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-Kid

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Everything posted by -Kid

  1. The input for any and all ID cross ups is the same direction you are facing when you IAD. So the input will always be j.623X
  2. Not necessarily. It's dependent on where in "midscreen" you are. If you are in the player 1 or 2 position and you land an overhead, then yeah you can most likely use 22C before the D Divider due to the great corner carry of said combo. If you are further away from those starting positions, the 22C will whiff if you aren't "in" (not near) the corner by the time you land the 665B.
  3. Stay outside his 5C Range. If you give Kagura too much space, he can setup B orb which makes your job a lot harder. Once it is out, he can pretty much approach Ragna for free, and it becomes a guessing game of how you're going to dodge, and how he's going to intercept your action/approach. We don't want a guessing game, we use Ragna. We mostly need consistency and reliability. If you stay outside his 5C range, you can sometimes IAD j.C punish him if he tries to setup B fireball. Be careful, he can bait you with the A version. If he does happen to get the B fireball out, you have to use mind games to fool your opponent into thinking you'll do something predictable. Simply IADing over it might not suffice most of the time, as they'd try to knock you out of the air with 5D~C. Jumping over the fireball on the spot, just blocking it. Use these options based on what you think your opponent will expect from you. Other than that the match up isn't too bad. Just don't stay too far. Our normals are better, so we pose more of a threat to Kagura when staying outside his C range. If you catch him on block with IAD j.C j.D, go straight into an overhead on landing. Best chance for high mixup since its guaranteed that he won't DP you. (Since he has to take his finger off 2 to block high). Kagura's DP is a frame faster than Ragna's. Just sayin'
  4. Personally, I wouldn't use mixup off a 5C..or even 5C on block when I'm pressuring unless i'm trying to frametrap with 2C > 5C. Once you use 5C on block, you immediately kill your pressure, which is why I avoid using it unless need be. Mixup off 5C is not generally recommended because you have limited options anyway. Off 5C, you are either going to do one of the following: 5C > GH 5C > 2D 5C > BS (to reset pressure but really risky as I've explained) 5C > 3C (You'll most likely be out of range to hit 3C on block) 5C > DS These options can be made unless if the oppoenent just blocks low and reacts to what you do, not to mention that most of those options are unsafe. The best thing to do would be to whiff 2C and continue pressure, but that's only useful if you know the opponent won't mash you out of your next attack (which will most likely be 2B or 5B). You can maximize your mixup options by using mixup of say 2A or 2B, where you can start going into 6B, 3C, throw etc, ontop of the specials and drives listed above. When I'm pressuring with Ragna and using normals, I usually stick to using his A normals (except 6A), his B normals and 2C and 3C. Ragna's A normals (2A, 5A) are pretty good to use for pressuring opponents. Not only that, but they also have less pushback, allowing you to stay longer in the opponents face. 6D is a more reliable pressure reset than BS, because not only is it safer, it has less pushback, meaning you can continue pressure with A normals instead of using 5B after using BS. I'm not saying rule out these less reliable options, I guess i'm just trying to say that you should explore different methods of pressure, instead of putting heavy reliance on specific strings like 5B > 5C > stuff or other predictable strings. Do things like 2A > 2A > dash 2A > 2B > stuff or 2A > 6D > j.D whiff > Stuff. Try to mix it up. As for the videos.. vs Terumi 0:48 and 2:53. That's what I was talking about earlier, doing stuff after 2C or 5C is just too predictable. People expect that from Ragna because it's what all typical Ragnas do. Although it's hard to determine if that Terumi player was autopiloting or not. Sometimes it doesn't hurt to just wait after 2C, to see what your opponent is going to do. Don't know what to say about your matches against Tao, Bang and Hazama though. Just seems like you need to play those match ups more and get used to them. Tao's crawl can low profile Ragna's 5B, so be careful when thinking to start pressure with that.
  5. Corner combo FC BS > 666D > j.D whiff > 5C > 5D(1) > DS > 663C > 22C dc > 2C > 5C > hjc j.C > BE > 5C > 5D(2) > DID. Damage: 4752 Heat Gain: 31
  6. vs Tager Avoid using ground bloodscythe against Tager. It's not too difficult for him to backdash 360/720 on reaction to the move, provided that the player is competent enough. Also, take your time against tager, you seem to be in a hurry to finish him off, you not only have better field control, you have better mobility. You should be playing patiently and reacting to what he does. If Tager jumps > Air grab/run under 5B/run under to other side (avoid trying to anti-air due to whiffs made possible by j.2C) If uses 2D > jump punish/backdash punish etc. The aim of the game is to frustrate the tager player, making him more likely to make mistakes, which could end in your favour. Don't be afraid to throw out a few 5Bs or 5Cs for spacing purposes. vs Azrael Most Azrael's tend to base their mixup on 2C, which is not something they should be doing. So they'll either do 2C > 3D or 2C > 6D. It's good to note that Azrael can also gattling 2C into 3C, which makes for a good frametrap. It's not incredibly hard to poke Azrael out of 6D or 3D, so you'll need to react to the animation of the move in order to punish it. It might be slightly trickier to poke out of 2C > 3D, as 3D is 3 frames faster than 6D. Be mindful of when Azrael uses 2C on block and react to what he does next. Avoid mindless mash or you'll get frame trapped by 3C. 2A~5B~5C option select can be pretty useful against Azrael's backdash. Alternatively you could use a delayed 5B to punish backdashes and keep the Azrael honest, especially on wakeup. vs Platinum This is more general gameplay than advice against platinum, but make your BS attempts less telegraphed. You mostly used it after 5C which is a bit predictable (Since typical Ragna players use stuff > 5C/2C > drive/special). Using predictable BSs becomes even more dangerous when playing against characters whom possess a good anti air. :| vs Amane You nearly got out played, Good call on the Carnage scissors to finish the match. You can usually use Carnage scissors like that on reaction to an amane using 236D~B/C. But that becomes a guessing game because the amane player can use the A version to bait your reversal. Hope this helps.
  7. GGs to everyone I played yesterday.
  8. On top of all the stuff I said earlier, there are just a few things I'd like to add: - Ragna's ground bloodscythe is positive on block, so you really don't want to be mashing once you've blocked it, especially given the fact that his normals far out range yours (Hazama 3C could contest but its not a good idea to use that after having blocked BS). The push back on ground bloodscythe positions Ragna in the best way to get a 5B/5C CH should you be mashing buttons. At that range your normals will most whiff. - There was one thing you did in one of the videos (can't remember which one) where you used an air chain CH followup into Houtenjin, which was pretty good hit confirm. Overall though, I think you could work a bit on your hit confirm. There are several times where I witnessed you throwing 2B in combos when you could have gone straight into 5B > 3C for example. There were also times where you got a 2B hit but didn't confirm a combo and instead went into 214D~A. - Personally, I think your chain movements could be a little more ambiguous and seem to be a bit predictable. For example, you got anti-aired quite a few times against that amane (tbh you should have actually been anti-aired more, if the amane was more competent). More B/C chain followups are good to use once in a while. Personally my favourite movement is j.4D~immediate D followup, which can cross up at the right distance. Use varying chain movements to throw the opponent off and be less predictable. Also when you throw a chain out, don't feel as though you have an obligation to use a follow up. Try and use mind games and make your opponent guess when you'll approach. - Lastly, I think you could do a bit more to catch your opponent when pressuring them. You aren't really making use of Hazama all of hazama's tools (frametraps, command grab, tick throws). Your main mixup seems to come from stance overheads and lows, which is not reliable at all. It is good to use that once in a while, but I just feel as though you could just be doing more to pressure your opponent. 2C jump cancels are pretty good too.
  9. Contrary to popular belief, blood scythe isn't an overhead.
  10. Yeah blocking seems to be a major issue. You just seem to be mashing so much buttons on wakeup, after blockstun and after hitstun. Practice blocking more, no better character to do that against than Terumi. He isn't as big a threat as most of the other characters. Also I'd suggest learning more optimal combos. Watching some Japanese gameplay videos will most likely teach you some of them, and you'll have to pick up the rest on your own through lab work. The combo thread isn't exactly update to date and contains only a few optimal combos that you'll actually use, so you might have to rely on other means for other combos. Another thing I wanted to touch upon is the fact that your opponent disrespects your pressure too much by mashing you out consistently. Hazama has all the right tools to keep your opponent honest, so you really oughta make use of them. Hazama has frame traps including 2B > 5B, 2C > 5C. Once you get them to block more, you can then start using command grabs. This won't work if your opponent doesn't respect your pressure. Hazama has really strong normals overall, so it shouldn't be too much of a problem.
  11. Yeah 5D can be pretty good when used sparingly to discourage jumping. It's pretty good after Deadspike, where people tend to try to jump out the most. Alternatively, have you tried using dash 5A? It doesn't sound like much but I've found it very beneficial to incorporate a lot of 5As into my gameplay when pressuring, it's good at tagging people that try to jump out and doesn't kill your pressure/mixup if you should hit with it, like 5D. If it whiffs because they are crouching, the fast recovery allows you to continue pressuring. The idea isn't to hit them with 5A if they try to jump out (it's air blockable anyway), you just want to put them in blockstun if they try to jump out, which prevents them from using any further air movements and causes them to fall back down into your pressure. That's where you can use 6B or 6C on their landing for mixup, or an air unblockable if they aren't barrier blocking.
  12. I live in the EU and use Hazama, although it sounds like you are having execution issues, so playing someone may not be the best at the moment. Best thing in your case will be to try to overcome the execution barrier by just practising things in training mode, like the 214D~66B > 5A link and the loop combos. Also sounds like you might just have to play with Hazama more since you said you've been using him for a couple weeks. As for zoning, that'll come later, with more experience. If you should still want to play against Hazama, I guess I don't mind giving you a couple of games sometime. Online kills my Hazama though.
  13. Just figured i'd post some optimal combos since I don't really see many people using them. Excuse the long post, just trying to make everything clear for people to see properly. Midscreen combos: 5B > 2C > 5C > 2D > Rapid cancel > slight walk forward > 6C > delay 6D > j.214D > 665B > delay 5C > 5D(1) > 214B~delay D > 665D(2) > 22C > D Divider axe kick Damage: 4444 Heat Gain: 21 6B > 6A > 214A > 5B > delay 5C > 5D(1) > 214B~immediate D > 6A > TK 214D > 665B > delay 5C > 5D(2) > D Divider axe kick Damage: 2819 Heat gain: 20 * Combo route to take off a 6B on characters that 6A > HF doesn't whiff on (This can be used on bang if you slightly delay HF) 6B > 6A > 214B~Immediate D > 6A > TK 214D > 665B > 5C > 5D(2) > 214A > 665B > 5C > 5D(2) > D Divider axe kick Damage: 2642 Heat gain: 18 * To be used as an alternative to previous combo if playing against a character that 6A > HF whiffs on (Amane, Bullet, Mu etc) 5B > 3C > 22C dash cancel > 5C > 214A > 5B > delay 5C > 5D(1) > 214B~delay D > 665D > D Divider axe kick Damage: 4091 Heat Gain: 25 * Doesn't work on Kokonoe or Arakune, harder to do on specific characters. B+C > delay 214A > 5B > 6A > TK 214D > 665B > 5C > 5D(2) > D Divider axe kick Damage: 3017 Heat Gain: 21 4B+C > 665C > 214A > 5B > delay 5C > jump cancel j.B > j.C > double jump cancel j.C > j.D > D Divider axe kick Damage: 3174 Heat Gain: 22 2C CH > CT > 3C > 22C dash cancel > 665C > 214A > 665B > delay 5C > 5D(1) > 214B~delay D > 665D(2) > D Divider axe kick Damage: 5041 Heat Gain: 25 2C CH > CT > slight step back (if you're too close) > 6C > 6D > j.214D > 665B > delay 5C > 5D(1) > 214B~delay D > 665D(2) > 22C > D Divider axe kick Damage: 4.8k Heat Gain: 20 * Alternative route to take against Arakune and Kokonoe since 22C dc > 5C doesn't work Corner combos: B+C > CT > 236D > 5C > jump cancel j.C > j.214C > 665D > 22C > D Divider axe kick Damage: 4070 Heat Gain: 18 5B > 3C > 22C > 236D > 2C > delay 5C > jump cancel j.C > double jump cancel j.C > j.214C > 5C > 5D(2) > D Divider axe kick Damage: 4513 Heat Gain: 28 * Found to be the most optimal route even on crouching opponents 5B > 5C > D Divider(1) > straight punch > 3C > 22C > 236D > 5C > jump cancel j.C > j.214C > 665D(2) > 214A~D Damage: 3839 Heat Gain: 26 5B > 5C > 2D rapid cancel > 3C > 22C > 236D > 2C > delay 5C > jump cancel j.C > double jump cancel j.C > j.214C > 5C > 5D(2) > D Divider axe Kick Damage: 4914 Heat Gain: 22 2C CH > CT > 3C > 22C > 236D > 2C > delay 5C > jump cancel j.C > double jump cancel j.C > j.214C > 5C > 5D(2) > D Divider axe kick Damage: 5463 Heat Gain: 25 214D FC > 66CT > 666D > j.D whiff > 3C > 22C > 236D > 2C > delay 5C > high jump cancel j.C > j.214C > 5C > 5D(2) > D Divider axe kick Damage: 5244 Heat Gain: 29 *Meterless version gets 4587 dmg (use normal jump cancel after delay 5C, with an additional j.C before j.214C) and 29 heat.
  14. Dat unblockable setup. Good shit.
  15. I agree. It's still useful to know, even if you don't use it. Just one of many more things that Jin can do.
  16. http://www.youtube.com/watch?v=1eTukLqie6M It's only recommended to be used against a competent player or someone you've conditioned to expect the Hizangeki overhead. It's pretty much just a swag tool. You have to remember that you are using 25 heat...to hit with a 3C. I guess it's good to know anyway because most people auto-pilot a high block as soon as they see j.2C > j.C. I'd probably only use it just to be flashy, there are better tools to help you go into lows like j.2C > 2B and j.2C > j.C > 5A > 2B after a heavily prorated combo. Edit: Putin got the link before me.
  17. You have to delay the j.2C when you IAD. So IAD > delay j.2C > j.C > hizangeki whiff The timing for delaying the j.2C might be character specific. The j.2C should be used closer to the end of the IAD and the j.C should be used immediately.
  18. Won't the brackets be posted? I've had people wondering who lost to who etc. Would just be easier to show them.
  19. Just to re-iterate what uberdeluxe said, it's of paramount importance that you don't retreat too far back when playing against Kagura. There are several reasons why this isn't beneficial for Jin which include pushing yourself closer to the corner where Kagura gets big damage, and giving him space to set up B orbs which leads to ambiguous guessing games of deciding how to deal with his approach when the orb is out. Don't give up too much space against Kagura. Staying outside 2C and 5C range is the best plan of action, as IAD j.2C are of great use if he summons B orb. If you should find yourself having to block the B orb, try to Instant barrier it, as this negates the vacuum effect. j.C can be used as a spacing tool, but be weary of 6D~C. It's best to not try to approach Kagura, instead, you'll want to try to react to what he does, because the answer to most of your options will be [2]~8C. It's ok to approach sometimes, but you'll want to focus the majority of the game at being outside the range of his C normals. When you do get in and start pressure, I find that keeping your block strings short works best and doesn't yield as much risk as staying in his face for the majority of the match. Using mixup early on during your block strings is better than leaving it until last minute. Quick mixup gives the Kagura player less time to think of using a DP. For example, if you have 50 meter, it's best to go with something like 2A > xx > 662A > 6A > Rapid combo than something like this: 2A > 2A > 5B > 5C > 6B > 662A > 5B > 6A > Rapid combo. If you want to retreat after being in his face for a while because you want to reset your position outside the range his C normals, 5C > IAD back is quite useful. This can also be used to bait DPs, but you have to be fast with the follow up punish. I also don't really recommend using 2C whilst pressuring Kagura, stick to As, Bs, 5C and 3C as normals for pressure (6B is debatable). If you do happen to get Kagura to block j.2C > j.C, go straight into an overhead without delay. He won't be able to DP, as the player would have taken his finger off [2] in order to block high.
  20. Nah, each of Jin's D moves have an alloted time in which you stay in freeze state for. So whether you mash/hold buttons or not, you'll come out of freeze when the time has expired. Taking 5D as an example. 5D puts you in freeze state for 26 frames. No amount of holding or mashing to tech will get you out any faster. You become mobile again once those 26 frames have past. Even if you don't hold or press any buttons, you'll still unfreeze after those 26 frames.
  21. Dem HFs. Hmm..there isn't really much to comment on because your Ragna seems to be quite solid overall all. One thing I would say though is that there is something you could try to catch arakune's backdash. On his wake up, you can piano a meaty 2A~5B~5C. If he blocks the meaty 2A, you'll just gattling into 5B. If the 2A whiffs, 5C should come out. It's quite hard to be consistent with this though. Also try to learn more optimal combos. Most of what you need can either be found in the combo thread, or learnt from watching Japanese players.
  22. Just been messing about with some midscreen back throw combos: Back throw > Musou whiff > j.C > j.2C (opponent in the air) > 5C > s.jc > j.2C > j.C > double jump > j.2C > j.C > Hizansen Damage: 3074 Heat gain: 22 Heat Not possible with the Forward throw, or at least it might be but it's extremely difficult because the combo requires a 66 j.2C after Musou whiff. This combo seems universal Back throw > Musou whiff > 665C > 2C > 623C > 665B(2) > 5C > Sekkajin > (Safe jump-in/632146C) Damage: 2808/3683 Heat: (20/+20-50: net loss =30) This combo is much harder to do with the forward throw. Haven't tested for character specificity, just did it on Hazama and Amane.
  23. Kokonoe's 2A low profiles Jin's 5B, making it whiff completely. Because of this people shouldn't be too reliant on using 5B when applying pressure unless you are going to gattling into it via 2A or 2B. 5B pressure resets shouldn't be used, especially against Kokonoe. Might wanna avoid using 5B as a pressure starter to catch Kokonoe on block if she is about a character space away.
  24. It's something you have to get a feel for. If you use 236D too early, the system will eat your input and nothing will come out.
  25. Ah thanks, completely forgot about leaving the 2C. Also Terumi's 2B doesn't have quick recovery like Hazama's. So what was onced use to reset pressure with hazama can't be used to reset pressure with terumi. Terumi's 2B has too much recovery. It's probably better to use: 2A > 2B > 5B reset pressure. It's hard not to use Terumi like Hazama sometimes.
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