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Everything posted by VR-Raiden
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Borrowing from the idea in the above post... 6A CH (JCC), 2141236C Works on everyone, everywhere, very lenient with the range. Can do it as anti-air or hitting grounded. Obviously not very practical, mostly just for extra cool points. Easiest way to do it I find is 6A CH > 214741236C. I tried it after 5C CH but the astral is too slow, unless I'm not doing it fast enough.
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Ah, I figured it was something along those lines. Thanks. I see now, I was getting it cause I was unknowingly doing 214741236C for Black Onslaught.
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What is 3C (JCC)? edit: Oh, I'm getting it now just by doing it really fast. But still curious what exactly JCC means.
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Normally it would probably be a waste, but in this case it definitely wasn't, considering it was for the kill. I would think it wouldn't allow all those hits after the 22C RC, but maybe.
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I've been busy and haven't been keeping up on everything. What exactly is a fatal counter/what does it do?
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Yeah I did haha, I started back on PSOv1 on dreamcast and this was my name on that too. What was your name on PSU? I probably did know you.
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For some mix ups that involve WT, it depends on how your opponent likes to deal with it. Do they jump to avoid it, try to hit you out of it, or throw you out of it. A simple mix up from blocked a 2P, 2P > WT - tick throw, catches them for sitting there blocking 2P > 2K (hits) - 2K catches opponent for trying to jump, backdash, or throw you after they block the 2P 2P > (delay) 2D - if timed right, 2D will CH the opponent if they try to attack after your 2P. 6P or 2H/5H can also work. Meaty j.S and GF FRC are other ways to start mix ups like this. High low mix up from GF FRC, GF FRC > dash jump > low air dash j.S... GF FRC > dash jump > land 2K/2D You have to be careful with the spacing on this though, half the time I try to land for the low I land too close and get thrown. I'm probably over simplifying it, but there's some stuff to work with.
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Did you try air throwing? Yeah, they can break the throw. but it can discourage them from doing that all day.
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Oh, cool. Talking about this vid right? http://www.youtube.com/watch?v=x0B0-C00cPc I don't know if you noticed, but Tsubaki throws out an attack at the start. That's more likely the reason 5B hits her from starting position.
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You can get 5B after ground GH in CT too, might be character specific though. I know it works on Litchi.
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vs Hakumen http://www.youtube.com/watch?v=oWaTno8XSbA at 5:30 vs Jin http://www.youtube.com/watch?v=7e0Di6zNPAc http://www.youtube.com/watch?v=Yxq2UMqUOao at 3:37
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This is awesome, really glad he can end a BE combo with 22C. Is it known if 2B still links after a 3C? cause if it still does you could probably do something like whatever > 3C > 2B > 5C > air combo BE > dash 5D > 22C I don't know if the changes to 5C could mess up that 2B > 5C part. It already missed on Tao and Carl (and Rachel?) in CT though. Also I like how they reduced hitstop on 3C, makes the combos go faster.
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Damn, Ragna is looking awesome in CS.
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His voice changed? His pink color got even more awesome.
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Well you can get by without using Dead spike, but working 22C into your combos is pretty important. If you're in corner, just do whatever into 3C > 5D DC > 6A > 5D > 22C. Midscreen, you just have to get used to the timing on the double 22C combo with inferno divider. Or if you want to do something easier but use meter, 22C RC combos. As for when to use Dead Spike, it's alright in block strings cause its advantage on block. So say you do 5B > 5C, and they are blocked. you don't want to do nothing and any other special you can cancel into is unsafe/bad on block. It's a good way to end if you can't jump cancel out. But it's also really slow so people can hit you for trying it if they're paying attention. Other than that, it's good if you knocked them down in the corner cause it'll catch them for trying to roll, and at the same time forces them to block it/reversal if they neutral tech. Oh, and it can be used as your strongest combo starter for whatever moves it can counter hit punish on block.
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I don't know why you would prefer a CA over a CS hitting Nu in the face. But how reliably you would be able to do this is another question, I remember trying this a long time ago and it's pretty nit-picky with the range and timing.
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This isn't new Yeah, that works but if those hit you might as well go into a ground combo for more damage. You can do that on block for a 3rd air hit they might not be expecting though.
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yay GG I'll try to make it to this.
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Awesome. I was trying that second combo a bit ago and was having trouble getting the astral to land, I think the vid will help.
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There isn't a recording/command capture feature in training mode, correct? And I don't mean where you just set the dummy to do a certain move, I mean you actually recording the dummy doing anything you want. I was told that they were going to add one, is that true? Sorry if this has already been answered.
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Well yes, ID is invulnerable immediately so as long as you did it before the move hits you, you would avoid being hit, and hit her with the ID. How to beat drive spamming Noel (or anyone that just mashes buttons): Inferno Divider. If they refuse to block just ID them all day.
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It's because 623C's invulnerable frames start immediately. With 623D they don't start till frame 6, so you can actually be hit/thrown out it.
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It should work on most if not all the cast. I thought that combo was posted already, but I guess not. I can't remember the last time I used Carnage Scissors for a combo unless it was for the kill though. If you're in Blood Kain you can do much better than that from a CS (hint: post 13 in combo thread). edit: oh, it was posted (post 10). Slight variation but same idea.
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Ragna Critique and Self-Improvement Thread
VR-Raiden replied to Bandit Revolver's topic in Ragna the Bloodedge
Dash break, while running 1A+B/4A+B. It lets you block immediately out of running, and stops you so you can see what they're doing and act accordingly. or dash jumping/double jumping to see how they react.