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Everything posted by MashThat5A
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Ragna Critique and Self-Improvement Thread
MashThat5A replied to Bandit Revolver's topic in Ragna the Bloodedge
http://www.youtube.com/watch?v=wAUV94u_qns This is me. Any advice? There was a bit of lag as you can see from some stuff that was dropped. -
Actually, what Orion doesn't mention is that he used CID(2). If you use DID(2) the combo blue beats. If you use DID(1) it does less Dmg and gains less meter. That may be optimized. EDIT: Unless there are some characters where the DID(2) will work. Are there xlolxlolx? Also, have you guys found anything better than this for the people that are dash 5A-able? TK GH > Land > 5A > 5C > 5D (1) > DS > 5C (JC) > j.C > j.D > BE > 5D(2) (DC) > 3C > 22C >dash > 5A > 5B > 5C > DID (1) > 236C > 236C > dash under > 3C > 22C Dmg 4832 Meter 51 Dash Under 5D does not work here.
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Is this bring your own stick, or do they have a 360 stick I could use?
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Double Berials were hard? Yea, I think you're right on the ground tech. But from what I've seen is that generally if you can do a 3C, you can do a 5D. However, the biggest limiter is the height that the opponent is in the ID. I believe if the opponent is not above you then you have to 3C. Glad you like it Lumin.
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http://www.youtube.com/watch?v=NHXCDt8GyN8 Here is the second combo. It shows the TK GH link, as well as the dash under 5D.
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7/23 Team St1ckbug Rising: Brooklyn, NY (WE ARE BACK!)
MashThat5A replied to DaiAndOh's topic in Archive
You were right. Post of the fucking year right here. So hype. -
Is the CS2 Tournament on Thursday bring your own stick? Because I only have a PS3 stick.
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Okay, so here is an interesting find. Ragna can link a TK GH after BE. It's character universal if the spacing is appropriate, but character specific if you are already in the corner / very close to it. The universal point is if Ragna is about in the center of the screen after the BE and the opponent is in the corner. For a visual example of this, try the combo I'll post further down from the P2 position. The corner specific version's timing is a little tricky at first, but it's easy after you get it a few times. The characters it doesn't work in the corner on, (at least in my testing, if anyone wants to verify) are Tsubaki, Lambda, and Tager. I believe this works on everyone else in the corner. EDIT: So after some more testing, this doesn't work on Tsubaki, Lambda, Tager, Mu, Arakune, Valkenhayn, Hakumen, or Makoto in the corner. Wow, this is more character specific than I thought. Examples of this for new BnBs EDIT: The character/spacing specifics for each combo are outrageous, so they won't be noted. On crouching 5B > 5C > 6C(DC) > 6D(JC) > j.C > j.214C > 2147B (TK GH) > 5B > 5D(1) > 214D > 5C > 5D(2) > DID(1) > 236C > 236C > dash under 3C > 22C Dmg 4551 Heat 49 5B > 5C > 6C(DC) > 6D(JC) > j.C > j.214C > 2147B (TK GH) > 5B > 5D(1) > 214D > 5C > 5D(2) > DID(1) > 236C > 236C > dash under 5D (2) > CS Dmg 5150 Heat 50 (-50) For characters that are Dash 5A-able: On crouching 5B > 5C > 6C(DC) > 6D(JC) > j.C > j.214C > 2147B (TK GH) > 5B > 5D(1) > 214D > 3C > 22C > dash 5A > 5B > 5C > DID(1) > 236C > 236C > dash under 5D (2) > CS Dmg 5594 Heat 52 (-50) 5B > 5C > 6C(DC) > 6D(JC) > j.C > j.214C > 2147B (TK GH) > 5B > 5D(1) > 214D > 3C > 22C > dash 5A > 5B > 5C > DID(1) > 236C > 236C > dash under 5D (2) > 22C Dmg 5004 Heat 53 Some notes: TK GH > 5B > 5D(1) > Dead Spike will always do more damage and gain more meter than 5C>5D(1)>Dead Spike, however, it will not do more damage if it was possible to use more 5C's in the combo before trying the same combo with the link replacing 5C after BE. It's a little tricky to explain. Generally, you should only try the link if you've only used two or fewer normals (that are not 6B) before going into 6C if you want to maximize damage and meter gain. There are exceptions with good starters, such as 6D, as well as some other combos. Edit: The link will work with three or fewer normals, and if you use three normals, then there can't be an A move or a 2B. Excpetion is 6B, which it can't be done on unless you immediately BE after 6D, but this isn't worth it.
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LK, what do you think about saving bursts with the way guard primers work in CS2? Do you think that using two bursts in a round is okay, generally not worth the risk, or something more match-up dependent?
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What is the best way to bait counters? Can Haku counter Ragna's "mix-up" on reaction?
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Option Select Burst Punish (or general burst punishing)
MashThat5A replied to Eshi's topic in Archive
You can also apply this to bait things on an opponent's wakeup if you do a meaty 5A/2A. -
Anti-air Counter-Hit combos from anywhere on screen Basic: 6A (CH), 5C->5D (2) (DC), 5C (HJC), j.C -> j.D (JC), j.C -> j.D -> 623D -> 236C -> 214D Dmg - 2800 Heat - 31 Advanced: 6A (CH), 5C -> 5D (2) (DC), dash 5B -> 5D (1) -> 214D, dash 5C (JC), j.C -> j.D (JC), j.C -> j.D -> 623D -> 236C -> 214D Dmg - 3091 Heat - 38 If DID hits twice, then Dmg - 3168 and Heat - 40. Works on the entire cast. If you're by the corner, you can just do a forward throw combo. EDIT: Looks like these combos also work if you happen to score 5B or 5C aerial counter hits. This may be a generic ground to air counter hit combo.
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Noob question about blocking..and recovery after or during being comboed.
MashThat5A replied to seven215's topic in Archive
Yea, that's a good tactic, but just holding up-back and praying...not so much. -
Noob question about blocking..and recovery after or during being comboed.
MashThat5A replied to seven215's topic in Archive
Basically, it's a tactic, but not a very good one, especially if you don't know the frame data of your opponent's characters. Learning frame data might be a little too much for you to handle at this point. -
Noob question about blocking..and recovery after or during being comboed.
MashThat5A replied to seven215's topic in Archive
Only use A and B. Using C gets you TRMed. Delrian's advice is really good, but it means you'll need to either watch some videos or go into training mode and learn the timing between gattlings and links for each of the characters. Not saying it's bad, but it's work. -
Noob question about blocking..and recovery after or during being comboed.
MashThat5A replied to seven215's topic in Archive
Yes, mashing to get out is very bad. Is this early or late into the combo? If it's early, this can be helped by going into training mode and seeing what combos into what. It's not as bad (but still bad) to mash early because the pickup could lead to huge damage if you don't tech. However, late into the combo, those random moves that hit you won't do nearly as much damage. At that point, hit a button only when you think it's safe. An example of this, good opponents will try a meaty for the people that just mash. Try to tech during the active frames of the meaty and bring it back to neutral. -
[CS1] Top Hat Top Hat Top Hat Top Hat: Top Hat Top Hat (fedora)
MashThat5A replied to Zidane's topic in Archive
AKA CS2 -
Community Project: BBCS2 Character Tutorial Videos UPDATED MAY 2ND
MashThat5A replied to Spirit Juice's topic in Archive
This is a really good idea SJ. So all everyone is doing is providing you with written info? I am available to help with Ragna. -
The problem with the 5B-5D chain is that it can be punished easily, can be a little tricky to hit confirm if your spacing is correct, and I think it still does less damage than the 2B pickups becaue you can't 22C. 5B-3C-2B pickups like Titanium Beast said are just so much safer/ reliable because you can jump out of 3C if necissary. How should Ragna go about approching Arakune in the matchup? Is it all based on reacting to what he does?
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LK's GAMEPLAY RELATED QUESTIONS ONLY question thread
MashThat5A replied to Lord Knight's topic in Archive
LK, what is the best way to get your opponents to respect your pressure? I play Ragna and he has a lot of trouble forcing teching and blocking outside of 3C and 22C oki, and even then the 3C requires you to condition your opponent. Do some characters just have a hard time with this? -
2A->5B combo ending in 22C oki. Very easy to hit confirm and no risking a whiffed 5A. 2A->5B->3C,2B->5C(JC)->jC->jD(JC)->jC->j214C,dash 6D->jD(JC)->jC->j214C, dash 5D(2)->22C Dmg-3008 Heat-49 Crouching alternative netting more heat, slightly less damage and only DID oki. 2A->5B->5C->6C(2)(DC),6A(HJC)->jC(JC)->jC->j214C,dash 6D->jD(JC)->jC->j214C, dash 5D(2)->623D->j236C->j214D Dmg-2945 Heat-55
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Does Ragna have any special Option Selects? I've been toying around with a Dead Spike/Inferno Divider one but it doesn't look like it works.
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The thing is, a good Jin won't throw out a random DP because it's so easily punishable. I might be misinterpreting your post, but it sounds like you are just approaching and Barrier Guarding in his face everytime. The key is to mix it up a little. Start off with approaching and attacking and when he starts to DP, start baiting it. Are you letting him get you in the corner? Because that's a HUGE mistake against Jin. You want to keep him mid-screen where his pressure is terrible. Sounds to me like you need to work on your hit confirming a little. If you're at a certain distance for 5B 5C, you need to do Hell's Fang, no exceptions. Wake up DP is not that good unless you have meter to burn (waste) because once you do it the first time it gets super predictable. If he does wake up DPs, especially the C version, bait it hard! If he whiffs/ gets blocked he eats a huge punish for the small reward of landing it (2K on CH?). Running up and then blocking is a surprisingly good way to bait it against bad Jins that do it too much. Don't know how to help you for the jB problem, never seen that before. What moves are you using that make you eat Arrows of Ice? That sounds like a problem with you being predictable in your block strings/mix-up game.
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[CS1] Jin Combo Thread (and a quick guide on mix-up)
MashThat5A replied to Ice Cube's topic in Archive
Yea that sounds much better/safer. It would be nice if Jin had some legit mixup but I guess it's still block low FTW huh T_T -
[CS1] Jin Combo Thread (and a quick guide on mix-up)
MashThat5A replied to Ice Cube's topic in Archive
Okay so I haven't seen a post about this cross-up/mix-up yet. Off of a standing blocked 5B(2), if you do JB>J2C, everything hits on the same side of the blocking character. However, if you dash in and they block 5B(2), doing jB>J2C is a cross up. This was tested against the entire cast minus Platinum and it doesn't work on Tsubaki, Bang, and Tager (LOL too big). The timing for Carl I found to be a little tricky, but for everyone else it was quite simple. The most practical way I can see this being used is if you can get your opponent to block a 6D, but is seems like it could be a pretty legit mix-up.