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Everything posted by -Kid
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Already on it.
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For the last Combo, you have to delay 214B. Do it early and they will be able to tech.
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[CSE-CP] The Funny Things I Do With Ragna (A Guide To Tricks and Gimmicks)
-Kid replied to LuminAbyss's topic in Archive
Excuse the double post. Combo > 3C > 22C > rapid > 3C > 22C > rapid > dash 2A/5A > throw This also gets you a green throw. Obviously it uses 100 heat. I think this is a pretty good set up, because after the second 22C, the opponent may be trying to mash to get out of stagger, so you may even get a green throw counter. Gotta make use of the 22C repeat proration. :3 Hell, any combo works into green throw with 2 22C's..even this works into green throw: 3C > 22C > rapid > 3C > 22C > rapid > dash 5A\2A > green throw. Even though the combo Is short, it still works. Who said proration was a bad thing? NOTE: on the 22C Dash 5A cast, only 50 heat is needed...do the maths. -
I stole Kaqn's pink..I'm rocking that shit now, Bun Kaqn. Good stuff mash, I enjoyed that.
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[CSE-CP] The Funny Things I Do With Ragna (A Guide To Tricks and Gimmicks)
-Kid replied to LuminAbyss's topic in Archive
Hey guys, here are some combos that allow for the rapid > 2A > green throw trick: From KayEff: (corner) 5B > 3C > 623D(2) >> 236C >> 236C > CU 5C > 5D(1) > 214D > 5C > 6A > hjc j.D > jc j.D > j.214C > dash 5D > 214D > 5D > 22C > RC > dash 2A > 5B+C Mine are less practical than the one above because of the requirements, but it's still worth knowing I guess: 22C Dash 5A cast: Corner: FC 2C > 2D > 22C > dash 5A > 5C > 6C > 6D > jump cancel > j.C > Belial edge > 6B > 5C > 5D(1) > DS > delay 2C > 5C > 5D(2) > 623D(2) > upper > straight punch > cross under 3C > 22C > rapid cancel > dash 2A > throw Non 22C Dash 5A cast: (Note: This combo needs to be started with a minimum of 51 heat to enable you to have 50 heat before the rapid into green throw) Corner: FC 2C > 2D > 22C > rapid > 6D > delay j.D > 5D(1) > DS > delay 5C > hjc j.C > j.D > jump cancel > j.C > j.D > Belial edge > 6B > 5C > 5D(1) > DS > *delay 2C > 5C* > 5D(2) > 623D(2) > upper > straight punch > cross under 3C > 22C > rapid cancel > dash 2A > throw * - This combo doesn't work on Valkenhayn, Carl and Arakune because the 5C after the 2C whiffs. I had the damage + heat gain of the combos but I lost it somewhere and I can't access my ps3 right now so I'll get back to you guys on that later. You are better of going for KayEff's combo in the corner if you want a green throw set up, as mine have too many requirements..especially on the non-dash 5A cast. Will post more green throw set ups If I stumble across some in training mode :3 -
I need to play some bb. I'll be online in a sec if anyone wants to play.
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Ragna Critique and Self-Improvement Thread
-Kid replied to Bandit Revolver's topic in Ragna the Bloodedge
Basically what Fluck said, but i have a few stuff to add. Wanna make it concise though:- - You are letting the Tsubaki get away with too much. She's using blockstrings on you, which is a free punish if you Instant block then use C Inferno divider. You can dash 5A punish after she uses 6BB on block. Tsubaki shouldn't be using full block strings on you. -Block lows, react to highs. Don't guess block. if you see an overhead coming, block it. Tsubaki's overhead is slow, so if you see it coming, with enough practice, you'll be able to block it. You got hit by too many 2Bs due to you guessing. -Don't be afraid to approach tsubaki, rush her down if need be. Being a ragna player, you dominate her. Don't allow her to build stock freely. It seemed like tsubaki was approaching you when she was ready. you approach her. -Stop starting pressure with 5B, it limits your options. Start with something like 5A or 2B. Preferably 2A. -Stop using DS after 5C so much: 1. it's easy to react to by jumping over it. 2. if you do it too much, you'll get reversal'd easily. (Not in this match up from that distance, but in other match ups like against valk you will) If you wanna use DS to reset pressure, try using it from unpredictable blockstring options like 2A > 2B > DS. That way, you stay close to your opponent, and you can go for a dash 5A/2A after DS to catch them mashing buttons, so you can get a counter hit. Even though DS is easy to react to by jumping over it, it's less predictable from 2B, as a pose to everyone expecting it from 5C, so the opponent may not even jump in time. -
Hmm, yeah my bad on the 2 dropped combos. For the first one, I actually Didn't know that my j.B was going to cross over like that, so that's why I did 5B > 6B. The second one with the 2 6C's, I just don't know what happened there. I was just having a really bad day in general. The reason why I opt'd for that reset is because I just wanted to keep relius close to me. Several times I tried to bait a CA by jump cancelling, yet I still got hit Thanks for the input!
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Need critique on my Jin. I don't really know how to play this match up. It's hard to get in against relius, and i can't stay far using ice swords. I'd appreciate some advice about this match up AND on my Jin in general. Thanks in advance guys. http://www.youtube.com/watch?v=JOcjWt5SDYw&t=19m36s
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Dunno about the others, but i'm gonna still be playing BB, just giving it a short break for now. And yes, i'll still be coming AH. Will just be playing my jRPGs for now.
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The 3rd cross up will most likely lose to Jin's D and C DP, since both hit above and a bit behind him. I'd suggest only doing it against Jin if you've conditioned your opponent to block on their wake up.
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Hmm..after having many games with a taokaka player today at an offline blazblue session, i came across something quite peculiar. Now i'm not sure if this is character specific, as I'm yet to test it on other characters, but basically, as I was pressuring the taokaka player, I at the same time tired to go for frame traps, just to see if I'd successfully get a fatal counter, due to "UK mashing". I happened to go for 5B > 2C, and as 2C was about to come out, the taokaka used a CA, and it completely whiffed during the animation of my 2C. I was then able to punish the CA with a 5B > combo (Normal hit, not counter hit). If at anytime you have a feeling that the taokaka is going to counter assult, just use the 5B > 2C string. A large majority will CA anyway, due to bad defensive options and a lack of a DP. This is just useful to know I guess. I successfully pulled this of all times the taokaka used a CA.
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3rd that.
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React to Ragna's DS by jumping over it on block, and punishing with a nice j.B. Would better if you IB before the DS, so that you can get a nice dash 5B counter hit, depending on the range. Ragna's 2A low profiles his own j.C, when he uses it as an instant air dash jump-in. On his landing, since it whiffs, you can punish with 5B. You can also go to the other side of him with a dash 2A, if you should prefer. 6A is useless against j.C at times.
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6C is very good for catching tager's back dash. Pay particular attention to the fact that the second hit of 6C will hit him while the first hit whiffs. If you are also good with your spacing, you can get a lot of 6C starters at neutral. Don't do this too often though, just when the tager least expects this at neutral. I've gotten a lot of 6C starters from neutral since tager's most likely won't be blocking low, the match will sometimes bs spent with both players waklking back and fourth.
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Hmm..dunno how I'd fair against American players at EVO. Would like to go sometime though. Good luck to all the Jin players that make it.
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Lol, everyone thinks that he's only my sub. He's just as much as a main as my Ragna, maybe even more as of recently. But I do agree with Moy here. I mean, you should have a pretty good idea of the choices a Jin could make in different situations. Obviously you won't be blocking it 100% of the time, But being a Jin player, it shouldn't surprise you want they may do. Or maybe you are just not used to playing against another Jin? Idk.
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I guess so. Oh, anyone interested in a throw combo in the corner that does 4102 dmg? 5A+B - 5C - 5D(1) - DS - delay 5C - jump cancel - j.C - j.D - jump cancel - j.C - j.D - belial - 5D - cID - upper - wall bound - CU 3C - 22C I've gotten this to work on relius and Jin so far, will test on the whole cast soon. Also if you are too slow with the CU 3C, they will be able to tech, so it's important to do it fast. I think this might be character specific too as it may depend on characters falling hitboxes. EDIT: this combo DOESN'T work on tager and hakumen. Also note that if you do forward throw into 5C, it will blue beat on tager, hakumen and valkenhayn if their back is to the corner completely. Leave some space between these characters and the wall to give you time to recover from the throw so you can do 5C. And yeah you have to do the CU 3C really fast. Damage: 4102 Heat: 48
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Given that explaination then fair enough. I can understand that. Just trying to go for something new sometimes.
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I know exactly what you were saying without having to reword it, I just don't think it's trash. Half the stuff we learn as players, we won't always use anyway, but it's good to know about them just incase we are in the situation. Fair enough about the thread being long, or that the combo is not beneficial, but it's not trash. What's the point of learning who 3C - 214C works on with Jin then? What makes that any different from this?
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I'll be willing to do anything that gives me swag-gu-na points. ?
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Bun Hexanoid.
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Hmm..not much here. I guess i'll post my experience and what i know. Being Ragna players, obviously we'd want to be in the opponent's face 24/7. Rachel makes this difficult with her zoning tools. You'd want to first start the match by gaining momentum before she does. It's imperative that you keep rachel on her toes, because once she gains momentum, you'll find yourself in the corner, eating her vortex and her instant overheads. It's this reason why you should rush rachel down when you get the opportunity to. It's not worth dropping pressure to try to bait her cat chair. You'll find that most rachel's are actually scared of it back-firing, since it's an easy fatal for Ragna. Getting in is the problem. In this case it is down to player specifics. If you know your opponent uses 2C a lot, then by all means try to bait it. Don't get too happy trying to bait 2C though, you don't want to lose your pressure and momentum. Rachel has REALLY good ground game, and covers ground space really well..where Ragna is best. Her A lobelia + Wind beats ALL of ragna's approaches and jump-ins, making it even more difficult to get in. If Rachel does any other Lobelia other than the A version, you can run underneath it and fatal her. (If you don't know what the different lobelia's look like, go to training mode). The course of the match gets even more difficult when she has the pumpkin out, as this + Wind is an easy approach for her. Once she does this, you will be set on the defensive, trying to guess when she will do an instant overhead or 2B. Wrong guesses lead to corner carry, then vortex, then rape. DO NOT (or should i say avoid) using a counter assult when you are blocking george. Quite a lot of rachel's use george to bait counter assults. When george is out, take full advantage of 3C and it's Jump cancellable properties. Be smart about how you approach. Sometimes all it takes is for you to run all the way to her, past george, past the poles. Main idea of the match-up is to gain momentum first, stay offensive and try not to be put on the defensive too much. Once you have Rachel in the corner, try to go for good, unpredictable oki. You don't want her to escape. Save your heat for mix up and pressure. Don't use it for CS, unless you are going to kill!
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Wouldn't it be easier to have a thread full of specific character combos? and this thread can be used for general combos? I find myself going through the millions of pages this thread has just to find if a combo works on a specific charcater. Like yesterday when i was looking through this thread to see if Tsuika - ID works on Rachel.