Jump to content
Dustloop Forums

-Kid

Members
  • Posts

    345
  • Joined

  • Last visited

Everything posted by -Kid

  1. Looks quite interesting to be honest. I don't think i've even come across a situation like that in a video. OD seems to be the only way to avoid the command grab. Maybe Hizangeki will be a possibility IF the first hit hits a bit behind Jin, but not too sure about that. Also j.236D might be an option to avoid it, because you get that extra "boost" up when using j.236D, might be enough to make the command grab whiff. But yeah... 25 heat and all that, so is it really worth it? Obviously this is all theoretical since i haven't seen much. On another note, I saw this amazing "potential" (I say potential because it was blocked) reset. http://www.youtube.com/watch?v=dhzNxgJcy0U&t=4m22s
  2. For some reason, I have this worse with Makoto and Tager. I wonder what other hitbox changes are present in CP. lo dat stale mid-screen game against platinum and carl since 6C > 2D. Wut do?
  3. lol TK everything for faster start-up, thus enabling longer combo time
  4. Not too sure about the Hitstun stuff, but all i know is that you get the most time to do a combo off a D move, and you get the least time off an A move, I think.
  5. I do it in EX, which is a nice confirm into another combo because no one expects it. I'm not saying that you have to start a combo of with 5B then go straight into 3C > musou cross up. Yes we have combos on standing opponents in EX, so I will do something like this: 5B(2) > 5C > Sekka > delay 66 5C > 2C > h.jc > j.2C > j.D > IAD > j.2C > j.C > 66 5B(2) > 3C > delay A musou It's also good for switching sides
  6. Yeah most likely. The mechanics seem to work similar to the way it is in EX. If they don't press anything it will hit OTG and bluebeat, but if they hit neutral tech immediately, the A ice car would go through their tech animation and you'll end up on the other side. I think the mechanics are the same.
  7. Because LuminAbyss
  8. Thanks everyone, I'll heed all the advice. I definitely know the combos, but just didn't do them for some reason. @eQualz. Come to England so that you can body most of the people here, and have only GGs with like 4-5 people.
  9. lol
  10. well...no? Considering that Ragna was at his best in CS1
  11. This. us or US? Lol there is no hope for future UK ragna players.
  12. Lol, Re-watching the video, i'm now also questioning wth kinda combos I was doing too to be honest. So i agree xD
  13. Thanks guys a appreciate the feedback. Yeah i tend not to push buttons when Tsubaki is using 5A/2A pressure as i'll just find myself getting hit, and combo optimization is something i will work on real soon. My reactions were REALLY off that day :/
  14. Yeah. I heard that the vertical hitbox on 5C got nerfed.
  15. Feedback would be greatly appreciated. http://www.youtube.com/watch?v=T551SAIaI5E
  16. lol falling j.B
  17. I heard similar things about it being reverted back to a timed-like combo style like in CT. As far as i've heard, you get the most time when you start combos off with D moves, and you get the least time when you start combos off with A moves. Not sure what's been confirmed or not though
  18. Basically what Moy said. Also isn't it safe to assume that moves with high p1 values have longer combo potentials? 6B has a p1 of 100. Kinda hard to believe that that combo off 6B DOESN'T work.
  19. Yeah sounds about right. It's already quite evident in Japan. Yutta used to use Ragna, now he uses Jin? Also in my defence I only switch to maining Jin more because ragna bores me shitless....then i saw him in CP... Late merry christmas to all too!
  20. I'd love some, but i can't play atm. The TV is in use. Maybe later?
  21. Then you know what you need to work on now Just takes practice + a bit of experience to learn how to IB other character's shit.
  22. *BroFist* Kune's j.B is the only time i'll allow you to use Inferno Divider. I approve.
  23. Do you guys play on PSN? Only manage to catch Seo on at those legendary moments. I think he's mostly on XBOX
  24. Fistmaster, when using Ragna and playing against arakune, a few things to heed: - Always, always put arakune in stagger with 22C as a combo ender instead of HF. Although the oki is more powerful after a HF ender, arakune players tend to be really unpredictable on their wake up, especially if their scrubby. One wrong guess on their wake-up and you lose your offense, and you don't want them to escape. The exception to this is if you are gonna end the combo in the corner with 3C, then use the delay jump > landing j.C...which catches rolls and forces a neutral and forces a block. If a reversal comes out, kara cancel into a barrier block. Well, you could use HF if you want the heat I guess. - Dunno how good you are at blocking..but learn how to block, and don't DP so much. - 5D is unsafe on block, watch out for that as it's jump cancellable. - well spaced j.D is your friend in this match-up - Use 2A > 2C in pressure - learn when to burst, and don't just throw caution to the wind. Whether or not you win in this match-up boils down to whether or not you can adapt to the player's style and download him/her and whether or not you know what arakune is capable of in curse mode. You need to know how to deal with pre-curse arakune too. Can't have a fellow Ragna losing to an arakune now.
×
×
  • Create New...