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Everything posted by KayEff
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lemme explain then. so ragna's dead spike is a total duration of 57F. this only pertains to ragna himself, which includes his startup animation and all the frames after that. subtracting his startup from the total duration, we get 31F of "recovery" (i say "recovery" because it's not actual recovery). take the example we don't do any dash cancel. the hitstop for dead spike is 12F, and the blockstun is 18F. add them together, and you get about 30F of the opponent not being able to do anything. in the mean time, ragna is still going through his animation, despite the opponent not being able to do anything. if you compute the static difference between the two timeframes, you'll see that the opponent recovers 1F before ragna, hence the -1. now onto the situation where ragna dash cancels. let's assume ragna is able to dash immediately after the first active frame has passed. dash cancel is 22F, so the earliest dash cancel would make the total duration 26 + 1 + 22 = 49F. we can neglect the startup time since it doesn't pertain to the opponent's blockstun at all. by doing this, we get 23F of ragna going through his animation, compared to the 31F that we had before. simple math tells us that ragna gains 8 frames from this, and adding this number to our previous -1 gets +7. however, for the sake of the argument, i will explain this by taking the opponent's hitstop and blockstun into account. we said before that the opponent is unable to move for 30F due to both hitstop and blockstun. at the same time this happens, ragna's 23F duration of both the active frame and the dash cancel begins as well (we count the active frame because it happens at the same time as the blockstun starts). following the frames as they go, you'll see that ragna is able to move seven frames before the opponent. i don't know if i can give a better explanation than this, but it should sufficiently cover your concern.
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what i'm more concerned about is what time frame ragna is able to dash out of dead spike. if he's able to dash right after the first active frame, we could potentially be talking about +7 after dc. which doesn't make sense cause then they'd be giving ragna something good (and that never happens)
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time to revive the ragna forums
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the exact value would be pretty difficult to calculate, especially since you'd not only have to consider how many times each move is used, but also the scaling that goes behind it. if you want a rough value, then i can estimate that ragna can steal at most around 3.5k HP, give or take
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there's something wrong with this community when people like fighting tao
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also, that combo video is old.
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enemy should be in the corner for optimal BK combo. good (and practical) starters would be 5B/5C/6B/2B on croucher (which you can use 6C > delay 214D > dash 6B), CH anti-air 6A, throw (both ground and air), and 2C (FC or no FC). impractical but high damage starters would be 5D(1) on crouchers (cancel into DS, then dash 5B into 6C), CH 2D, 6D, 6C, and CH gauntlet hades.
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i like his neutral, but god damn he makes too many bad choices
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that IS the reason why TK GH won't work. the reason 6A > TK GH worked in extend was that TK GH hit on its very last active frame, which just barely allowed enough time for 5B to connect afterwards. in order for that to have worked, the opponent need to have a low enough hitbox (hence why it's character specific). since 6A launches the opponent higher, TK GH will always hit earlier in its active frames, thus rendering any possibility of 5B working completely impossible. i think 5A works (unconfirmed), but at that point why not just BS or hell's fang no. you're seriously misjudging how long BS's duration is. yes, but it'll still work at certain distances, which was the point behind my answer might even be possible for a backwards airdash to work EDIT: whoops, read that as 6C. if it's a backwards jump from 6D, you'd have to do BS pretty quickly
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1. TK GH can only be comboed after if it's a CH starter, what with the way that 6A works now 2. i'm gonna assume you're talking about while in OD. all depends on what starter you use, and how you define "late" in the combo. generally though, 5D has a LOT of hitstun, so i wouldn't dismiss the case that 5D > ground BS would work even in severe time-hitstun decay 3. pretty sure 6C > DS doesn't work anymore. should work in fatal. also 6C > 6D > BS > 5B has been known to connect anywhere for some time now.
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Ragna Critique and Self-Improvement Thread
KayEff replied to Bandit Revolver's topic in Ragna the Bloodedge
you need to be aggressive in that matchup. you need to get in the mu's face as much as possible, but without opening yourself up. once you're in, go crazy, but always be wary of mu's DP. -
Ragna Critique and Self-Improvement Thread
KayEff replied to Bandit Revolver's topic in Ragna the Bloodedge
- optimize your combos. you're butchering your damage in a lot of places where you could make it hurt. - don't try to bait bursts so often (a hard bait once in a while when you expect a burst is fine, but don't make your own strategy obvious to the opponent) - start IBing. learn it, do it, master it, love it. - when litchi doesn't have staff and she's in the corner, you have the advantage. you should make more out of those situations, like put meaties in there so as to keep litchi in the corner - don't be afraid to use counter assaults, especially if you're up against litchi. you may have good blocking skills, but as long as you're blocking you'll never get litchi off of you. DPs are nice too, but you spend 50 heat either way. - find better corner pressure than doing just j.C all day. despite how little it is, ragna does have mixup -
6B > 22C will work however 3C is probably better since it has better proration
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if 6B works: 6B > wait > (dash) 5C > 5D(1) > 236D > dc dash 5C > 214A this will probably work. if 5C doesn't work, then we always have 6B straight into dead spike, this way we can save 22C for other parts of the combo
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you don't even need a wallstick. fatal D inferno divider launches the opponent so high you can actually combo after meterlessly. as for combos, the typical fatal air combo routes will work. dunno if 6B will work after FC DID.
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it was noted before also jesus christ the lfiesteal on BK BS is godlike
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yes, it can.
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f-four stop doing 5D i- four, stop doing th- four, fucking stop stop doing 5D in neutral i swear to god man
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i think everyone has P1 100 5As and 2As.
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I ain't no nice guy after all~ I ain't no nice guy after all~
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notice how none of ryuusei's top players were ragna players
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oh, i meant without using crush trigger at all. especially since keeping as much heat as possible is more important now than ever
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6C > 6D > tk BS > 5B is probably better at certain distances now that we know 6D is good for combos also i've known about that for a while now, but i'm more interested to see if there are any options for 3C oki that don't kill damage