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VR-Raiden

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Everything posted by VR-Raiden

  1. Turns out I don't have a car to get to this with now
  2. I would disagree that backdashing is the "safest" option. Blocking is the safest. Backdash can work to dodge stuff but you will get hit by longer range moves that last long enough to hit your vulnerable part of the backdash. It is one of your better options after blocked HF though, just have to be careful with it.
  3. I'm bringing BB and a ps3 or 360 in the chance that there's an open TV for it. I'll bring my ps2 with AC and slash too.
  4. Those are both common problems people have when starting out with Ragna. Check out the Ragna 101 topic. This is from the FAQ section: As for the ID combo using 5B > 6A, 6A won't hit Rachel, Carl, or Tao. Everyone else it's just timing. or you can use 5C to start the air combo instead, ID > 236C236C > 5C (JC) > j.B...etc. I find this one a bit easier/more reliable than 5B>6A. or you can just go straight into 6A > air combo without the 5B. So yes, it's the timing of the ID add ons that makes them land close enough to do these combos.
  5. Nah, no special timing to it. The 5C must be a counter hit or hit a crouched opponent for 6C to combo after it.
  6. I'll try to be there for GG. also if there's any chance of BB happening (doubtful) I'd be up for that too.
  7. It's from phantasy star online. I used to play it quite a lot :P

  8. Oh, I meant that's how I do it after a jump-cancelable move (like 3C or 6A) to make it work. I'll try that way though, it probably is easier.
  9. They're talking about the same thing, it's actually not too difficult. Just do the astral as 214741236C so you go to upback instead of just back during the motion.
  10. Yes it is, here's how: http://www.dustloop.com/forums/showpost.php?p=465729&postcount=1056 JCC = jump cancel cancel, basically you put the astral in after jump canceling so it comes out before you actually jump.
  11. Here's something fun, don't know why it took me so long to start doing it but when you get guard pointed by Bang's drives, it's pretty much the same deal as not-full barrier bursts. So for example, if you 5B and they 2D'd it, you can ID to save yourself and hit him. If he teleports far behind though, ID will miss. but going into Blood Kain is free punish no matter where Bang goes. Definitely takes some hit confirmation, but if you were expecting a drive already it's not too difficult.
  12. Yeah, there would be much better uses for the same meter.
  13. Throw will CH him out of his D's. Or if you're not close enough for that and they keep doing it in similar situations, don't attack, watch him whiff it, and whiff punish him.
  14. You might be able to do something like that, but it would be extremely pointless considering you can just combo into BE normally without using an RC. and anything can be RC'd as long as it touches opponent.
  15. Sounds good. It's looking great, thanks
  16. The first throw into astral, there were no pink !!, so I guess his throw (all throws?) fatal counters. I think his throw has always counted as 2 hits...can't check at the moment, someone correct me if I'm wrong. as for the 2nd throw combo, I didn't notice it before but everything is inverted, like the combo counter Yeah, you have to have a burst to do astral's in CS. and yes, that was from 4B+C.
  17. If j.B just isn't coming out, then you're just hitting the button too early. Also I usually super jump from 5C air hits like this cause they tend to be higher up. Yes, timing on that combo is very picky, but the delay 214D > 5C should be the hardest part. Try pressing the button a little later, and if it still doesn't come out there's always the 5 frame buffer thing to help.
  18. wow, did someone actually say that? lol...
  19. Corner air throw into BE combo at 1:54, yay :D
  20. Youtube version of Final Sky: http://www.youtube.com/watch?v=afDH9a5Xy8c Hell yeah.
  21. I don't know of any special properties on his 2A, and it's actually one of the slower ones according to frame data (10 frames). So if it's hitting you out of stuff, it's really just the timing of the attacks. I would guess it's hitting you most in situations when you're trying to attack when you're at disadvantage.
  22. Look 8 posts ago, I asked the same thing.
  23. You can also use it to safely end your block string by jumping away. 3C is a better option for ending a string though. It hurts them a lot more if it hits and has a bit farther range I believe.
  24. That's true, it only works til you get to the corner.
  25. Yeah I like using j.B after falling from the 214C too, seems to be most reliable for hitting them if they roll too early. I've landed air throws after it hits too, it sets up pretty nicely. Oh and this is fun, nobody would ever be this dumb, but if they just forward roll immediately over and over you can do ID > 214C ender, falling j.B > ID > 214C ender endlessly lol
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