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Everything posted by -Kid
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Turns out that 5D(1) > CT is a better punish than 2C > CT. 5D(1) is fairly practical too. Punishes in the corner: 5D(1) CH > CT > 3C > 22C > 236D > 2C > delay 5C > j.C > j.C > j.214C > 5C > 5D(2) > DID DMG: 5558 HG: 25 Lifesteal: Punishes midscreen: 5D(1) CH > CT > 3C > 22C > 665C > HF(1) > 665B > 5C > 5D(1) > GH > 665D(2) > DID DMG: 5120 HG: 22 Lifesteal: 5D(1) CH > CT > 6C > delay 6D > j.214D > 665B > 5C > 5D(1) > GH > 665D(2) > 22C > DID. DMG: 4942 HG: 19 Lifesteal: 5D(1) CH > CT > 6C > delay HF(1) > 665B > 5C > 5D(1) > GH > 665D(2) > DID. DMG: 4476 HG: 17 Lifesteal:
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I've just been testing things out, and using Blood scythe on your opponent's wakeup seems to have it's uses. Bare in mind that for what I'm going to say, you are required to condition your opponent to emergency neutral tech, or at least you have to know that they will use this tech when knocked down. Basically the BS can be used to bait reversals in the corner, as I previously stated. You have to use the BS as they are about to recover from the tech. Make sure to be close to the opponent, this makes it more likely for them to try to attempt to DP you. For example, I tried it on a few of the cast: Mu Origins was baited and completely whiffs, enabling Ragna to confirm a fatal counter combo. Quite useful on Mu. Should the Mu player use 632146C instead as a reversal option, it still loses out and you'll still score a fatal. Jin I wouldn't really advise the use of this on Jin, because although you score a fatal on Yukikaze's recovery, Jin has two more reversals that he could use before resorting to Yukikaze. D DP beats the BS clean, making you lose your corner advantage. C DP beats the BS clean and will land you in the corner, as you end up with your back to the wall once you get tagged by the DP. (So to answer the previous question about cool side swaps by making Jin's C DP whiff? Yeah...No.) Hakumen Can confirm a fatal on Yukikaze recovery. This setup also works on characters like Azrael, for baiting growler and I'm sure it has it's uses against other characters etc. Can also be used to make Sturm Wolf whiff, enabling you to recover quick enough to land a damaging combo. As with other tech, don't abuse this.
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It was bound to happen to be honest, I'm just surprised it took this long. Hazama has always had great damage potential from a houtenjin confirm. Lol
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Well, hopefully if you are doing it right....you won't even activate Yukikaze and would score a fatal :x
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Most likely depends when you do it. Theoretically, it should bait Jin and Hakumen Yukikaze if used as they tech. The same can be said for Mu DP, in order to earn a fatal. for Jin's C DP, I don't see how it won't beat blood scythe. As for the D version, whether or not the first hit whiffs will depend mainly on the height at which you are at when he initiates the DP.
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Sounds interesting, but it's something that shouldn't be heavily relied upon, for reason stated by KayEff. It's one of those gimmicks you'd use once in a while when you know/conditioned your opponent to neutral tech.
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Just to go back to what Tong said about poking out with fast normals. Izayoi's 5A and 2A have a startup of 6f and 8f, respectively. They aren't exactly the best tools for mashing out of Ragna's pressure (especially 2A). Most of what Izayoi needs to rely on are hard reads, accompanied with good reactions. As I said earlier, Ragna's pressure isn't particularly threatening, so the best way to go about Ragna is to just be patient and poke out when you see 6B or jump barrier holes. That comes from being able to know what Ragna is capable of, and more importantly, knowing the Ragna player you are playing against. If you end up landing yourself in the defence, reckless mashing with an 8f 2A will get you bodied.
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Learning where the holes are in Ragna's pressure is a start. He really isn't all that threatening when he is pressuring. Just sounds like you don't have much match up experience. Izayoi's mixup in gain art is actually scarier than Ragna's, if you can get him to block. Barrier blocking is effective against Ragna.
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^ I second this.
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2A~5B~5C OS might be a better option then auto piloting a 5B/C on his wakeup.
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It'll be quite cool if FC D Divider > CT was a viable option.
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Who knows? We'll have to wait and see how corner BE actually works. As for any other news, what we've been presented with is what we know so far, there has been no mention of 6B as far as I'm aware.
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Really? Seems that way to me when I think about combo potential. Makes you wonder what you're supposed to do if you get an air hit confirm > BE, huh? Alternatively, we can end our combos in BS ground bounce or air DID, But we really won't be seeing much damage off air confirms if I'm right.
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My reaction exactly. In all honesty, I'm really not happy with Ragna's changes. I consider both the DS change and the gauntlet hades change more of a "This has been fixed" move than a buff. Although the D ID buff will be useful for fatal combos and lead to more combo routes, I felt that a buff for Ragna could have been better spent somewhere else. The D ID change wasn't a necessity IMHO
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With more practice, you'll eventually know the range at which 6A will whiff.
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Combo looks nice. Although the 2D > RC > 6C route not only gets you better damage, but the corner carry is similar too. Generally the 2D > RC > 6C route is better because unlike the DID(1) route, you don't have to be as close to use 2D. If you use 5B > 5C from a distance (which will always most likely be the case), you won't be able to hit DID whilst standing on the ground because the initial hit will whiff, making a 6D followup impossible.
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Backdash to make her normals whiff, then punish accordingly. The matchup is pretty much the same as how it was in CSEX. Just make sure you stay grounded most of the time and don't use reckless jump-ins. Ikutachi can be used to escape the corner should you happen to back her into it, so just be weary of that.
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Alternatively, you can look for info in the litchi section regarding this match up and learn it from her perspective I don't think that's ever going to be made possible. Doesn't make sense for Ragna to be able to drive cancel a drive. I personally think that the way he plays right now with his max range normals is fine. Ragna shouldn't be able to continue offense off max range pokes, maybe jump cancel on 5C, yeah. 5B and 5C are mainly used for spacing tools, not offense starters.
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Ragna can get 2.8k off 6B midscreen. The problem with that is that you don't know if 6B is actually going to hit your opponent. You are essentially giving up a free combo if you auto-pilot into 6D, which is why it's better to auto-pilot into 5D. As I've said, the problem with that is that if in the case that 6B was blocked, your pressure essentially becomes dead after 5D. Ragna has no lows after 5D which means your opponent can just block high by default and react to any reset pressure attempt such as BS or DS. If anyone is foolish enough to use GH after 5D, well.. At least when he had his C gattlings from 6B, there was time to see that the 6B has actually hit by auto-piloting into 5C/2C then into 6C. If it didn't hit, you can see that by the next move and act accordingly. All in all, there are hitconfirm issues with 6B in CP. On another note, I think both of Ragna's overheads suck. I'd never use GH without meter, unless I know someone is not going to block it or punish me after.
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I agree that they should give back Ragna's C moves after 6B. On the other hand, some believe that it's not needed and it'll make his mixup unnecessarily stronger. Personally I don't like having to gattling 6B > 5D, as it kills my pressure too much once 6B is blocked.
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examples of TRM setups are: 2A > 662A > Throw XX > Rapid Cancel > throw Where XX is any move.
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Matches from the Astral Heat Tournament in London, England Kid (RG) vs Fistmaster (RG) Fistmaster (RG) vs DonkeyKnifer (TK) Kid (RG) vs ExOnestar (LI) Fistmaster (RG) vs LordSpectreX (AZ) Kid (RG) vs DEDG (TG) Kid (RG) vs LordSpectreX (AZ)
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Wait, the metropolitan line is undergoing maintenance next weekend? Well shit, lol.
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Because you aren't going to use 6A on block, are you? 5D is better to use on block in anticipation of 2D.
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5D is still quite useful against Noel.