Jump to content
Dustloop Forums

VR-Raiden

Moderators
  • Posts

    2,018
  • Joined

  • Last visited

Everything posted by VR-Raiden

  1. I went in training yesterday, trying to find some useful cross-under set ups. I'd seen other characters do them rarely but never tried any with Ragna. I found one that may be useful, you can start a midscreen double 22C combo (5B, 3C, 22C, 5B, ID(D) > 236C > 236C, 22C) but don't finish with the 22C, so if they neutral tech when they hit the ground you can running 2A to slide under with proper timing. Or you can choose to slightly alter your timing so you don't cross under. It might be one of the more useful ways to set it up cause you still get decent damage before starting it. I'm still experimenting with it in matches. speaking of CT, by the way.
  2. Yeah definitely, I'm trying to get back into BB with CS coming soon and all. Glad I could fight a good player with a decent connection to help me remember what to do/not do.

  3. http://www.youtube.com/watch?v=rxKtDfrrSG4 at 2:07 Kaqn starts an interesting looking air throw combo. Seems to mess it up but it looks like a way to get a good combo off air throw without doing GH whiff. He does a BE so that the last hit hits them as they bounce back, and they bounce off the ground from it. Also does a sexy cross up ID kill at 3:34
  4. I believe the only way to actually land a CH airthrow in a match is if their guard meter is flashing.
  5. It's pretty simple, once 6D connects, delay the cancel to j.D enough that Ragna lands before it comes out. You normally hear him yell as if he did the j.D but nothing comes out and you're on the ground, able to do whatever you want. It leaves you recovering much quicker than if you had just done 6D and waited to land without canceling to j.D. I'm kind of skeptical on the overall use of it in mix ups. It can work, and has for me on occasion, but it just doesn't seem very solid. What I've noticed is, it will work maybe once or twice, then they start hitting you out of whatever you try after the cancel. It seems like people react to the cancel and then realize I'm trying something, so they aren't gonna get hit by an early canceled j.D. Maybe I should experiment with it more, but that's been my experience with it. (talking about CT of course, can't speak for CS) Also, if people are barrier blocking it's even harder to catch them with something off it. Experiment with it yourself though, maybe you'll have more success with it.
  6. Yeah this thread is pretty unorganized, I think we need something more compact.
  7. It's not too bad once you get used to it. If you're on PS2 pad, I find it easiest to press X+Circle+Triangle with your thumb to FRC.
  8. If you don't instant block the 5C, you can't ID if he goes into HF or 2C/3C. If you instant block the 5C, you can ID anything he does.
  9. It's pretty much the same as you do on most characters but he's extra heavy so he falls a lot faster. It's not really comparable to how to get them on Pot, some of his are kind of unique cause of how huge he is. For Robo you wanna hit the SW in his upper chest/face area. Something like WT > j.S > SW > 2H > j.S > SW > nj.S SW > BR, which works on a majority of the middle weight characters, will also work on Robo you just need to do it quicker cause he falls faster.
  10. If you're talking about in the last round, if you do it from a CH HF you have to dash into the first 5B or be really in his face, and after the 6A you have to end your air combo really early. But in that situation if you start with 5C after the CH HF you get more damage. Though if you can, double meterless 22C combo should be the one you go for after CH HF, especially on Arakune cause he's one of the easier characters to do it on.
  11. As posted on SRK: http://shoryuken.com/showthread.php?t=239681
  12. I was trying some fuzzy guard stuff with low dashing j.S/j.D a while back, never ended up finishing but I was able to get a low dashing j.S (JC) > j.D > SW to work on Eddie and Anji, and j.S (JC) > j.S > j.D > SW to work on Pot. It's weird though cause sometimes when I jump cancel the first j.S/j.D, he doesn't go as far forward as other times. Seems like if I do dash j.S 659 > j.D the j.D will hit close enough to get the SW, but if I just jump cancel with 9 he doesn't go in as deep. What's the story with that?
  13. I'm a bit confused, 6B isn't a move you would want to combo into in the first place. It's meant to be the first thing that hits people for blocking wrong. If you mean you want to use it as they're teching after a combo, I can't think of any situations where they're forced to block it (or time a reversal perfectly) unless they didn't get up immediately. If you keep getting hit out of it, try faster moves that could get you a CH on them. It will only hit people if they decide to block when you do it and don't react to it in time, so you have to mix it in and change it up if they catch on to when you like to use it.
  14. If that's true, I'd like to know what I can do to help make it happen too.
  15. I like the new art for everyone a lot more, including Ragna. The new style gives the characters more personality in my opinion.
  16. What's the default controls set up for stick? EDIT: nevermind I found it, it's on the official site
  17. cool, yeah it has been a while. I haven't played BB much lately but I'll try to get on XBL again soon, and we can get some matches in.

  18. Most damage in any case comes from doing as many 22C as possible (not counting BK stuff), such as the combo redsilversnake posted above. As for a non-corner version, you can do: 5B > 3C > 22C > 5B > 5C > HF (RC) > dash 6C (DC) > 5D > 22C. Or, if you did anything before the 5B (such as CH HF) you have to shorten it a bit: CH HF > 5B > 3C > 22C (RC) > dash 6C (DC) > 5D > 22C. They do a good chunk of damage, but if you get good at midscreen meterless double 22C combos (info on those: http://www.dustloop.com/forums/showpost.php?p=469238&postcount=42) they're much more efficient. Eventually I started doing 623C... > 5C (JC) > jB > etc most of the time. I found the timing to be much more lenient. You don't delay the last 236C of ID as much in this version. Works on every character, but does slightly less damage. Also you can always just do 623C... > 5B > 623D if you can tell you screwed up the timing and 6A will miss.
  19. Max delay 214D is for 5C relaunch combos. For 5B > 6A relaunch after GH, it's not really max delay 214D, you have to get a feel for the timing. I got used to it by looking at Ragna's animation during GH, you wanna do 214D sort of right when he's done spinning after the GH hits. You can also go off the sound of his voice, but that's not as reliable for obvious reasons. Or the position of the opponent (also less reliable). And the 6A misses certain characters usually like Toa, Carl, and Rachel.
  20. Stay tuned, hopefully it'll get a bigger following once CS comes. I know I'll try to provide a set up for it when I'm in the area once it's out. yep
  21. Well what do you know, I'll be back in nova for this one. I'll try to make it for some GG.
  22. Posting this here in case any Dustloopers are interested SRK thread: http://www.shoryuken.com/showthread.php?t=231882
  23. I got around to verifying it, Final Ultima is correct. You can do 5C relaunch from anti air 6A > 5D(1). If it hit's around head level, you can just do the 6A > 5D(1), but if it hits them lower, just add 5C in between to adjust the height. (done on Ragna doing jC) anti air 6A, 5D(1), GH > max delay 214D > 5C sjC, jD (JC), jC, jD, ID(D) etc = 2970dmg with 5C in between the 6A and 5D, it does 3088dmg. But yeah, I couldn't even get it to not be counter hit using it as anti air in this situation. So this is really only for if you don't feel like hit confirming, or are just hitting them for not air barrier-ing. cool, thanks.
  24. Hmm I don't remember if that works, if it does it's probably picky with the height at which you hit the 6A.
  25. for 22C > 5B, it can help to press and hold 5B in case you pressed it too early. It will still come out if you pressed and held 5B within 5 frames of the time it's able to come out. To get 5C after 5B, 6A, 5D (1hit), GH > delay 214D, you have to delay the 214D as much/almost as much as possible.
×
×
  • Create New...