Jump to content
Dustloop Forums

KayEff

Moderators
  • Posts

    1,590
  • Joined

  • Last visited

Everything posted by KayEff

  1. are you sure you want to do that
  2. You all should be more excited about Mu vs. everyone.
  3. People want more damage from already-dealing-enough-damage-as-is Ragna. It's the nature of progression.
  4. Arakune was originally named "Phantom." That's soooo bland
  5. You should make a new post when you have a new video, not edit an old post. Just sayin' since none of us knew of it. WHY THE HELL ARE YOU BULLRUSHING A HAKUMEN WHY WHY WHY Rushing Hakumen is particularly bad against Ragna, as a well placed D counter could turn the tables in an instant. It's okay to be a little aggressive, but don't try and rush in every time you wake up. Instead, try to mix up your rushdown with a little throws to try and confuse the Hakumen. Throws counter Hakumen's Ds, so use it often. After all, throw breaking rarely holds consequences for either person. As for okizeme, you seem to always attack after the Hakumen did a neutral wake up. In this match, you were very fortunate that this particular Hakumen wasn't like the others (no offense Edge), mainly because he didn't do D after wakeup. Doing so would have done some major damage on you and have the momentum turned onto you. What I suggest for your okizeme game is to not attack the instant your opponent wakes up (not just for Hakumen; for every character you face), since it doesn't always put you in an advantage. Also, if you're going to do GH after every 5D, at least delay the follow-up so that you don't miss. I wouldn't suggest doing GH after every single 5D, as you could combo like this: combo > 5D > dash 6A > JC/HJC j.C > j.D > JC j.C > j.D > 623D > 236C > 214C since it does more damage, and leaves the opponent guessing. But that's just me. Oh, and D ID is never good when outside combos, but Axis already said that OHWELL Also, lol @ the FFXIII music in the background.
  6. You should've done a Carnage Scissors when the Tager was spamming 5D, just for trolling kicks.
  7. Against Tager, you shouldn't always try to rush in. This specific Tager wasn't all that much, but if you're going against a better Tager, then you probably won't get a lot in. What I suggest is to poke from a mid-screen distance, and try to chain a combo from there. Also, don't consistently rush him down. A good Tager would probably backdash and then 360 after his wakeup, which isn't good considering Ragna's HP. You have to be a little campy, yes, but it saves you from eating a half bar of damage with one Tager combo.
  8. Is the air combo j.C > j.D > JC j.C > j.D? Maybe you could try j.B > j.C > JC j.C > j.D, and they maybe wouldn't be able to tech.
  9. Don't try to learn all of the ones in the Ragna combo thread, most of them you probably won't use. Learn staple ones that you know you'll use. Just experiment a little with the combos, and find ones where you'll have the most benefit.
  10. Here's a suggestion: if you're in need of an arcade stick, build one. That's what I did with mine, and it never seems to have gotten lost, probably because you can tell where it is most of the time.
  11. If you're going to enter using GH, then I suggest using TKGH. It has a quicker startup and if it counters, you can easily combo into 5B>5D(1 hit)>GH...etc. Even then I don't suggest using GH a lot to enter. It's not much, but every advantage helps.
  12. At first, I thought Ragna was going to be easy to master since he had such easy combos. I was too wrong.
  13. I think it still applies, bounce or no bounce, as long as that condition is met.
  14. You can combo from a regular DS. The only condition is that the opponent has to be almost right next to you for it to work. Dead Spike > 5A > 5B > 6A > JC/HJC > aerial Don't remember the damage, but it should be 2500 ~ 3000, if not above 3000.
×
×
  • Create New...