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VR-Raiden

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Everything posted by VR-Raiden

  1. Here's what you do, go in training and record Tager doing that string. Block it, and find out when you can do anything/what to do. You don't even need to IB to get out of that. If you mean sledge A, you can hit him after you block it with 5A/5B, it's disadvantage on block. If you mean sledge B, that's pretty easy to see so just ID it or jump out. If you just barrier block the whole thing sledge A won't even reach.
  2. HF RC (first hit, blocked) > 6D is one way to make them have to block 6D. After 6D > j.D, most people tend to block low cause that's all the air hits you can do unless you jump cancel the j.D, which is easy to see then they just block high again. You can use that to your advantage and do 6D > j.D > (they block low) air GH > combo, it's 2 things they have to block high in quick succession. Don't get too happy with it though, cause it's not completely safe if they block it. If you just want to continue pressure, if you time it right they shouldn't be able to hit you out/escape if you do 5B after the 6D > j.D. I would recommend Inferno Divider© RC over Carnage Scissor in almost any situation. It's safe, and on CH gets you a combo. Won't hurt them as much but it's a much safer choice. It can be used as an offensive tool as well. but yeah go ahead and add me on XBL/PSN and maybe we can play sometime.
  3. Are you ending combos with 22C when possible? That's where the bulk of you're mix ups should come from. Another time I like doing mix ups is after HF RC (first hit, blocked). And by mix ups I mean stuff like, 2B > 6B, tick throws, 6D stuff, etc. Also when/what do you use your meter for mostly? Videos would help.
  4. I'm curious how much other Ragna's use 2C, I literally never use it. It seems like it's too slow of a move to be good for fishing for CHs with.
  5. There have been much worse. There are quite a few pretty much useless combos in this topic, not excluding some of the ones I listed. I think people should be able to tell or figure out which ones to do when. Or which ones to do never.
  6. I've CH air thrown some Jin's for trying that, if you really think they're gonna do it you can try that. Otherwise you could just jump up back and they wouldn't cross over you anymore.
  7. These have come up multiple times, and they're important: How to do 214A (RC), dash 6D, j.D, dash 5B, 3C, 22C combo. How to do Inferno Divider > 22C combos, and which version works on what characters. Along those lines, why it's a good idea to end combos with 22C. What TK GH is, how you do it, why it's better than ground GH, and how to do it in block strings.
  8. Yeah, you can do it as 2147B. It's better in every way than the ground version. 12 frames instead of 20 and hits lower for people like Rachel who's crouch avoids ground GH (which is complete BS if you ask me). The problem is it's hard to do it in block strings cause you have to do it from something jump cancelable such as 3C. It's still good by itself though, gets you a mean combo on normal or counter hit, but it's unsafe on block too.
  9. All the Blood Kain combos seemed practical, but I rarely even use Blood Kain combos so I wouldn't know really. I don't think Blood Kain combos are practical almost at all anyway though. as for non-BK combos, the only new ones worth doing are the combo at 0:53 (if they don't throw break ever) and 2:45.
  10. 5D (either hit) as well.
  11. Apparently you can end TK GH combo with an air combo to add some damage: TK GH > delay 214D, dash 5B, 6A, GH > slight delay 214D, 5B, 6A, air combo - 4591 dmg It's harder than the other one, timing is a bit more strict. You have to delay the 214D after TK GH more than in the other combo. Most consistent going into corner and on people with really fat air hitboxes. and another airthrow combo: air throw, air dash j.C, delay j.D, land, sj.A, j.B (JC), j.B, j.C, 623D>236C>214C - 3620 dmg Works on people with fat air hitboxes (Ragna, Tager, Arakune...). Really nit-picky timing, but cool.
  12. If you're trying do it from an attack that's not jump cancelable then that would explain why you can't do it. If you wanna do it in a block string you have to do it from a JCable move. 3C is the only one that you can use realistically cause of the range. But if you do it in a block string you do it like 3C > 8214B, cause for whatever reason the usual 2147B doesn't seem to work. For just doing it by itself, 2147B will make it come out. Just have to make sure you wait for the 7 to hit the button. As for comboing into TK GH, a far CH 5C will go into it. A CH j.C and normal hit j.D will combo to air GH.
  13. There isn't really a way to "stop" neutral tech, it's the safest way to tech. You can do something so that they have to block (or reversal) as they come out of their tech but nothing is guaranteed. You can make Dead Spike on them as they come out of neutral tech but it won't be a free hit unless they decided not to block/do a DP. It's basically the closest thing to a normal knockdown>get up you would see in other fighting games, so treat it like that.
  14. It's technically a j.D after the 6D. Yes you need to dash after the 6D > j.D part before the 5B or 3C will not reach. I usually dash after the HF RC too incase they're too far. Delay the j.D a bit after the 6D to make it easier. Make sure you aren't holding forward from the dash when you hit 5B or you'll get 6B.
  15. If he's RCing the HF then there isn't anything you can do but block. If he's just doing that without RCing you can easily hit him out of 6D with a number of things.
  16. You mean 6C. It's mainly only for combos. Look at the combo thread for what to do when it hits, it leads to some of Ragna's strongest combos. You can dash cancel either hit to be safe, or cancel either hit into 6D. It's your fastest move, has pretty far range. Dash 5A can be good for hitting people out of stuff as long as they aren't too low. Sometimes you can use it as anti air, as long as their attack hasn't already come out.
  17. Damn that's awesome, definitely going to try that stuff.
  18. This, 2D will only combo from 5C if the opponent is crouched or if the 5C itself is CH.
  19. I never knew this, apparently D version of Inferno Divider doesn't prorate as much as C version. CH ID (2nd hit) > 5B > 6A etc combo does 3482 dmg from C version and 4476 dmg from D version. So I guess if you know it will work, D version is worth more than just getting a tiny bit of health.
  20. CH 5A (air hit), 6A, GH > delay 214D, 5B, 6A, air combo - 2894 dmg Works on everyone but Carl, Tao, Rachel. CH 5A (air hit), 6A, GH > max delay 214D, 5C, air combo - 2891 dmg Works on everyone. Kinda random, but it's come up. so I checked if you could do GH relaunch combos off an anti air CH 5A, and you can.
  21. The timing for the 214D is actually different whether you're doing a 5C or 5B > 6A launch. First of all, you don't need to dash 5B, you can just 5B > 6A. From 4B+C or 6C, you want to do GH as soon as possible, and only slightly delay the 214D. Not delayed as much as possible like with 5C launches. You can either look at where the opponent is to get the timing down, or if you look at Ragna it's sort of right when he turns his back after GH, that's when you do the 214D. Note that 5B > 6A relaunches won't work on Tao, Carl, and Rachel. Black Onslaught actually has a good amount of invulnerability, seemingly for the entire move. What's even more surprising is that it's not even that unsafe, as Ragna I could only punish with A's. So it's actually not bad as a move, but when you can do 2 ID RC's for the same meter and be completely safe, it's still not really worth doing.
  22. Midscreen: CH CS, j.C , j.D (JC), j.D, ID(D) - 4296 dmg Another new, more damaging 22C (RC) combo. A bit stronger than 22C (RC), dash 6D etc one I posted earlier. 5B, 3C, 22C (RC), dash 6C (DC), 5D, 22C - 3831 dmg Works anywhere on screen, on all characters.
  23. From j.C CH, anything you would do from a normal hit will work obviously, but CH gives more time to run close to get a close hit 5B. Or you can also go for 6C. From CH ID, the strongest combo without meter is: CH ID (2nd hit) > 5B > 6A > GH delay 214D > 5B > 6A > air combo - 3542 dmg you can do something simpler if you really don't want to end in an air combo but I think it's worth it in this case, can't get a 22C from it. And of course if you aren't feeling confident on the relaunch, just 5B > ID will work to end it too. CH ID (2nd hit) > Carnage Scissor works too if you don't want them to burst. Question, how do you get corner 22C combos to work on Jin? such as 5B > 5C > 3C > 5D (DC) > 6A > 5D > 22C, sometimes the 5D connects after 6A sometimes it doesn't. I can't seem to figure out why it works when it does. EDIT: never mind, think I found that it's just dependent on the distance from the corner you start at, same way it is for Tao.
  24. Yeah if the 2nd hit of ID is CH you can get the same stuff you would from 6A CH or GH CH, 5B > 6A > whatever or if you CH with the first hit of ID and RC you can do the same stuff. You were probably just messing up the timing or it was lagging.
  25. If Ragna holds D during Carnage Scissors, it will cancel the 2nd hit. Canceling the 2nd hit doesn't make it anywhere near safe on block. Whether he cancels it or not, you can easily get almost anything as a counter hit punish after blocking the first hit. Go in training and record Ragna doing both the whole super and canceling the 2nd hit and find the best thing you can do that will work on both.
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