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Everything posted by jiyuna
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Hmmm, I developed a pretty sick combo to do in Blood Kain, but I'm waiting until I get my capture card so I can upload a video first. I honestly think it's gonna become a huge part of Ragna's BK game, so I'm trying to get this up ASAP before someone else figures it out. Soon everyone will be running the "jiyuna loop"
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Jin DP is in no way 6a. This isn't SFIV...you can't do last second DP and win/trade. Couple that with the fact that IB in BB is retarded good/easy, and you'll see you're taking a huge risk everytime you go for AA DP. 6a's on the other hand have invincibilty properties to beat out incoming air attacks, lead to more damage, and can be chained/jump cancelled to make them safe against block. I don't even know what we are arguing about now, but I'm saying again that approaching Jin from the air is fine; it's ugly, but you can basically just cannonball on top of him while mashing on IB, then j.b/c as you start falling. EDIT: and to answer the OP's question, learn2play. and IB (a lot).
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You should remember this quote, you're gonna be laughing at yourself in a couple weeks.
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Ignore this, approaching Jin from the air is fine. Even though he has FOURRRR DPSSS OMG, he has no 6a anti-air, which makes an air approach much easier. His fastest DP has the same startup as Ragna's 6a- but it has no invincibility, longer recovery, and leads to less damage. Jin DP's are more about zoning and catching jumpers than defensive anti-air. And who started this "Ragna j.c is meh" idea? That move is pro.
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Carnage Scissors is 2 parts...you can charge/delay the 2nd hit by holding down D. If you hold D down for too long, however, the second part will not come out. If you want to combo after with 6a, you need to charge the 2nd hit for a little because it increases untechable/hits them lower/something and makes it possible for the 6a to land. Have the people giving advice in this thread played BB for more than a few minutes?
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He didn't do dash 623C, he was magnetized from Tager's tackle.
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dead spike might be useless in canada, but in actual gameplay with skilled players it's a very nice tool for Ragna to have. the move is slow to start, but leaves Ragna at +3 on block which allows him to repeat a pressure string or punish anyone who is scrub enough to press buttans.
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:vbang:
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pro-tip: if your character has IAD, they can approach from the air as well as anyone else. you don't need a varied arsenal of "air-to ground moves" to get in on someone. and i thought we got over this "does Ragna = Sol???" discussion six months ago.
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[CT] Carl Clover Tactical Discussion/Questions/Help
jiyuna replied to Alternate275's topic in Archive
You've got it mixed up. The number is Dora's rating for himself winning; i.e he rates Bang mirrors at 7:3 in Dora's favor. He considers his worst matchup to DI...i mean Carl; which he loses 3:7. -
5b before 6a, sucka:RG:
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Then just do any combo and win?
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I think the ??? part is actually "lose all your health to blood kain/mindlessly charging toward waiting opponent".
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Timing goes like this: (off a back throw) Blood Kain > sj.D > opponent bursts > ????
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Dead Spike is only used in blockstrings. It's slow to start, but gives Ragna +frames if blocked so you can continue pressure/combo/whatever. Since it's slow, opponent can just jump over it and land a CH j.c into rape, so it's best to use sparingly; but overall it's a very nice tool to have, I didn't give it much credit before.
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no.
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then was this frame data translated incorrectly (or am i just reading it wrong)? i don't have the mook yet so i can't check. http://rclacas.googlepages.com/ragna.html
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TK GH is faster startup, but it makes an unsafe move even more unsafe. i just use regular GH and only in strings, usually. and regular GH is the one that hits head and body; TK is just head. after you do 623C/D~ into knockdown; if you catch there roll with a falling j.c, you can combo a GH for some extra damage.
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this thread is shit broly2012- do 3c > 5d(2hits) > DC > 6a > 5d(2hits)xx22c if you're near the corner. don't use 3c in combos unless you're going to 22c (shut up Blood Kain lovers:arg:). if you're close, do this instead- 5b > 6a > 5c > 5d(1hit) > 214b~d > 5b > 623d~. It's meter-less and does like 3200~ damage just starting from 5b; you can add more hits before it (IAD j.c~d, CH 214d, CH 214a, etc.) and break 4000. i also saw kaqn go for 5b > 6a > 5c > 5d(1hit) > 214b~d > 5c > air combo against jin. it did big damage, but was invalid; hopefully he just messed up the timing and it's a legit combo. random info CH 6a > 5b > 6a > 214b~d > 5b > (6a > air combo) OR (623d~). Air combo will always do more damage, but won't work depending on char and your position/timing; with experience you'll be able to determine if you're in position and decide which ender to go for. You can also do this combo after a CH 623c/d(1hit) RC; just remove the first 6a. 623c/d(1hit) RC is amazing, btw. [2d or CH 623c(2nd hit)] > 5c > 214a > 5a > 5b > 6a > [5d(2hit) > 214a~d] OR (air combo) Very useful combo; it's also used when you land 214a on an airborne opponent, just start the combo from 214a > 5a > etc. learn how to add dash momentum to your 5b and 5c; it gives ragna so much more range on those normals. you need to 665b...be careful because if you do it too quickly you'll get 6b instead. if you do it correctly you won't even see the dash come out, but ragna will just do a sliding 5b that goes about 1.5x further. GH combozzzzzzz 214b~d > RC > 214B~d > 5b > 623d~ (xxx > 5b > 6a > air combo?) i'm not sure which chars these combos work on because starting combos with GH is gimmicky, the timing really varies depending on standing/crouching/character/CH/distance/corner/etc; you really need to practice them yourself. if you catch crouching opponent you can skip the RC > 214b and just go into the combo finisher. if you catch a CH on the 214b and have good reaction, don't do the followup and instead dash in 5b > 6a > 214b~d > 5b > (6a > air combo) OR (623d~). again, i'm not sure on the character specifics with these combos, but GH is a cool move (20f halfscreen overhead) so you should experiment with them on your own. that's all i can think of off the top of my head; summon Veteru to this thread if you want more information.
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:lol:
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nah TITANIUMBEAST, your combo (even though it's copied lol) is better. just lose the GAUNTLET HADES finisher; knockdown is not worth 50% damage in this game. only benefit to the BK combo is that it works from further away from corner; downside is it's BK and only scrubby US ragna's think BK is a good thing to have active. even with only 1 RC (the 2nd RC should never be used anyway), the Tougeki combo is still 5500 damage PLUS it leaves the opponent in 22c stun, which is ideal for attempting resets. I'm hype about using this combo, but the char. specific requirements makes me sad.
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have you ever played a human before or just the CPU?
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You sure the key is not his ridiculous damage, pokes, DP, overhead, 6a, combo range, resets, etc etc.?
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