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Everything posted by VR-Raiden
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Ragna Critique and Self-Improvement Thread
VR-Raiden replied to Bandit Revolver's topic in Ragna the Bloodedge
Main thing I noticed was you missed lots of chances to punish him for throwing out counters. Just work on reacting to that faster. -
Yes if it works like CT, that's the best you can do off a far hitting 2D now outside of RC'ing, as far as I know. I haven't seen much on airthrow combos for CS, other than going into BE in corner. Does midscreen air throw > immediate GH (misses) > land > stuff still work? (which btw, I still have yet to implement into my CT game ) Or maybe you can use BE in a similar way?
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It might seem harder to punish because you used to be able to just 5C it on normal block from almost max range, without having to worry about dashing. As you would expect, instant blocking makes it a very easy punish. I'll also just note that 2D puts him in crouch til the end of the recovery, allowing crouch hitting combos. and yes, as with all "almost safe" moves on block, when you can tell they punished too slowly, ID can catch them. I'll usually only do that once if I'm fighting someone smart though.
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That question came up a bit ago, here's what Veteru had to say about it:
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There isn't really a trick to that combo, it's just pretty tight timing. You have to dash 5A as fast as possible after the first 22C. That combo in particular though is pretty useless when you can just do... 5B > 5C > 3C > 5D (DC) > 6A > 5D > 22C when they're in corner like that. Yeah, if you're talking about the HF (RC) > dash 6D > j.D > dash 5B > 3C > 22C combo, you're probably just doing it too slow. You can delay the j.D after 6D slightly so that Ragna is lower when he finishes, allowing more time to connect with the dash 5B.
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Last time I was in training I actually was working on something similar, cause I do like the corner knockdowns. GV > j.D SW > (they bounce out, you chase them) 2H > nj.S SW > (walk/dash behind them as they bounce back toward you) 5K > BR into corner. I was trying to get something similar from any mix up after that too, such as low airdash j.S > j.D > 5K > 2H > j.H SW > (they bounce, out you jump after them with..) j.S SW > (dash behind) 5S BR into corner so they would be in corner again to reset your mix up. But I haven't implemented this stuff into my game yet. Mostly cause I hardly ever get the chance to play people T_T
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Maybe another possible reason people thought it was faster is cause his voice is different, shrug.
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To end with 22C, you have to use 3C or 2D in the combo. Otherwise it just wont come out.
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First question to always ask is, did you do 3C or 2D in the combo? If so it shouldn't be hard to time it, if you do it from 5D(2nd hit) just cancel right into it after the 2nd hit hits. on that note, can you still do 22C in a combo after offensive burst in CS?
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Is there a youtube link to this, or would someone be so kind as to explain exactly what it is? My nicovideo account won't let me watch it for some reason.
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You only really have to do running j.D if they're not in corner. In corner normal j.D works just as well. If you have trouble getting the running j.D consistently, j.S is easiest way to start at the cost of some damage.
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Pleeeeease be region free or somehow get a US port. I like how the shots are more colorful in this one. but what exactly is the purpose of there being 2 pilots on each side?
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Ragna Critique and Self-Improvement Thread
VR-Raiden replied to Bandit Revolver's topic in Ragna the Bloodedge
Looked like you ran into a few things at the end of the first round. If you barrier while running that won't happen. It stops your run and makes you block immediately, allowing for much safer approaches. -
Hah! Didn't expect that. I think it might have been 6A that was catching the backdash...can't remember what vid I saw it in :/
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Eh...I know I've seen backdash punished plenty of times in vids. Ragna's backdash has pretty pathetic invul frames. I don't remember exactly what, some Tager player enlighten us why backdash isn't 100% safe way of escaping. It is still an option though, escapes 360 and Atomic collider.
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What's the startup of Dead Spike?
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This was a good read, I haven't been using stick for overly long (and still not for GG) so I learned some things. I would say though, I think "You get to choose how you want to carry it" is more like a disadvantage. It's a disadvantage that you have to carry it at all compared to how small and portable a pad is. I do enjoy playing on stick more than pad now though, it's definitely worth having to carry it around. Another advantage of stick, you don't have to worry about what system you have to play on. This is actually the main reason I decided to learn stick, so I wouldn't have to play on a 360 pad if there are only 360 set ups. oh, and it also makes casuals go by much easier. You don't always have to change controls every time you want to play if you're the only one that uses pad there. I ended up still having to do this in BB though cause most people I play use the other set up (I still question why they bothered having 2 default arcade control set ups...)
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Having only played CS once, I don't have much to add atm. I will just note that CH BE combos into 5A on Tager if it hits him standing, in case people overlooked that in other threads. Make of it what you will. The time I did play against a Tager (he wasn't too capable) I did BE once right as he started an Atomic Collider, and it actually hit him out of it. The beginning part of BE, where he just starts picking up his sword. Only happened once though, can't say if it's any use without testing it further.
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What the fuuuuuuuuuck at the damage on those FC 2C combos...lol Can't believe some of the stuff you can do, that was insane.
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Guilty Gear FAQ Thread - Ask your questions here!
VR-Raiden replied to Kairi's topic in Guilty Gear General
I'm getting a friend into GG, but he lacks a PS2. So I was wondering, is there anything wrong/different with the Wii version of GGAC+ compared to PS2 version, as long as you play it without retarded controls? -
Gonna post this new combo video here, has the most hilariously awesome combos I've ever seen. http://www.youtube.com/watch?v=D2wnQyH3oWg
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Ragna Critique and Self-Improvement Thread
VR-Raiden replied to Bandit Revolver's topic in Ragna the Bloodedge
Against the Tager, you got wake up backdash > 360'd way too many times. It's generally a good idea to approach Tager from the air on his wake up. jAAAAA... will catch him for backdashing, or a well timed other jump move. Also, use more 5A, it's excellent on Tager in CT. He can crouch it in CS, so enjoy it while it lasts. Shorten the block strings too, try to end with a jump cancel-able move like 6A or 3C to be safe. You can get punished pretty bad if you keep on doing stuff into 5D.