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Everything posted by Aloci
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Color me hyped.
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You know what it is? lol I'm retarded. What do you guys have your tech set too? Because I have it set to Neutral tech, which is the only reason it works. Herped when I should have derped.
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And you're doing this combo: 5B > 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5A > 5C > 2C > j.C j.2C dj.C, dj.2C j.236C/D? Because the only reason I made that post is because I can get them to block the j.236C/D every time and want opinions on using that in an actual match instead of just going straight into a DP C finisher for less damage/heat.
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Have you tried it? lol If I remember correctly, from the height you make them block the j.236C/D, you land and can move about a split second after they finish blocking.
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Hey guys. So I'm working on my DP loops and I've got a question about the 5A follow up. Instead of doing 5B > 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5A > 5C > 2C > DP C What do you think of doing 5B > 5C > DP B > (Delayed) 6C > DC > 5C > 6C > DP C > 5A > 5C > 2C > j.C j.2C dj.C, dj.C j.236C/D (blocked) It does about 200+ more damage, (probably) builds more heat, and forces the opponent to fall into your mixup. I haven't been able to test if you can airdash out of it, but that puts them at risk of air unblockables like 2C. What do you guys think?
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The airdash after a j.236A/B/C/D was just a means of pressure/getting in, but I realized you just had to do a really late airdash so... IDK, doesn't seem too useful honestly. Maybe for running away? The Sekkajin combos and DP loops seem to be coming along nicely though. Still working on the height and timing for the sj.D AD j.2C, j.C stuff. This is such a nice change from Ragna lol. Jin's basic combos take actual practice.
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So basically just gotta get the timing down for when the Sekkajin launchs, and when Jin is able to move again. Yeah I've quickly realized that anything other than 2,8 will get me a j.236D. Practice practice. I'm probably just going to fast on inputting the airdash, honestly. It's really not that important to me, I just wanted to do it because it was there lol.
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Hey guys. I just recently picked up Jin and I'm trying to get some of the basic midscreen combos down. I'm still working on the 5A, 5B, 5C x Sekkajin, 66 5C, 2C jc.D ad j.D into stuff. I'm having issues landing the jc.D, though I'm assuming I'm just going too slow. Or is there a trick to get the Sekkajin to keep them closer for the 66 5C? Also when I do get the j.D, I'm not able to get the airdash after. And on a semi-related note, I read that you can airdash after j.236A/B/C/D if you do the move high enough, but I can't get an airdash after for the life of me.
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Ragna Critique and Self-Improvement Thread
Aloci replied to Bandit Revolver's topic in Ragna the Bloodedge
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Ragna Critique and Self-Improvement Thread
Aloci replied to Bandit Revolver's topic in Ragna the Bloodedge
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Ragna Critique and Self-Improvement Thread
Aloci replied to Bandit Revolver's topic in Ragna the Bloodedge
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Ragna Critique and Self-Improvement Thread
Aloci replied to Bandit Revolver's topic in Ragna the Bloodedge
So I finally took this game online for the first time last week. I've got a few matches recorded, and I wanted some critic on the (many) things I could improve. http://www.youtube.com/watch?v=LQqfB78ZeoI&feature=youtu.be You should probably keep in mind that this is the first time I've ever fought anyone in this game lol. I'll have more sets up soon. I should also probably mention that I'm the Rags in white. -
Okay. I've got my 3.3k corner throw combo now :D Now I have another question. What are you guys doing when you land a Counter Hit 2D? I hit one of those online last week and pretty much didn't do anything lol. Right now though, I'm doing: CH 2D, 6C(1-last) (dc) 6B, 5C, 5D, (dc) 5C jc.C, j.D, jc.C DID~Heeldrop > 3.9k I've also got 5C 5D into the same combo for less.
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Well now I know what I'll be working on this evening. I didn't see any wallbounce throw combos in the Combo thread.
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Oh? Well I'll be experimenting when I get home then. Well that explains why I couldn't that Oki set up to work when I tried it originally. I was using 5D after 6B[air hit], 5C. So I'll mess around and see what I can get without 5D. I feel like I'm losing corner carry without the extra dash cancel though. I've been doing that one by entering a manual super jump before the 214B for timing. Awesome. More stuff to experiment with when I'm home. 6D only picks up like, Rachael, Tager, and the other big hitbox characters right? I haven't really messed with much BK stuff yet, but I'll definitely keep that in mind. And I can still get a decent combo off a back/forward throw if they wallbounce during right? Thanks for the quick reply. You guys are fast lol.
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Hey guys. So I bought BBCS:EX out of hype for P4A, and found out I like this game way more. And the fact that I can actually play online now during the weekends is nice too; so I actually want to get good at this game. I've settled on Ragna because he's fun as fuck, and I have some basic questions. When guys talk about getting 4K midscreen with him, that's with meter right? I think the most I'm getting off of stuff>6C>stuff midscreen is about 3.3k with a Heeldrop ender. I think. I don't have the game in front of me right now. And when I end up in the corner during that combo, I've been doing BE, 5D, DID~Heeldrop. Is there a better ender in that situation? HF~Tsuki oki? If I land a IAD j.C, j.D without meter on a standing opponent (midscreen), I've been going into 5B, 6A, j.C, j.D, jc.C, j.D DID~Heeldrop. I know this isn't the combo thread, but is there something better I could do? Maybe a ground string into HF~Tsuki for heat? Chain into 3C > 22C and go for mixups? How would I be using 6D? In either pressure or combos? If I throw it out in pressure and it's blocked, am I letting it rock? JCing it and whiffing j.D for mixups? And for combos is it for corner stuff only? BK stuff only? And for throws, is there any reason to use Ragna's backthrow anymore? Maybe only to get them into the corner? So yeah, general questions. Sort of. I'll be working frame traps into my game shortly with the 2C, 6C/5B, 2D stuff. As well as pressure in general. I'll also have a few matches from last weekend for evaluation and critique up sometime soon, as soon as Sony Vegas stops crashing on my video files.
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Sounds good. Thanks for the help Coma. See you at Coin-Up tonight :D
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Hey if you guys could add me that'd be great. I'd have a reason to use Skype again lol Skype: cecil.st
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What do you guys think about using her Orgia Mode trajectory as a jump in. Like 8 > 6 > j.B gives her a psuedo dive kick. And the air turn cross up j.C's in Orgia are super quick. Like MvC2 tri-dashes. 96 A+C, j.C [land] 5B > j.C > Stuff is too good. Then you have the option to not cross up and hit them with j.B/j.C and go from there... Aigis is da bes On a different note, when I confirm an Orgia combo from Sweep after a simple 5a, 5B, confirm, I've noticed I have trouble connecting the j.B after the 236CD > 214A. Is there a proration problem or do you just have to time the grenade /really/ late?
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So yeah with her 214A/B stuff when used for zoning (I'm sure this is common knowledge) You can enter in commands for Aigis and detonate bombs at the same time. So 214B > 22B detonates the bomb and switches modes. Like I said, I'm sure it's common knowledge, but I thought I'd throw it out there.
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Guys guys. Do you like air throw resets? Because I have one that I'm not sure if people know about. Like. If you cancel the first hit of j.C into j.D, Aigis recovers really quickly, the the opponent does too. So you can grab them, but if they tech in any direction midscreen they get out. But in the corner, you can just jump after the j.D and grab any up/away/neutral tech. You can air dash too so you might be able to dash back and catch an away tech but... Don't know how useful this is since you can't combo unless you're in Orgia Mode, but maybe someone can make use of it?
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You deal with her by picking a character that handles the match up better. I honestly think that any tournament Labrys players are going to have to have a "pocket" character that they can fall back on. 'Cause almost every match up in this game is bad for Labrys.
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You are missing momentum.
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I don't think she has any match ups in her favor at all. Other characters can get big damage off their first hit. Labrys can't because of the Axe level mechanic. You've gotta have your oki and mixups on point to make sure you get that next hit to build up to a level you can actually do something with. Her persona moves aren't very good either. 5C needs to be spaced properly or they only have to block part of it. 2C is alright for frame traps. 5D is alright for pressure and oki, but it's very slow :C And both the jump versions are super gimmicky unless you're using them in a combo.
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Well all of my information is coming from basic day one stuff. The Mitsuru I was playing against hadn't explored everything yet. This is still one of those matchups where you might as well pick any other character.