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Everything posted by VR-Raiden
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I forgot to check j.D, added punishes for that.
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I wouldn't mind including stuff like this. Yeah the stuff I listed so far is mostly limited to punishing things after blocking them, it doesn't get into what moves are good when in the match, strategy for playing the match, etc. I can try to compile what people have said and provide some of my own input if possible but I don't pretend to have the best insight on each match up so suggestions from more experienced players would be welcome. If anything it could spark some more match up discussion.
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Updated again, took out 6C punishes cuz apparently she can jump cancel after setting Steins after it. So there's nothing you can get guaranteed, even on IB. You can still punish it if they don't cancel to anything though.
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Yeah delay the j.D. Advanced input (holding button) can help with getting the 5D out asap if you want to use that.
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After actually looking at it in training, seems like it's not as simple as the range you hit 3C at, like it's been said it seems to depend on what moves you did before it. Delaying slightly makes it always hit but I'm probably not gonna mess with that incase I delay too much or forget to. I'm just doing ID© on Jin, damage is hardly any lower anyway.
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The way I tested it a bit ago was made Ragna the training dummy. Set dummy to recover from 22C stagger. Record Ragna doing 3C > 22C > immediate dash j.A. If you got the timing right, the dash j.A will be blocked automatically even though they aren't set to block. Replay and manually tech+crouch immediately, if the red ! shows you got it. That way you found might be easier though. Also, it works midscreen and corner on only these characters: Ragna, Hazama, Tager, Relius
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[CSE] PSN - ID Thread / Chatroom Invitations
VR-Raiden replied to zeth07's topic in BlazBlue Online Play
PSN ID: VR-Raiden State/Province: Virginia Main: Ragna Sub: None Availability: Random late nights -
Be careful doing whatever > 3C > ID(D) on Jin...it's whiffs if you aren't REALLY close when you hit the 3C
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GGs LastStarSavior, TheWooki, X40J995, anyone else I played tonight.
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Ragna Critique and Self-Improvement Thread
VR-Raiden replied to Bandit Revolver's topic in Ragna the Bloodedge
At 1:17, that was supposed to be a CS, wasn't it? If so, same thing happens to me sometimes It's not too significant, but better throw combo than the one you did at 0:30s: 5B+C > DS > 5C > sjCD > BE > 6B > 2C > 5D > ID©236C236C > CU 3C = 3557 dmg, 41 heat compared to 3465, 39. If there's a better one someone post. EDIT: woops there is. From the wiki: 5B+C/4B+C - 5C - 5D(1) - 214D - 5C - hjc j.C - j.D - jc j.C - j.D - j.214C - 5D - 623C(1) > 236C > 236C - CU 3C = 3702 dmg, 46 heat -
Carnage Scissors... (don't look Lumin) It's good for getting extra damage when it will kill, but if it won't kill it isn't worth it. It can also punish certain would-be-safe supers, like if you do it during the super flash on Lambda swords super. Basically a very situational super.
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Might have to do with how easy most of his high damage combos are (compared to some other characters). But it shouldn't bother you, he's nowhere near being broken, just let the haters hate.
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There isn't much you can do to bait bursts if the opponent is doing them at the right times. If you have 50 heat you can bait one any time with a RC but that's usually taking guess. Common times you can bait bursts without meter are after doing anything that's jump cancelable, such as 5C, since you can jump cancel then block instantly. Also 2C and DS are burst safe, so if those hit and they burst from it, you can block in time. For dash under 3C you pretty much want to do it as fast as possible. Once you land from the ID, dash back and 3C toward the corner immediately. 3C hits pretty high up so doing it earlier is better than later. If they're teching too high when you do it really fast, it just doesn't work in that combo. I'm not getting the CU 3C in that combo. Also if you land a 5B at that range midscreen, might as well do 2D RC combo, or 22C RC if you hit close enough for that. They do a lot more damage. That one works fine for when you already did 3C and aren't in 22C range though.
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I tried some wolf form stuff, I'll update the punishes. but it's kind of a mess since I'm not totally familiar with what exactly he can do in it.
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[CSE-CP] The Funny Things I Do With Ragna (A Guide To Tricks and Gimmicks)
VR-Raiden replied to LuminAbyss's topic in Archive
Yeah TK GH is by far the most damaging punish, you get CH if they tried to throw so you can link 5B/5C. Unfortunately, when you're in throw range it whiffs if they crouch block outside of the corner. So does instant j.C though, only thing that has going for it is it's safe if they stand block. I meant better in Extend than previous versions, not really better than other throw punishing options. TK BE is still the the safest but in turn you get much less reward. -
[CSE-CP] The Funny Things I Do With Ragna (A Guide To Tricks and Gimmicks)
VR-Raiden replied to LuminAbyss's topic in Archive
I wanted to see if far hit HF(1) > 2A to reset pressure was worth using on any characters. Ragna is at +1 frame advantage, and it's been there since CT, finally looked at what each character can do in that situation though and found there's zero risk of using it on Valk and Litchi(no staff), unless they have 50 heat. It's risky on others, but they can only hurt you with a risky option themselves. And on some it's just a bad idea. This is what each character can do without 50 heat to get out of the situation, other than just blocking: Ragna: DP, back jump Jin: DP, back jump Rachel: 5A trade, 2C, back jump, back dash Carl: 5A/2A trade, back jump, back dash Arakune: 5A trade, back jump, back dash Bang: 5A trade, drives, back jump, back dash Hakumen: counters, back jump Tsubaki: 5A trade, DP, back jump Hazama: 2A trade, back jump Lambda: 5A trade, back jump Tager: 360A, back dash Litchi: DP(with staff), back jump Taokaka: 2A/5B trade, back jump, back dash Noel: 5A, 2A trade, drives, back jump Mu: DP, back jump Relius: dodge, back jump, back dash Makoto: 2A trade, DP, back jump Platinum: 5A trade, 5D(bat), back jump, back dash Valkenhayn: back jump So what it looks like to me is, it's good on Valk and Litchi(no staff). Risky on Ragna, Jin, Hakumen, Mu, Relius. Bad idea on everyone else. And a throw bait option that's better in Extend, instant neutral CH j.C > delay j.D > combo. Instant neutral j.C CH's all throw whiffs except Jin and Bang's. Obviously it's bad if they don't throw and crouch the j.C. -
Block Punishes vs Valkenhayn: Guaranteed: 6A - (dash) 2C 236B>236B - (dash) 2C Ground super - dash FC 2C Air super - (dash) FC 2C Not Guaranteed but Good to Know: 236A > wolf - dash 5A (beats any wolf transformation except downward) Notes: He can cancel this into wolf. Cancel into 5D > j.A, dash 5A air CH him. Cancel into 4D/7D/8D/9D, dash 5A air CH him. Cancel into 1D/2D/3D, dash 5A whiffs over him. 236C - (dash) 5B - IB > (dash) 2C - dash 5A (also beats any wolf transformation except downward) Notes: He can cancel this into wolf. Cancel into 5D > j.A, dash 5A air CH him. Cancel into 4D/7D/8D/9D, dash 5A air CH him. Cancel into 1D/2D/3D, dash 5A whiffs over him. 236B (safe at max range) - (dash) 5A/2A - IB > (dash) 5B - ID© (also beats 236B add on if you IB) - IB > 5A/2A (also beats 236B add on) Notes: He can cancel to 236B add on. If he cancels immediately it’s a solid block string on normal block. (wolf)j.214A/B - 5B Notes: He can cancel to (wolf)C to fly away. 5B hits him for any direction except upback, air hit on any direction but downward. (wolf)236A - 5B Notes: He can cancel to (wolf)C to fly away, or another 236A/B. Cancel to another 236A/B, 5B air hits him. Cancel to 7C, he gets away. Cancel to 4C, he gets away unless you blocked 236A at long range. --- Anyone let me know if something isn't true or feel free to add anything I miss.
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Block Punishes vs Platinum: Guaranteed: 5D (Kitty/Kitty Special) - IB > (dash) 5B 5D (Frying Pan) - (dash) 5B 5D (Bat) - (dash) 5B 5D (Bat Special) - (dash) 5A 214A/B/C - IB > (dash) 5A 236B - FC 2C (not FC at max range) Notes: Depending on timing/distance, FC 2C may air-hit her, but canceling to 6C eliminates the need to confirm this. Cure Dot Typhoon (wait until it's ending) - dash FC 2C - During flash BK > dash FC 2C - CH DS (any time during super) Not Guaranteed but Good to Know: 3C - IB > (dash) 5B crouch hit Notes: She can special cancel on block. Cancel to 236B, you get hit. Cancel to pogo stuff, depends on which pogo attacks and range. Cancel to 214A/B/C, you hit her. --- Anyone let me know if something isn't true or feel free to add anything I miss.
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Hi Platinum players, I was looking through your Wiki and just noticed a minor error. In the description of 6C it says "On whiff, 6C can cancel into j.B, j.C, or j.2C, much like how Ragna can cancel his 6D into j.D on whiff," but Ragna can only cancel 6D to j.D on hit/block. Hopefully I'm posting in the right place. It was very helpful though otherwise
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Updated, I think I'll start dividing it into two categories: 100% guaranteed punishes, and not guaranteed but probably good to know.
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Thanks for the input, I'll make adjustments next chance I get.
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Block Punishes vs Makoto: Guaranteed: 5D (lv1/lv2/lv3) - dash 2C 2D (lv1/lv2/lv3) - dash 2C 236A>D(lv1/lv2/lv3) - 5A 623C - (dash) FC 2C - BK > FC 2C Notes: Max range 2B/3C cannot be hit by her DP. 214A > C > A - (dash) 5B 214A > C > B - (dash) 5A - IB > 5B 214A > C > C - (dash) 2C 214A > C > D(lv1/lv2/lv3) (same punish as 214A > D) - (dash) 2C (FC on lvl3) Big Bang Smash - dash FC 2C - BK > dash FC 2C - During flash BK > FC 2C Particle Flare - (dash) FC 2C - BK > (dash) FC 2C - During flash BK > FC 2C Astral - (dash) FC 2C - During flash BK > (dash) FC 2C Not Guaranteed but Good to Know: *6C (not max range) - ID© *5C - IB > ID© *6B - IB > ID© *Notes: She can cancel these into 214X. Certain options will counter an ID© attempt. Cancel to 214A>A, ID© hits her. Cancel to 214A>B, what happens is timing/distance dependent. Either you'll get 2C instead which hits her (often FC), or ID© hits behind. Cancel to 214A>C, ID© hits her. Cancel to 214A>D(charge), you get hit. Cancel to 214B/C, ID© whiffs. 214A > C - IB > ID© Notes: Cancel to A/B, ID© hits her (also on normal block). Cancel to C is a solid block string, so you don't get hit for attempting ID©. Punish it on block. Cancel to D(charge), you get hit. Anyone let me know if something isn't true or feel free to add anything I miss.
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Block Punishes vs Relius: Guaranteed: 6A (can cancel to super) - (dash) 5A - IB > (dash) 5B 236C - (dash) 6C 236A - CH throw (move isn't throw invulnerable) - close, wait until it's ending > FC 2C - far, wait until it's ending > CH 5C Gears super - 6C Vol Tedo (close) - 2A - During flash ID© - During flash BK > 5B Anyone let me know if something isn't true or feel free to add anything I miss.
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Block Punishes vs Mu: Guaranteed: j.2C (blocked high punishes listed, if she does it low enough it's safe) - (dash) 5A (also CH out of cancels to specials, range dependent) - (dash) 5B (blocked really high, also CH out of cancels to specials, range dependent) 236A (blocked at point blank range) - (dash) 5A - IB > (dash) 5B 623C - (dash) FC 2C 63214C lv1/lv2 (safer at long range) - (dash) 5B - 5C Super - (dash) FC 2C - BK > 5B - During flash BK > FC 2C Astral - (dash) FC 2C - BK > 5B - During flash BK > FC 2C Anyone let me know if something isn't true or feel free to add anything I miss.
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Block Punishes vs Noel: Guaranteed: 3C - (dash) 5B crouch hit d.236D - dash 5B - 5C d.214D - (dash) 5B d.623D - (dash) 2C j.D - (dash) 2C (also FC out of cancels to any other drive after landing) - air hit 5B/5C (blocked from higher up) j.236C - (dash) 5B 214A - crouch, FC 2C Fenrir - dash FC 2C (wait til she's out of bullets) - During flash BK > dash FC 2C Bullet Storm - after first barrage > air hit 5C Astral - (dash) 5B - After flash neutral jump > CH nj.C/D - After flash BK > FC 2C Anyone let me know if something isn't true or feel free to add anything I miss.