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VR-Raiden

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  1. sure post them in here to get feedback http://www.dustloop.com/forums/showthread.php?6169-CT-CP-Ragna-Critique-and-Self-Improvement-Thread
  2. Yeah I'm still heading up there, that looks like it would work fine actually. Planning to pick up Matt around 10AM so if you were there by around 10:30 that would work. Schedule that was posted yesterday says registration starts at 12PM, GG starts 3PM, P4A starts 5PM, BB starts 7PM.
  3. I finished trying corner 5D HF "safejump" nj.B oki on everyone. These were my findings (o means it connects, x means it whiffs). And back roll should really say forward roll, it means "rolling out of corner" here. So assuming I didn't mess up somewhere it's totally fine on Hakumen, Tager, Tsubaki since it connects in every situation. It's worthless on Bullet, Carl, Tao, Jin, Kagura, Noel, Plat, Valk, Nu because it doesn't catch rolls. Might as well do j.C if you're gonna neutral jump after HF on them since that reaches better and both lose to roll out anyway. Hits both blocks and rolls on Amane, Arakune, Bang, Hakumen, Kokonoe, Rachel, Relius, Mu. So it's at least decent on them if they don't know it will whiff if they just stand there. And on everyone else it gets wonky, connects on some high block only, some low block only, etc. EDIT: I realize this isn't even worth bothering to mention on certain characters who might have no good reversal, but I did it on everyone for completions sake and I was curious which people it didn't actually catch rolls on.
  4. just occurred to me that nj.B after a corner HF knockdown being able to safejump and hit forward rolls is character specific. I'm not getting it to reach Jin when he neutral techs, and it's not catching his forward roll nj.C reaches him for neutral teching but doesn't catch forward roll. and now I'm finding that some characters which nj.B does reach, it actually doesn't reach if they crouch block. Like Ragna and Azrael. I hope I'm doing something wrong, curious if other people get the same result. Talking about an air hit 5D in corner into HF > Tsuika hitting as high as possible.
  5. Counter hit knocks you about the same distance, but the difference is it's untechable til the ground, where on normal hit you can air tech right before hitting ground. but yeah it's more likely to CH you, since it's a DP and all. if you do happen to get normal hit it's free damage on him though (assuming he can't RC).
  6. eh nevermind I actually tried it and it's pretty unrealistic on reaction...you could still get it if you're really anticipating it though probably. anyway, some other info. If you happen to get normal hit by his DP for whatever reason, immediately forward tech airdash j.C j.D > combo, works anywhere. Near corner you can do much worse to him.
  7. after actually trying in training, I need to correct myself, you can't do the exact same nj.B oki set up after it like you can from HF knockdown. The HF pushes you out a bit so the j.B is spaced to hit forward rolls, in the 22C DC case you're too close and it loses to forward roll. However if you do bj.C, it will catch either back or forward roll and safejumps! also hits OTG if they stay down a really long time (not likely I'd think). If they delay neutral tech you can meaty something quick. It's a closer bj.C than from j.BS like I was talking about before, so better (for when they late neutral tech).
  8. Super thread necro go! Humouring myself and posting this for any VA lurkers out there http://www.dustloop.com/forums/showthread.php?18387-Nov-23-2013-River-City-Runbacks-3-Richmond-VA
  9. Yeah that's cool, I would be going through MD to get there so I could pick you up somewhere. Xanadu is on the way if that's a possibility. I'm kinda inclined to go to this even though there's a monthly cuz this is less of a regular thing. also maybe if more GG players come it's more likely to happen.
  10. It's just a 1 day tourney as far as I know so I'd be driving back (to nova) that night probly.
  11. If Azrael is fishing for a long range 5C hit, you can whiff punish it with HF from pretty far away.
  12. River City Runbacks 3 in Richmond VA on 11/23 if anyone can make it: http://www.dustloop.com/forums/showthread.php?18387-Nov-23-2013-River-City-Runbacks-3-Richmond-VA https://www.facebook.com/events/414947788606282 This http://www.dustloop.com/forums/showthread.php?18021-Big-E-Gaming-Presents-Charity-Fight-3-Bar-Battle-6 I'm sure it will be big for CP but not sure about GG.
  13. https://www.facebook.com/events/414947788606282 Back for the 3rd year in row it's Virginia's biggest one day tournament! Centrally located in Richmond, VA! This time with a serious upgrade in venue! RCR3 will be held at VCU's Academic Learning Commons. NOTE: Due to VCU Policy with cash handling, Registration and Payouts will be 100% Paypal. We should still be able to accept Paypal at the door via credit card as usual. LOCATION: 1000 W Floyd Ave, Richmond, VA. Rooms 2107, 1105, and 2104. TIME: November 23rd 12pm-11pm GAMES LIST: $10 Double Elim Games: - AE (360) - UMVC3 (360) - Injustice (360) - GGAC+R (360) $5 Double Elim Games: - SFxT (360) - KOF13 (360) - P4A (360) - TTT2 (PS3) - DOA5U (PS3) Free Entry, Pot Bonus Games (Pot Bonus TBD, more entrants = more bonus): - Killer Instinct (XBONE) - ST (360 HDR Classic) - Blazblue CP (PS3) Other free game selected by vote when you pre-reg: Capcom vs SNK2 Street Fighter Alpha 3 Street Fighter Alpha 2 Street Fighter 3: 3rd Strike Super Smash Bros Melee Super Smash Bros Brawl Super Smash Bros: Project M Mortal Kombat 9 Ultimate Mortal Kombat 3 Marvel vs Capcom 2 Skullgirls Arcana Heart Melty Blood Soul Calibur 2 Soul Calibur 5 Tatsunoko vs Capcom TMNT: Tournament Fighters Garou: Mark of the Wolves Game schedule will be posted soon. PRE-REGISTER HERE: https://rvatournaments.wufoo.com/forms/river-city-runbacks-3-registration-q1e36dwf1owu6lq/ Hope to see you there at this awesome new venue!
  14. Just trying that now and I do like the looks of that, might be a good alternative in combos where you already used HF earlier, like midscreen-to-corner 2D RC combos. Lets you do all the stuff a good corner HF knockdown does. example I'm looking at: 5B 5C 2D(RC) dash 5C 5D(1) HF 5B delay 5C jC djC BE dash 5C 5D 22C(DC) - 4322, vs 4553 if you end with the DID.
  15. By people I mean anyone, I just want to actually play it offline and I'm trying to be at least somewhat ready for NEC. and I don't go cuz I'm only in nova 1 weekend a month at most usually. Otherwise I'm in central VA where I pretty much have to settle for training mode and netplay. and you guys usually play there Fridays right? It's just easier for me to get places on Saturday. I could plan on going there I would just get there kinda late if its a Fri. Nephinel, yeah ill have my set up if I end up going. edit: hmm actually that Bar Fights tourney in PA is the same weekend and that looks tempting, anyone interested in going to that?
  16. So who's gonna be at the monthly on the 16th? I should be able to make it, I don't wanna get rusty in GG for NEC. That being said, I reeeally wanna play people in CP so it would be cool if people went for that too.
  17. You're right I just tried it again. I had been doing the Tsuika too late when I tried it before, doing it earlier so it hits them high up as possible lets you safejump CID, awesome thanks. I was looking at framedata on the wiki for some of those reversals to see what speed it loses to and noticed the BBCP startup on CID is 9 now? Wasn't it always 7f? And Mu DP says its 14f, is that correct? that seems wrong but idk. If that's the case it's weird that it loses to a slower reversal but that may be because you have to delay the Tsuika more on Mu than on Ragna?
  18. HF knockdown is definitely better than ID knockdown in terms of oki. Last I checked, you still can't get a safejump off HF (falling jump B/C lost to immediate tech CID), but its pretty close to it so stuff you were talking about can still work often it seems. Air BS gets you the best knockdown period but it might not be worth the damage you lose by shortening combos to end with it (in most combos?)
  19. Yeah I've had it happen too, I think whats happening is HF kinda backs Ragna up before it goes forward, the opponents burst misses at far range, and new burst is so fast and isn't active long enough to hit you as you come in with it. I haven't looked at the opponent bursting HF from close up, I think burst would hit in that case. But yeah a common occurrence I'm finding is far 5B 5C > they burst > HF, their burst misses you then you punish their recovery, yay.
  20. 3C is still best, since you can jump cancel after killing him.
  21. Thanks for sharing, I finally got around to watching the Pot matches, I'll list some general things I noticed. - Maybe you were trying to use new to +R stuff, but you ended lots of close ground hits with Fafnir. Canceling into ground hit Fafnir is only really worth it off long range hits where 2D wouldn't reach (like f.S > 5H). You should take a 2D > BR knockdown (or just 2D) over ending with that Fafnir stagger, the stagger is nice but it gives you much more limited options than a typical knockdown. Also it's good to know on Potemkin (and Robo) Fafnir > Tyrant Rave add on knocks down. - I saw quite a few Tyrant Raves, I would advise using VV(RC first hit) instead in almost every situation. The only time Tyrant Rave is superior is if the opponent is far away enough that the first hit of VV wouldn't reach. VV(RC) lets you convert to a full combo on hit, or pressure on block. - Potemkin's Hammer Fall (super armor dash forward move) is pretty unsafe on block, maybe you know but just messed up the punishes. It's easy to dash 5K or just 2D after blocking it. - On knockdowns, you did lots of OTG hits. Usually this is a bad idea, since it gives the opponent the ability to air tech away instead of dealing with your oki. Speaking of oki, try to implement more safejump j.S/j.H, empty jump low, delay air dash, and GF(FRC) mix-ups after knockdowns. Also remember on Potemkin you can combo off a fuzzy guard easily (blocked close to ground j.S > fuzzy dj.S > j.H(1) > FB SW...) - Judge Gauntlet (forcebreak super armor move) hit you quite a few times. If you react to your moves getting eaten up, you can cancel to Tyrant Rave if you have meter, that move loses to supers. Or you can RC and block it then punish. Also, you should be able to cancel to VV late in the attack, after he starts throwing his fist down at you. - Seemed like movement in general was an issue, you did some unnecessary airdashing that put you in bad positions. Try making use of double jumps instead, or just refrain from taking to the air as much and make use of dash brake on the ground. - In general lots of combos could've been improved but part of that is due to your unfamiliarity with +R I'm sure. For example, after corner throw now you can just do 5K > 6P > 5H/2H > stuff instead. Which actually helps vs Potemkin a lot, since before you had to do tkBR stuff after corner throw on him. Lots of combos were dropped which hurt really your momentum so I'd say just try to get more consistent with ending in knockdowns, though I'm hardly one to talk about that lol - vs Potemkin you need to lay back on the risky use of special moves, he has so many ways of destroying Sol for abusing them. BB is almost always a terrible idea in this match up. Mike Z was punishing you for it often but not as badly as he could have been. You generally want to stay grounded and play a good footsies game against Pot. Keep him out with f.S/5H and look for chances to punish mistakes. His jump-ins aren't anything spectacular and you have great anti-airs. I'll add more if I think of anything else, and post on the Millia matches next chance I get.
  22. Best meterless airthrow combos? Midscreen: airthrow > dash 5C > HF > 5B > 6A > tkBS > dash 5B > 5D > DID - 3128/22 Midscreen-to-corner: airthrow > (dash) 5C > HF > 5B > (delay) 5C > sj.C > j.D > BE > dash 5D > DID - 3283/23 Better one for midscreen/midscreen-to-corner (thanks xlolxlolx): air throw>dash 5c>5d(1)>hf>5b>6a>tk bs>dash 5b>6a>hj.d>dj.c>DID - 3235/23 Corner: airthrow > BE > dash 3C > 22C DC > 5B > 5C > 5D > HF - 3349/22 Better corner one:
  23. BBCP Ragna The Bloodedge Combo Movie by Isshi
  24. BBCP Ragna The Bloodedge Combos Weruka and Mizu Routes by Banji ya zekusu BBCP Ragna The Bloodedge Combos Denpo Route Part 1/2 by Banji ya zekusu BBCP Ragna The Bloodedge Combos Denpo Route Part 2/2 by Banji ya zekusu
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