when there is no corner nearby in the direction you're facing. This setup gives the most plus frames to let you do something. You can also perform a cross-under if they tech immediately. - 214A > 214D doesn't give as much plus frames as the previous setup, but it's good for if you're near the corner. The corner carry this setup has makes up for the lack of plus frames. It still has quite a number of plus frames, though. - When you're performing a corner combo, after performing 623C/D > 236C > 236C > cross-under 3C, you have several options that provide a good amount of oki. The best option for oki would be a late jump after 3C. This gives you room to apply a 3-way mixup afterwards: lows after landing, delay airdash j.C > j.D, throw, or even a TRM setup. You can even branch those off into even more mixup options, such as low > throw, delay airdash j.C > whiff j.D > throw, or an overhead after landing. Be sure to vary it up so that the opponent has a hard time to escape the oki. - 2B can be used as an anti-roll move and can combo into 5C. - 22A~C can be used on people who try to late tech. The input goes where you input 22A, and then almost immediately after pressing A you press C. The way this option select works is that if you notice that the opponent didn't emergency tech, you try inputting the OS when you're near the opponent. If they are still on the ground, 22C will come out and you'll earn free damage and heat. If they tech while you're doing the OS, you'll instead do 2A, yet you'll at least remain plus and cannot be punished. Unfortunately there doesn't seem to be a shortcut of this option select for pad users. Typical cases for using this option select are after Inferno Divider "Kakato Otoshi" or Axe Kick and Hell's Fang "Tsuika." Misc. Tips and Tricks - Ragna relies more on his pressure rather than his mixup to win his battles. Many players tend to underestimate the range and power of Ragna's footsies, so go in with the intention to force people to make mistakes using pressure rather than to confuse them with mixup. - Meter gain is very important when it comes to playing Ragna. He becomes doubly dangerous when he gains 50 meter, and should be taken seriously when with 100. With 50 meter, you can make your DP safe, perform BK combos, provide safer and better mixup, enforce pressure, add loads of damage to normally weak combos, or even bait bursts (and thus will put you on the offensive). Each one of these factors will give a decisive edge in the heat of battle, and can be the deciding factor between victory or defeat. The momentum of the battle relies solely on how you handle the situations with and without meter, so be sure to act accordingly to your meter.
  20. > meaty normal hit deadspike > testing frame advantage/blockstun
  21. Is this project still in the works? It seems that this would help the community as a whole but also seems that it died out.
  22. Too bad a good Lambda will use 6A and beat it.
  23. Could be that you're not doing the input right.
  24. funny how a topic for ideas went to hell and became a complaints board i wonder why
  25. Because you learn the most out of getting your ass smashed in. Tournaments ARE going to improve your skill no matter how rare they are. Skill doesn't deteriorate over time either, so there's no reason not to go to one. It's one thing that you're too poor to participate in a tournament; it's another if you honestly think you won't get anything out of it.
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