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Everything posted by LuminAbyss
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I do IAD DP sometimes just because I wouldn't advice mashing out of 2B > 2C even on IB, as that only will give you one frame to DP correctly, and if you mess up, hell Fatal counter 6k combo. As far as gaps in Ragna's pressure go, IB creates a good amount of them, but 2C > 6C and 2C > 2D are both easy to DP Ragna out of normally. 2C in general isn't as great of a continuing pressure tool for Ragna as it used to be, it's better as an ender for him now. Also watch for strings into Deadspike or 6D, those are also very DPable, since they're so slow to start up. Don't let him get predictable with that. As far as spacing goes, your 3C low profiles 5B, and while it's slow, that can be useful at neutral, and hit him while he's whiffing it. Of course, this can be beaten by 2B, 5C, and 2D, so don't over use it. Ragna really does beat out Makoto at most every range in this match-up, his normals are really really good, and his damage is better than hers. FOR THOSE WHO LIKE TO IB RAGNA'S PRESSURE TO MAKE HIM A LITTLE MORE FREE BUT ARE TOO LAZY TO LOOK UP FRAME DATA Common Block string moves/starters 2A | 7 f | 12 frames of blockstun | 0 (JCable) 5B | 8 f | 16 frames of blockstun | -7 2B | 9 f | 14 frames of blockstun | -3 5C | 13 f | 18 frames of blockstun | -5 6C | 20 f | 18 frames of blockstun | -16 (JCable) 6D | 26 f | 20 frames of blockstun | -14 (goes into j.D, JCable) Common Block string enders 2C | 12 f | 16 frames of blockstun | +1 6A | 13 f | 16 frames of blockstun | -5 (JCable) 3C | 13 f | 18 frames of blockstun | -11 (JCable) 2D | 18 f | 20 frames of blockstun | -4 Deadspike | 28 f | 18 frames of blockstun | +3 Since IB only takes away 3 frames of blockstun, he can still make a lot of gapless or really tight strings, even off IB, but I hope this gives you all more of an idea of where to instant block.
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Too late. Nice tranny jacket.
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I'd like to note, Hell's Fang and Air Gauntlet Hades is actually useful here outside of combos for Ragna, and only because Valkenhayn cannot block in wolf form. Of course, they do carry the risk of whiffing, and are both very punishable, but I just wanted to point it out. Just another thing to keep in mind. And while Ragna does have great defensive options so reckless rushdown isn't advisable, he actually has some advantage over Valkenhayn at neutral, just because of the combinations of great hitboxes with good start-up and recovery speeds on his 5B, 5C, 2B, and 2C. Beating him at neutral is gonna take a lot of good reading and spacing. You can also usually jump over Deadspike on reaction, and the safest way Ragna can even go into it without rapid cancelling still gives you 10 frames to do something to him (The highest level normal he can cancel into Deadspike off of is 5C and 3C, both of which are level four, and offer 18 frames of blockstun, and Deadspike has 28 frames of start-up). Try to disrespect it whenever you can, Ragna resetting pressure against you isn't good for you at all. The same goes with 6D. A very slow move to start up (26 frames), try not to respect it if you can. Sturm, poke, or even throw him out of it (he's not airborne until frame 20, though he has foot invul throughout the move) if he gets too predictable with it, and since it can cancel into j.D, it's a great pressure reset tool for Ragna.
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While I admittedly suck at being a person, it didn't help that my entire graduating class had disliked me on a general level since 8th grade for no good reason. That and a lot of personal issues were happening at the time. I'm surprised I didn't flunk out.
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Sorry to break it to you, Rubedo but your coat was not always a she.
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/shrug
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:3
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My school had a fairly even distribution of races No I hated it for a lot of other reasons.
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Does pharmacy school count as a grad school? I don't even know.
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I fucking hated high school.
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What's grad school?
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I haven't had to sacrifice sleep yet, sooooo.
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Arakune RCing his super he meant, if he has 100 heat.
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Yeah. Isn't that right, Toasty? :3333333333333
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A job is a job. so I'm just gonna shut up and take their money.
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CH Deadspike allows for 6C to link on both standing and crouching. 2C isn't bad by any means, but Deadspike is generally easier, since you can space it better and have lower risk of accidentally touching Arakune's hitbox (and getting hit, which is always sad). Plus, Deadspike does 1000 damage raw, and has a P1 of 100, and P2 of 94. 2C is also a good way to punsih, if you have good fatal combos. Basically, you can do whatever you want, I just prefer Deadpsike (especially if you go into a BK combo off of it) because it's really really easy to hit 4 or 5k without even trying if you get that as a starter (7 or 8k with BK combos)
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Skye, can I invade your house for a bit on Monday?
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I work on Fridays, so unless you wanna meet up sometime during the week, it probably won't be happening for a while.
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A good Ragna will spend it however he feels best, and will know what to do if his spending was not the right choice to minimize damage. I see plenty of Ragna's go for BKs whenever their opponents can't burst, and it's a good choice, cause it turns 3-4k into 6-7k. Recklessness will come from beginners regardless. Anyway, I'm looking forward to this kind of post.
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Not going to casuals anymore. My first shift is tomorrow.
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Middle Tennessee Needs Gaming! Monthly Versus Tourneys - Antioch, TN
LuminAbyss replied to Milln's topic in Locals
We will never be satisfied. -
I like the sound of that organization. Go ahead and post it, can't wait to see it!
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Still helps, but you have to be careful with it now. When you're blocking curse mix-up, it really really helps to just keep an eye on three things: -Arakune's actual moves, the bugs can be blocked low or high. -Your primers, as Arakune will break them fast in curse pressure -Your barrier, as you'll be using that to keep him from guard breaking you. I go a lot of matches surviving curse because I just don't try to get out without a counter assault or something, like MashThat5A said, his strings are all tight as hell. If you do get a hit on him while he's in curse, make the most of it, his curse meter still drains while you're hitting him. Ragna is pretty strong at neutral against Arakune, just don't try to fight him in the air, his j.B is annoying. 6A is great in this match up. j.D as well for air-to-air spacing, but properly space it. When he's throwing bugs and clouds pre-curse, maneuver around them and cover your approaches appropriately. Pre-curse, his mix-up isn't scary, and his pressure isn't very strong, just react to his 6A overhead and throws, both of which will lead to combos that increase his curse meter. Without 50 heat, Arakune does not have a real reversal, so he's easier to pressure than most characters. However, keep your strings really tight, and don't use Deadspike much here outside of the corner, because his backdash will get him out of range all the time. Basically, when you're in, do everything you can to STAY in. When he has 50 heat, watch out for his bug laser super, which is REALLY easy to punish if you bait it. I recommend a Deadspike punish, that's Ragna's best starter proration and damage wise. Also watch out for FoG, which is a low and resets his curse meter.
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Well, what do you mean, exactly? If it's just for combos, we're gonna keep those in this thread unless there is a HUGE number of them (enough to merit it's own thread). If it's for tips on use, discussion of burst baiting with it, when to use it, ect, sure, go right ahead. I think that actually would be really helpful for a lot of players, new and old alike. I personally don't use Blood Kain much, if at all, but I know most every other Ragna does.