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VR-Raiden

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Everything posted by VR-Raiden

  1. For the HJC I usually do 19 or 29. After that there isn't really a reason to hold 3 but as long as it doesn't hurt you're inputs it doesn't matter. Same deal with how you're doing BE, all you need is 214 but if going from 9 works for you go for it. but in this combo, I recommend using 3C instead of 5C so you can get the 22C ender. You need to jump cancel to the j.C as fast as possible. This is usually where it seems the combo drops if you started from something you can't do a double BE combo from too. 6D cancels into j.D. If you don't cancel to j.D, 6D takes about a year to recover. If you cancel to j.D low enough that it doesn't have time to come out, you cancel the recovery from 6D and are only left with the landing recovery from j.D. This can lead to mix ups, because they have to block j.D high, they block high by default after blocking 6D. Whiffing the j.D then doing a low can catch them if they don't react fast enough, or doing a 6B or something if they do block low after seeing your j.D whiffed. Honestly, this is a pretty weak mix up though. If they barrier block the 6D, it pretty much destroys lots options. Also, if they just mash jab when they see the j.D whiff it will hit you out of almost anything you can do. You do need to be close for that to work. If you can see you're out of range of 6A after dash cancelling the 5D, you can do 5C(SJC) > j.C. If you want to just do 6A you have to do the last 236C with hardly any delay. 5B > 6A isn't character specific, you just have to time the 236Cs correctly. It's not really delaying the last 236C as much as possible, but it is a significant delay. Basically you want them to be slightly above ground once you've recovered from landing. Watching it in a vid would probably help.
  2. Yo, I tried GGAC netplay with demul myself the other day with a friend who is about 5 hours away and it was pretty laggy. I have a feeling my internet at college has something to do with it :v: but if you want to try some time, we can see if we can possibly have a good connection. If not, it would be a lot better whenever I'm home in Northern VA again.

  3. Just tried it myself, yeah the 5A has to be blocked. Even if they crouch it still connects. The problem is you have to be literally in their face, and do the j.D late for the 5A to reach after 6DD. Unless they instant blocked something, cause that has less pushback. If they barrier any one of the moves, the 5A doesn't reach. It's still neat and looks like the safest way to continue pressure after it if you see these conditions are met. and I believe this is where the confusion is with there being a gap in the string. If you do 6D, then j.D as fast as possible, there is no gap even if they instant blocked the 6D. However, if you delay the j.D enough so that the 5A can reach (when they only normal block), there is a gap if they instant blocked 6D. I couldn't find a timing to the j.D that was late enough that 5A would connect (assuming they don't instant block j.D to create less push back), but fast enough to close the gap when 6D was instant blocked.
  4. (max range) 2D, 5C (JC), j.C, j.D, j.214B (RC), jump forward, j.C, BE, 6D, j.D (JC), j.C, BE, 5D, 22C Damage: 3734 Heat: 39 (after RC) This combo is for a max range 2D if you don't want to have to go for dash 2B, or when you try the normal 5C combo and notice that they're too far and the BE won't connect. Takes 50 heat, but gets you you're knockdown if you can tell you messed up, and does slightly more damage (roughly 300 more than if you get dash 2B combo).
  5. Even though moves cancel into eachother, it's good to know how much advantage/disadvantage you are after any move, because you might not always want to/be able to cancel to something else. Probably the most important things to note are Startup and Frame Adv, and what any special properties are on moves/when they activate (like invulnerability). You can look at other character's frame data to see how you can punish things if you know the startup of your moves and the frame adv of theirs, or you can always just use record feature in training and try stuff yourself. Keep in mind an Instant Block reduces block stun by 5 frames, so your frame adv. will be -5 the normal value. and here's something totally random I found while messing around, vs Carl do 2D without moving from starting positions. It misses, unless you press 2D right as he lifts his pinky. I guess his hitbox moves forward ever so slightly during his standing animation, kinda funny.
  6. Revolver Action Chart (from CT): http://blazblue.byethost13.com/bbct/characters/ragna/bbct_ragna_revolver.html only new one is 2C > 6C. and I think there are errors in the chart, but it is mostly correct. 6C can go to 6D on block/hit, and 3C can go to 5D on block (not only hit). CS Frame data: http://dustloop.com/guides/bbcs/frameData/ragna.html
  7. It also helps a lot with getting moves to connect after dash canceling 5D. As for approaching, it's something that will take time to get used to. Watching vids of good Ragnas helps. You can make use of dash breaking (barrier block while running, enables blocking immediately from running) to move in more safely on the ground, and double jumps/air dashes to get in from the air. Remember to air barrier when you're in the air and the opponent is on the ground, as there are many anti-air moves you have to barrier in the air.
  8. You can, but you had to have gotten the move (such as 2A) to guard point early during Bang's drive (such as 2D) or he'll hit you before the throw lands. If you were baiting it that way you might as well just do the throw first though. ID should work any time, you must be doing it either too early or too late. Other ways of avoiding the grab are 5A (CH's him out of it in most situations), jump, and backdash.
  9. This works until they teleport after the guard point and watch your DP whiff. Blood Kain after guard point works no matter where he goes though.
  10. Feel free to make them if you want, and specify what exactly it is that's giving you trouble in the match. Maybe people can provide some useful info. But I find that 90% of the time match up threads are filled with worthless junk anyway. Best way to learn a match up is training mode+record feature and playing matches.
  11. Fun tournament, thanks to everyone who came out for this. Super Street Fighter 4: 18 entrants bracket 1st - Blake "vivaldi" (Rufus) 2nd - Robbie "UGotRobbed" 3rd - Donnie "Iceman" 4th - Chau BlazBlue CS: 16 entrants bracket 1st - Michael "VR-Raiden" (Ragna) 2nd - Everett "Arcas V" (Bang) 3rd - Donnie "Iceman" (Arakune) 4th - DnD (Lambda) Tekken 6: 5 player round-robin tournament, 5 matches each between everyone 1st - TIE between Chau and T.A. with 15 - 5 records Vampire Savior: 13 entrants bracket 1st - Corey "VA_King" (Sasquatch) 2nd - Justin "GhibliCat" (Bishamon/Felicia) 3rd - Donnie "Iceman" (Zabel) 4th - Everett "Arcas V" (Bulleta/Q-Bee) Guilty Gear AC: 4 vs 4 team tournament Team Obama, Biden, Sotomayor & Secretary - Everett, Corey, Justin, Michael defeats Team Baby Skulls - Tyler Rash, Morrison (Zelda), DnD, Donnie
  12. He does it at 7:44 in this vid, but he does it with j.C out of the corner. It's the same deal with j.B though, only hits if they roll towards you asap. http://www.youtube.com/watch?v=YkIGuK---Hc&t=7m44s
  13. Using advanced input helps for getting stuff after dash cancels, press and hold 5C within 5 frames of when it can actually come out and you'll get it. If you press and hold and nothing comes out, you pressed too early. Press and hold and the 5C misses, you pressed too late. Just try to be precise with inputting the super jump, 6C shouldn't come out at all since you only need to do a downward to upward direction. Don't roll around forward to get to up, just go straight from down to an upward direction. Again, advanced input helps here. Also watching the combo counter for when it stops can help. If you're in the corner you can just do 6D, but outside of corner you have to dash into it for the BE to connect properly. It's very practical. Outside of corner not as much, unless you're good enough at landing dash 6D. Ragna combos take them into the corner almost all the time anyway though.
  14. Watch these, they have good practical combos: http://www.youtube.com/watch?v=KG00p-LigS4 http://www.youtube.com/watch?v=YkIGuK---Hc&feature=related
  15. He was getting away with lots of dumb stuff, looked to me like he was pretty much toying with the other guy. The other never did 5A to try to hit him out of 5B either, which works. I wouldn't call that "proper" use of 5B, he wasn't even going into anything when it hit, so it seemed to me it was more like he was just trying to annoy the other guy.
  16. In that situation doing GH/2D and RC'ing if they're blocked is fine, you just have to be careful to not get predictable with it cause some characters can do supers/DP's to hit you out of them. You can also cancel to 2C whiff, which recovers fast enough that it's doubtful they'll punish you for it. It's probably best to try hit confirming the 5B in the first place though, cause you can also do GH/2D off that if you wanted, and it's not as bad if they blocked just 5B.
  17. ^ That was just discussed a few pages back, look at post #2062 by Seifuuku and on.
  18. I tried to find something easier a bit ago, didn't find any practical use for 5D after the 236C wall bounce, but good luck. You lose so much damage and it's not really that much easier to time. I think doing just 6A is easier, just do the last 236C early and 6A as they fly over you. but getting the BE to connect is weird from that. Sadly using 5C doesn't work to make it super easy like it did in CT for me.
  19. My only guess is you're pressing the button too early. Put on input display in training, that will probably show your error. If going to just 7 doesn't work for you, you can always go around more to 8 or 9 to get it out.
  20. Plenty of good options, TK GH - overhead 2D/6C - low 5B (hits) > GH - overhead 5B (hits) > 2D - low 6B - overhead dash 2B/3C -low, catches them if they don't tech dash 2C - fatal counter if you know they like mashing out uncontrollably throw set ups bait a reversal or simply apply pressure again These aren't the only options of course.
  21. I still like 22C when I can get it. Other than that I'm still working on figuring out which I should do when. Still need to implement that 3C > safe jump j.C stuff TitaniumBeast posted, seems like that would be the go to option in a lot of cases.
  22. I find it easiest to press X+O+Triangle with my thumb. You can use a L/R button to do it if you want, I think it depends on the tournament whether or not it would be banned. Most I've been to wouldn't care.
  23. Yes, j.B works in more useful situations, and it's also easier to time. Just clearing it up that j.B does not hit a quick standing opponent (as stated earlier), and j.C does. EDIT: oops...I meant to say j.C will not catch front roll in the corner in my earlier post.
  24. Hey there TitaniumBeast, I'd like to play you on PSN sometime if you're up for it. I'm still getting used to some of his new stuff but definitely loving the new Ragna :D

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