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-Kid

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Everything posted by -Kid

  1. Does better damage if you include a 6C after the CH 2D. CH 2D - Delay 6C (Until they are fully on the floor) - dc - 6B - 2C - 5C - 5D - dc - 5C - jc - j.C - j.D - jc - j.C - DID into axe kick Damage: 4189 Heat: 41 CH 2D - 6B - 2C - 5C - 5D - dc - 5C - jc - j.C - j.D - jc - j.C - DID into axe kick Damage: 3960 Heat: 36 First combo is slightly harder but more optimal. Also what i wanted to say is that, i don't know if any of you have noticed, or if i'm just really late, but for Hells fang > ID combos on Relius, you don't have to delay the Hells fang at all. For example: 6B - 5C - 6C - dc - 6D - jc - j.C - Belial edge - 6B - 5C - 5D(2) - Hells fangs + Follow up (Do not delay) - cID/dID - Stuffz. If you want to go for ID - Wall bound - cross over 3C - 22C/Hells fang, you have to either: 1) Delay the wall punch 2) Do the cross over 3C really fast If you don't do any of these 2 things, Relius will tech before you hit him with 3C. If you go for hells fang at the end after having done a fast Cross under 3C, you can go for a dash 5A after the Hells fang which will hit him, and cause a tech, you can go for an air unblockable reset or oki or more pressure with DS or whatever. So far i'm come to notice that you don't have to delay Hells fang only on Relius. I'll get back to you guys on who else this applies to.
  2. The thing is, a meaty DS is silly for several reasons. If you want to wait to see your opponent neutral tech before hitting a DS input, that won't be meaty. The thing is that for a Meaty DS to occur, you have to anticipate that your opponent is going to tech, which is annoying, because these days, no one neutral techs as often against ragna anymore in the corner. I guess meaty DSs come with knowing a player well, knowing when they are going to tech, so you can use DS accordingly. Other than that, a meaty DS is just a guess in most cases..which is what I found to be true when I play. I'd suggest learning the players habits, then start using meaty DSs to stay safe on their wake up. Maybe not. But you're spacing just seems way off, if the player is rolling past you and ends up either behind you, or behind your DS (in front of you).
  3. So like, I'm online if anyone wants some games. ._.
  4. Nope, I'm on the second series now
  5. LOL!! Why is this section always awake at night? Anyway yeah i have uni in the morning, so just going to quickly watch an episode of Higarashi then go to bed
  6. Use Deadspike to cancel her 214C/D. It'll prevent them from trying to run underneath you if you try to jump over it and prevents primer loss
  7. When i hear complaints about ragna, it just sounds like salt to me. Honestly. But it doesn't really matter anymore. Oh btw guys i won't be able to play online for like 3 weeks starting today because of exams and stuff.
  8. It's also jump-cancellable, making it a good option for getting rid of george. I think George has like 300Hp.
  9. The first thing i thought of was Bang getting 7K with a full needle distortion and a command grab. lol. Gotta love bang <3
  10. I agree that the match is mostly in Ragna's favour, that being said, it is still pretty difficult because: - The tide of the match can indeed change depending on the items Plat has. This can easily put ragna on the defensive..if you take into account instant overheads with the frying pan. Ontop of that, you have VERY good swallow moon mix up, a command throw and very good oki. -Ragna's have to be careful about throwing out a DP, as most characters look to bait that anyway. If you have very good blockstrings with Plat, i'll basically be sitting there all day, amongst the mix up, until i see a gap, or i try to get gutsy and DP. -She has projectilesssss lol. (Not much of a big deal with plat actually) Despite what the match-up is, i honestly feel that the match could go either way, with ragna winning, or plat winning.
  11. Good normals? Decent, more like. 5B is good, but not as good as people think it is. Tager's 5B beats my 5B AND 5C, because of my extended hitbox on both moves. The world isn't full of zoners, i didn't say that. I'm just saying that people need to think about how characters fair in other match ups, rather than just one. Even platinum vs ragna is difficult for ragna.
  12. This is going to be like the 5th time i'd have to explain this to people. Ragna's j.C buff was very much needed. As you all know, ragna has NO projectiles, His j.C is his ONLY way of getting in, especially against characters like Mu, Lambda and Rachel. Every other character in the game has projectiles OR a way to deal with/avoid projectiles...Ragna is probably the only character that suffers against projectiles, as he has none, or a legit way to deal with it. This "buff" in Carnage Scissors still didn't help his cause. Now tell me, if he didn't have this j.C buff, how the heck would he get in? even with the buff, it's still very hard to get in. Fair enough it's stupid against characters like tager, but you need to look at Ragna vs the world, not ragna vs tager. Ragna is not as good as people exclaim him to be. The only thing he has in his favour is a very good DP, and consistant moderate to high damage. ._.
  13. Yep, i do.
  14. -Kid

    [CSE] Ragna vs Jin

    Confirmed. This actually does work.
  15. Ah, that seems to make more sense, thank you for that
  16. You can do a lot of things from 6D. Firstly, you can use it anywhere in pressure, but it's best to use it up close, so that you can cancel into j.D and amplify your mix up options. From 6D, you can do one of many things: 1. 6D > j.D > Jump cancel 2. 6D > j.D > GH (double overhead) 3. 6D > delay GH * (we'll come to this in a sec). 4. 6D > Jump cancel 5. 6D > delay j.D > 5A (Used to reset pressure, as delayed j.D > 5A is REALLY tight) 6. 6D > delay j.D whiff (Fake overhead)> 2B (You have to use the j.D late, in order to cancel it into a land on the ground, then go for low mix up with 2B) 7. 6D > delay j.D whiff (Fake overhead) > 6B 8. 6D > delay j.D whiff (Fake overhead) > Throw (Kara throw if possible, as you might be out of throw range. If you can't kara throw, just dash and throw). 9. 6D > delay j.D > Backdash (To bait reversals/DP's) * - Never use this unless you have conditioned your opponent to block low after 6D with Number 6. Why should you never use it otherwise? Because the likelyhood is that if you use 6D > GH, your opponent will block it because they expect an overhead to come anyway (being j.D), which is why you only use it if you have conditioned them to block low after 6D.
  17. Just a few things to point out. You said your combos need work, so i'm not going to comment too much about that. I do think you need to block more on your wake up though, the opponent is getting way too many counter hits on your wake up. Holding back is the best move in the game. Also, your opponent rolls away from you too much, which means you lose your attacking force. You need to tech trap them more, if you feel that they are going to roll, then use 2B to catch their roll. After a while when they have realised that they need to stop rolling because of this, you can then switch up what you do. Go for meaty 6B's if they emergency tech, or go for 22C's if they delay tech. This is where conditioning your opponent comes into play. Try also using the 22A~C option select. @1.53. Relius' tend to charge into you with Ignis after that distortion. Just GH over ignis and relius. It saves you from all that mix up. Ignis only goes in one direction, so she won't turn around when you pass her. For tager stuff, look at what i said above. Also @ 4.17, becareful of tech traps, best strategey is not to tech when tager hits you like that. If you do happen to tech by accident when a tager is going for that reset, just make sure to use j.B as you get close to the tager, it will beat his AC. Backdash after Tager's 2D on block. =( Use 3C on 6A attempts to drag you in. Overall learn tager's resets, and don't tech. The people you were playing need to learn how to hold the block button.
  18. -Kid

    [CSE] Ragna vs Jin

    Really? wow. From what i've seen and experienced, it will whiff if you do: 5B > 5C > 3C > DID In this case the DID will whiff because of the extra added 5C, and it IS a hitbox thing. I don't get why Jin's falling it box is so weird. I've been at point blank range of 5B and have hit with the following combos: If we are looking for DID combos, we are better off going for: 5B > 3C > DID (In the corner for 22C combos) Omit 5C. Or 5B > 5C/3C > DID (Mid-screen). Have to be really close though.
  19. I'll tell you this for free. The main game to play against tager is just a waiting game really. Playing footsies is even danagerous in itself, if the tager can instant block. You oughta be more careful now in EX, because Tager's Mag is stronger, and with an increased combo rate, he can get more damage with relative ease. You have to basically play super dry against tager, wait for the tager to mess up, then punish accordingly. If he uses 2D, punish with a spaced 5B or 5C. If he Super high jumps i do one of three things: 1. Air throw. (Only to be done if you are feeling gutsy..as tager can use j.2C to stuff your throw attempt. He'll get a counter hit) 2. Run underneath him and use 5B on the otherside. The opponent will have to block the other way to block the 5B. 3. Just run all the way underneath him to the otherside and do nothing.. allow the tager to get frustrated. Remember, you have better mobility. The idea is to get the tager frustrated, so that he can mess up/make mistakes, and you can punish. (After all, it is fair that we do that to at least one character, since Mu does it to us -_-). -Limit your block strings against tager. Not many people realise, but ragna's pressure has quite a few holes in it. All it takes is one IB > 720..especially after 2C. -Limit DS use, especially when mag'd. -Limit GH use..also be ready to rapid if need be. If tager is getting too backdash happy, Use 6C to catch his backdash. Also make sure you are hitting those instant blocks, you'll need em for tagers that do: Whatever > Sledge. especially a sledge after 5D on block. Don't always be so ID happy, all it takes sometimes is a simple Dash 5A after an instant block. Always keep tager guessing after he uses gadget finger, mix up what you do, just as he mixes up what he does. ID/Backdash/Jump/Ghetto BK (If you really fear for what the tager might do next). Hope this helps. =]
  20. What!? Noel's 5A clashes with ID? Madness. Anyway.. Uh, pretty much what gramas said and a few extra stuff from me: j.B jump-ins? I mean you might want to calm down on the jump ins, unless you want to be hit with an anti-air. If you are looking to get in with ragna, use j.C instead. The extra vertical hitbox added to j.C in extend allow for better jump ins. It's also slightly harder to anti-air j.C as a pose to j.B. Also.. Never. Use. 6A. On. Block. Never. Unless you are willing to RC into lows (2B, 3C) or just jump away. But it's a waste of heat really. Heat is better spent confirming into a GH or something.
  21. Sounds like Jin but with less damage ._.
  22. You have to make sure to knock your opponent down in a combo with any of the following moves: 3C 6B (Knocking someone from air to ground) 2D (Requires 50 heat, BK, or CH) Axe kick (Only in BK) CS (1) Once you've succesfully used any of these moves in a combo, you'll be able to end in 5D > 22C. Example Corner combo: 5B > 5C > 2D > RC > 5C > 5D (1) > DS > 5C > H.JC > j.C > j.D > BE > 66 5D (2) > 22C.
  23. Yeah, i really need to start making use of 5C after DS. The reason behind me not doing that is because i get too paranoid that 5C will prorate the combo too much, that i won't be able to combo into 5D after. Thanks.
  24. Yeah it was. I think i input it too fast, because i was trying to beat the slight button delay. Thanks a lot, i'll keep that in mind for next time.
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