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VR-Raiden

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  1. Another new topic that asks a general question that can be answered in 1 post post questions like these in Ragna General Discussion. If you're landing the 5D (DC) > 6A, that's the "hard" part of that combo. It probably is just the distance and only 1 hit of ID is hitting. But really, that's not even worth caring about. The whole combo is pretty much not worth caring about actually. If you land a 5B that close there are much better things you can do (see combo thread).
  2. Watch the combo videos from the video thread to see the timing, it's in one of those somewhere. I assume you're talking about a combo like this one: 5B > 3C > 22C > 5B > D inferno divider > immediate 236C > delay 236C > 22C That particular version works on every character but Carl, Jin, Rachel, and Tao. If you're too close to the corner it won't work. btw, We should get a "Frequently Asked Questions" list somewhere in the Ragna boards, a lot of the same questions are coming up with every new Ragna player.
  3. If they always just hold barrier and upback to jump out of you're pressure, just go into lows early. Such as 2A > 2B, 5B > 2B, or 5B > 3C, etc. Once your lows hit them enough (make sure you're doing good combos off them so they don't just blow it off), then you can throw in the mix ups. Though people that know Ragna strings will probably be ready to block the lows and know when you can't do anymore that will catch their jump. Then you can try some of the other stuff people posted. It's not all about hitting them from your block strings though, it's important to know when to attack at range to hit them out of stuff too. Oh, and 6D can catch jumpers sometimes too if they don't barrier. Almost everything cancels into it.
  4. No, I don't think so. I remember when I was trying some of the combos involving 2D, it wasn't letting me do the whole thing unless I started from just 2D. I figured they were errors in the combo list, but I could be wrong.
  5. They won't be able to block at any time during the combo if you did it right. If you aren't already, delay the j.D a bit after the 6D. It makes it easier. Just put the dash in after the j.D hits and it should work.
  6. Sounds like you have some reading to do... http://s1.zetaboards.com/blazblue/pages/index/ Try the combo thread. it has combos.
  7. You must have overlooked my post: I get disconnected every 5 minutes on this internet when I can connect. I won't have my connection back til next week sometime, so I won't be able to do my matches.
  8. It might work on him then, maybe I just messed up. I thought it was weird that something wouldn't work on Hakumen. I don't like stopping after first hit of HF hits much, it usually ends up worse for me. At only +1 it seems like it's not hard for them to hit you out of something or get away.
  9. I don't even remember the last time I landed a CH 2D. but yeah, what KatanaDash said. or if you aren't in position/don't have meter to do a double 22C combo, you can also do this (on everyone except Jin, Rachel, Carl, and Hakumen): CH 2D, (they land) 5C, 5D(1), 214A, 22C
  10. I'll give those a try too if they start catching on to my other stuff, might be worth throwing in occasionally. Has anyone been reversal'd out of 22C stagger? It seems kind of hard to come out of it exactly the right time with a DP or super or something. The only time anyone has done it to me so far was Rachel with her chair (2C?) cause that's basically a 1 button DP. That makes me think Ragna can probably come out with 6D if he thinks another Ragna's gonna go low.
  11. Yeah, don't count on getting Jin's if there's any lag at all. and definitely yes you want to be prioritizing 22C ending combos. The damage isn't even the best part, after that stagger you get free mix ups/pressure rather than have them tech and get away easily like from combos ending in air combos. You should end combos with 22C whenever possible. I started making sure of that more recently and I think it's improved my game immensely. I like doing dash 2B > 3C after the stagger, it will hit them if they mash out, block high, or try to jump or backdash. Once they start blocking that, you can go for dash 6B if they block low, dash 2B > 6B, etc. If they just mash out you can get a CH 2C as well. And then of course run up 4B+C works too. If they don't stagger out you can just 3C > 22C almost forever.
  12. It does seem harder on Tager, you need to do the last 22C a bit earlier on him I think. It sort of grabs him out of the air, instead of on others where it at least looks like they reach the ground. Make sure you delay the last 236C enough too. That version works on everyone except Jin, Taokaka, Rachel, and Carl. For Jin use dash 2A > 5B > 623C etc Tao, Rachel, and Carl use dash 5A > 5B > 623C etc The timing on these is much harder but definitely worth learning. You have to get familiar with when you're able to dash out of the 22C recovery. The Jin one is hardest, I rarely ever get that one.
  13. 6D beats her 2A, CH's her in the face for a combo of your choice. That's if she keeps doing 2As, anyway. If she stops after just one she has to block the 6D.
  14. Read the last few posts in the "Need advice for a new player" thread. It won't work on Carl if you use 5C, you have to be closer for him. btw questions like these should go in the Ragna General Discussion, instead of making a whole new topic for it.
  15. First of all, what character are you doing it on? On Ragna a close hit of 5B > 5C > 5D (DC) > 6A will work, he is not too far for the 6A. You should try it from just 5D first to make sure you know the timing. Easiest way to do it is: 5D, dash as soon as 2nd hit hits, press and hold 6A right when the dash is ending. If 6A doesn't come out, you pressed it too early. This isn't the best combo from a close hit of 5B, but you should get the timing down anyway for whenever you hit a 5D and want to air combo from it.
  16. Sometimes it may just be that they really are too far away for the 6A. If that's the case you can always 5B > 623D etc instead.
  17. I should have realized this earlier, unfortunately I won't have access to internet when this is happening or at least, I'll have very limited access. So if you could please remove me from the list, sorry
  18. CH 2C combos ending in 22C Midscreen, go for the dual MOJZ combos. Not midscreen, not corner: CH 2C, dash 6D, delay j.D, dash 5B, 3C, 22C - 3468 dmg 50% Heat version: CH 2C, dash 6D, delay j.D, dash 5B, 3C, 22C (RC), dash 3C, 5D, 22C - 4883 dmg Corner: CH 2C, dash 6D, delay j.D, dash 5B, 3C, 5D (DC), 6A, 5D, 22C - 4555 dmg 50% Heat version: CH 2C, dash 6D, delay j.D, dash 5B, 3C, 5D (DC), 6A, 5D, 22C (RC), dash 3C, 22C - 5459 dmg For reference, I'll put the dual MOJZ/Not Over Yet/22C combos here. 2 of which are in the first post but they don't say who it works on, for anyone that missed it. Last one was posted in general discussion by jiyuna later. 5B, (2B), 3C, 22C, 5B, 623D > immediate 236C > delayed 236C, 22C Everyone except Taokaka, Rachel, Carl, Jin 5B, (2B), 3C, 22C, dash 5A, 5B, 623C > immediate 236C > delayed 236C, 22C Taokaka, Rachel, Carl 5B, (2B), 3C, 22C, dash 2A, 5B, 623C > immediate 236C > delayed 236C, 22C Jin Well this is kinda cool, dunno why I didn't think of it before but it's better than the 3C, 22C (RC) combos listed in the first post. Still debating when it would be worth it. 5B, (2B), 3C, 22C (RC), dash 6D, j.D, dash 5B, 3C 22C - 3750 dmg Better than using HF RC combo if you can tell you're close enough to land 3C from a 5B/2B hit. And of course, probly not worth it if you're in a position to dual MOJZ combo. Also this doesn't work if you've done some longer combo into the first 22C.
  19. Dash break, it lets you block immediately from running. While running hit 4A+B or 1A+B. Once you start doing that, you can get closer to them safely. Watch for them throwing out attacks and if they do one with some recovery, that can be your chance to get on them. Dash jumping/double jumping into air barrier blocking is much safer approach from the air than air dashing. Air dashing forward is pretty risky, if the opponent is already on the defensive they'll be watching for it and anti air you easily.
  20. My only guess is you're doing it too far or too close. Maybe Nu's crouch hitbox is really slim or something.
  21. Discuss how to fight Ragna. CH 5C/2C Punishes: - Inferno Divider - Carnage Scissor (first hit) - Hells Fang > 214D 5B Punishes: - Instant blocked HF - GH, TK GH 5C Punishes: - 2D - GH > 214D Some general things: - 5A beats 5B - If you normal block Hells Fang, throw will CH him if he attacks unless he does ID or slight delay 214D. - You can ID out of Ragna's block strings (no instant block required) if he does anything after 2B or anything into 5D, 2D, GH, TK GH, 6B, 6D.
  22. Discuss how to fight Carl. I finally had the chance to play a good one, I was pretty much clueless as to what to do I'm going in training later with him to figure out some of the things he was doing to me. If anyone already has some good Carl experience, post up.
  23. Just want to clarify, the 3C will still reach if you dash 5B > 5C but the problem is 22C won't reach after the 3C. Yeah, it can work. I don't get the chance to try it much but if you do, wait a bit so it's not the pink !!. It would be more likely to work if you had already done an ID RC but gone into an attack, then the next time try for the throw. Or vise versa, depends on how the opponent likes to react to it really. One good time to use this mix up would be from a blocked Hells Fang, since normally it's ok for them to attack from that. If it hits, you get a combo. If it doesn't you get a mix up, though it is a pretty weak one I would say.
  24. You can go into 6B from a 2A, 2B, or 6A. So you can do stuff like 2A > 6B, or 2A > 2B > 6B, or 2A > 5B > 2B > 6B. If they barrier block everything it gets harder to land it if you do too many hits before it. Also if they like mashing out of your pressure you aren't going to land it. Other than in block strings, you can always go for it if they get up near you or after 22C pick up. Just don't get predictable with it or you'll get hit out of it. TK GH can be done from 3C in block strings if you space it right. Problem is if people know that's really the only time you can do it during a block string, they'll just block high cause the only low you can do after 3C is 2D which is much easier to see than TK GH. You can also use it by itself in the same situations you would do 6B by itself, but be careful not to be too close or it might go over them. well, you can do TK GH from 6A too as long as they've been barrier blocking so you get pushed back enough. Same problem with that though, only low that will reach if you don't do the TK GH is 2D. oh yeah, one more. After 6D > j.D, you can either land after the j.D into a low or do the air GH from it.
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