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VR-Raiden

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Everything posted by VR-Raiden

  1. KayEff is correct, you must start the air combo with jB for it to combo. And that is a CT combo.
  2. These are the main combos you should know: 5B (far): ...5C, HF -> 214D ...5C, HF(RC), dash 6D, delay j.D, dash 5B, 3C, 22C 5B (close): (midscreen)...3C, 22C, 5B, 623D -> immediate 236C -> delay 236C, 22C (corner/going into corner)...5C, 3C, 5D(DC), 6A, 5D, 22C 6A: ...5D(DC), 6A, air combo (counter hit)...5B, 6A, GH -> delay 214D, 5B, 6A, air combo 6B: (hits crouch)...5C, 6C, GH -> delay 214D, 5B, 6A, air combo (hits crouch, close)...[5B close combos] 2D: (hits far)...5C, air combo (max range)...5C, 214A, 5A, 5B, 5D, HF -> 214D 5C: (counter hit)...6C, GH -> delay 214D, 5B, 6A, air combo HF: (counter hit)...[5B close combos] ID©: ... -> 236C -> 236C, 5B, 6A, air combo 4B+C: ...GH -> delay 214D, 5B, 6A, air combo Most of these work on most of the cast. Look through the combo thread for more specifics.
  3. Dude, awesome avatar.

  4. I came across an interesting combo I hadn't seen before in this vid http://www.youtube.com/watch?v=IWfxfpmyKJ4 at around 3:30. He does a CH 5K into air dash jD > BR > relaunch into SW stuff. I assume this gets you more damage than just doing a standard 5K > 2H > jS/jH > SW etc combo. I can't try it at the moment but I'd be interested in knowing how much more damage you can get with it. EDIT: more nifty stuff at 9:17 and 9:23 in this vid http://www.youtube.com/watch?v=ZUtonmlBcaA Uses airdash jK to combo off normal hit GF from max range, and uses jH > double jump > jP > SW to get high enough for the clean hit.
  5. and that's the problem with using Blood Kain
  6. Yeah basically you missed a ton of opportunities to punish him for continuing his pressure (most notably lack of anti airing him), and didn't capitalize on the hits you did land to apply pressure yourself.
  7. Needs more 22C combos. also from 6A anti air, 6A > 5D (DC) > 6A > air combo does more damage than just going straight into an air combo. If you notice it's CH you can do CH 6A > 5B > 6A > GH > relaunch stuff.
  8. Does Dead Spike actually come out faster in CS? It seems the same to me, but I could be wrong. Also, does D Inferno Divider take a guard primer after the 1st hit blocked or 2nd hit blocked?
  9. Does GH still whiff if she's crouched? out of curiosity, did this come from some recent match up chart?
  10. Well I managed to answer my own question, TK BE can dodge a throw for a CH. Just throwing the idea out there, it could possibly be an option after Tager's pick up thing. But yeah the 5A after CH BE seems to only work on Tager, and only if it hits him standing. He doesn't need to be in corner. Unless you can dash 5A in time it looks like it's Tager only.
  11. Ohh, didn't know that, neat. wait, is that even new? I just realized Nu's CH 2C or CH 6C was like that in CT. anyway, still curious to know if TK BE hits fast enough to punish a throw attempt, preferably for a CH.
  12. About this combo, I was talking to TitaniumBeast at a tournament a while back and he suggested something that makes more sense. Instead of doing ID(1 hit blocked/hit) then RC > combo or pressure, you might as well let both hits of the ID be blocked before RC'ing. It's easy to confirm if they blocked or not that way, so if it works you just do a normal ID combo, if they blocked you RC 2nd hit and do jC or jD to continue pressure. The damage on the combo in question isn't significantly more than just a normal ID combo, so if you can save the meter instead, I think it's a good idea. I mainly did RC of 1st hit cause of habit from playing Sol all the time in GG, but I think this other option makes more sense for Ragna.

  13. Someone correct me if I'm wrong, but it shouldn't matter if it was a counter hit or not considering the move is multiple hits. Unless you mean only hit the last hit of it is counter (if that's even possible) or the move fatal counters (which it doesn't?). I wonder if that combo in that vid is corner only, and/or Tager only. Or if the height you start BE matters. cause that wasn't the lowest possible, was it? Though theoretically, if you did dash 5A the first instant possible, wouldn't it make character and position not matter? Someone should confirm this stuff. And for someone who can actually test it or already knows, does TK BE hit fast enough to be any good for avoiding throws? If not normal throws, command grabs like Tager/Bang's maybe? Also I assume it would jump lows immediately, thus having low invul. Just thinking it might be nice to have something for that that wasn't unsafe on block like TK GH.
  14. That combo gains 53% meter? That is ridiculous. At which hit exactly do you get 50%? (or if not exactly, at least 50) btw are we gonna have a Ragna CS general discussion for questions on combos?
  15. Read the Ragna 101 thread and Ragna Combo thread, post questions in general discussion instead of making a whole new topic for it. Block and punish.
  16. Don't you mean 2D > 236K (aka BR)? Yeah that will only work on Robo Ky if you're literally in his face, it's pretty annoying. Or if it hits CH, but in that case you would want to do GF anyway. You can do 2D > VV instead, or if you're too far for that, just stop at 2D. I can't think of any specific SW loops for Robo Ky, you can pretty much do standard ones but you have to alter the timing cause he's heavier.
  17. Hey I'm playing you in place of Abominable K in the 3v3, we'll have to do our match on Tuesday. I can probably do it anytime after 6PM, just message me on XBL or here when you wanna do our match.

  18. Hey there, you must be talking about CH ID (RC) > dash 5B > 6A > GH delay 214D > 5B > 6A > air combo. The timing on the delayed 214D is a bit different from other times you do it, it's a little bit less of a delay. and if you noticed you messed up the timing you can always do 5B > ID to end it too, like in other similar combos. Also works if the top (2nd) hit of ID hits CH, and you don't need to RC in this case.

  19. This works pretty often, at least the first time you do it. After Jin does that 3 projectile air move, he's inclined to start pressuring you, like in this case. The block stun on that move is pathetically short though, so you can almost always ID him after blocking them. Just don't get predictable with it, smart Jin's might get hit with it once then start baiting it. But then it's always in the back of their mind that you might DP, so that's something going for you. Dumb Jin's will get hit with it every time
  20. That was an awesome match, Kaqn is pretty amazing with the mix ups. I like that 3C (JC) after BE stuff he was doing. Lots of options there.
  21. Not necessarily, it just gets you close enough to the opponent in that situation. For approaching, make use of dash break (barrier block while running) and jumps/double jumps. Dash 5A/2A can hit people out of stuff and help get you in too. Basically, watch the opponent carefully for a chance to get in/get a whiff punish, while moving in safely. 6D can get people for jumping back unless they barrier block, or you can try air throwing them, it may discourage them from doing it so much.
  22. If dead spike catches someone's tech roll, you can get the combo KayEff posted. It's pretty picky with the range though.
  23. 5B, 5C, 5D, DC, 6A, Hj.C, j.D, JC, j.D, 623D, 236C, 214C is a good online combo cause you can just mash it all out, no special timing required. Better combos take some timing, like the meterless double 22C ones (especially on Jin), or the GH delay ones. 5D (DC) > 6A is also good for corner combos, such as whatever > 3C, 5D (DC), 6A, 5D, 22C. That one is listed in the CS combos thread.
  24. Nah, 6C too slow. 6C is 18 frames, instant blocked B/C/D ice car 2nd hit is -14.
  25. It's worth mentioning that 5B > 6D only works on counter hit of 5B. Also yeah, the 214A>214D doesn't connect after all that, it stops after 5C. That's cause the you can only get 3 air hits here. So just end with your pick of j.C or j.D > ID. And yes, it works if you normal jump too but usually super is better cause you get more hits of the ID to connect. The combo What posted is the strongest free combo for normal blocking ice car, but if you wanna do double 22C stuff you need to instant block so you have time to dash 5B as the punish (unless he was in the corner). But since we're talking about Jin, that involves dash 2A after 22C pick up... edit: Instant block 2nd hit of ice car and you can get 3967 dmg with: 5C, 5D (DC), 6A (JC), j.C, j.D (JC), j.C, ID© or if you're feeling really flashy, IB first hit, CS > combo or BK > combo.
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