Jump to content
Dustloop Forums

VR-Raiden

Moderators
  • Posts

    2,018
  • Joined

  • Last visited

Everything posted by VR-Raiden

  1. Yeah good 6Aing vs the Hakumen. If you get a counter hit with it, like you were, you can get more damage than just going to an air combo. CH 6A, 5B, 6A, 214B > slight delay 214D, 5B, 6A, aircombo - 3019 dmg or this also does more for normal hit 6A: 6A, 5D (DC), 6A, aircombo - 2550 dmg also, definitely want to be using all that heat as it's been said. I don't think throw > carnage scissors is a good use of it though. That's only worth it if it's going to kill them cause it's unburstable. You can do the same or more damage with just a normal heat free throw combo. Outside of using heat for HF RC, ID RC is great. Goes to the same combo as CH 6A if it counter hits, which it's likely to if it goes through something. another thing, when you see something like Jin's DP miss or you block it, it's extremely punishable. A lot of extremely punishable moves take counter hits when they're punished, including his DP. One of Ragna's strongest CH punishers: CH 5C, 6C, 214B > delay 214D, 5B, 6A, aircombo - 4785 dmg
  2. Tao's 214214C super, the jump on you unblockable one. This may have been obvious but it occurred to me after seeing that Mike Z vid. If you're in the air and she does it, you can buffer in an air Inferno Divider to save yourself. If you've already done an attack that doesn't come out fast enough to hit her as she's coming at you, you can't save yourself though.
  3. 100% Heat, burst safe throw/6B combo: 4B+C, 214124D, 632146D Damage: 4247 Crouch hit: 6B, 5C, 6C, 214214D, 632146D Damage: 4763 There's a small point they can burst for this one since you have to wait a bit longer after BK to do the CS, but they're way too far away for it to save them anyway. Also it's such a small window it's hard to even tell. These work anywhere on the screen, on all characters. It would get you a nice chunk of guaranteed health back too if it didn't kill them.
  4. Completely useless invalid air throw combo. It looks hilarious though. 4B+C > dash 6A (SJC) > j.B+C > air dash j.B+C (RC) > dash 6A (JC) > j.B+C > air dash j.B+C (RC) > air dash j.B+C > GH 7952 dmg from 6B > 5C > 6C it does 8815. yeah, I was bored.
  5. It's -4 on normal block, -9 if you instant block. If you normal block HF, and the Ragna tries to attack after it, you can get a counter hit throw if he attacks with anything but Inferno Divider or a slightly delayed HF ender. But both of those are a huge risk for Ragna as they are extremely unsafe. Instant block it, and you get a free combo.
  6. oh yeah, forgot about that combo. It's actually listed in the combo thread but I didn't see a reason for it until now. I guess that would be the best idea if you hit a 3C too far out for the 22C. I'll try that then for far hitting 3C, thanks.
  7. I'll also note that the timing for the delayed 236C ender for the ID seems harder if you start from CH HF. Try it from just a 5B first and see if you can get it. Remember you go into the first 236C of ID as fast as possible, and the last 236C as late as possible, midscreen.
  8. This might be useful, been messing around with it. If you hit someone with 3C too far out to get the 22C, then combo to HF (first hit only). it sets up very nicely for mix ups as they get up. If they tech immediately, you have lots of time try whatever you want. If they want to tech roll, they have to land first. If they do that, you can 22C them. Or if you just want damage with less oki options, you can 2B > 5C > aircombo after 3C as well.
  9. Ohh I see, I misunderstood Then yeah I can see how he is ready to break it I guess.
  10. He thinks throw after HF is a combo? He could be hitting you out of the throw instead of just breaking it. It's almost never a good idea for you to throw after doing HF, hit or blocked. It can still work occasionally if you've conditioned them to block after it though. They can always break it, but them breaking the throw is better than you getting smacked out of it. also in case you don't already know this, try to make sure you're not getting the hitstun/blockstun throw with the double pink !!. For example if you were doing tick throws with 5A/2A and just canceling into throw, it's a lot easier for them to break it. Wait for the 5A/2A to recover before trying to throw them (it will show the green !) and it'll be a smaller window for them to break.
  11. Basically a tick throw is doing a quick recovery attack, and doing a throw after it. They expect another attack after the "tick" so they keep blocking, but instead you throw them. It's not a term specific to BB. As for air throw set ups, GH + followup is good a good one in the corner if they back/foward tech. Same with air hitting Dead Spike.
  12. Throwing on wake up is usually bad cause throws are pretty slow in BB (7 frames?) Throws are just weird in general in this game, they don't really serve the same purpose as throws in other games. If you always get hit out of your throws when trying to mix it in a block string, then yeah your opponent must be mashing too much. If they are literally just jamming 2A during all your block strings, doing something from a 2B blocked should counter hit them. Are you throwing after HF is blocked or it hits? Either way I can see why that isn't working cause its a lot of disadvantage on block and only +1 on hit. But if you've annoyed them enough by doing ID after blocked HF (and not dying for it), you might get a throw in. The time I probably land the most throws is on their wakeup. I've landed some when I knockdown in the corner, and the opponent tries to forward-roll out. You can stand at a distance right behind where they will roll and throw can catch them. Or you can be further up and backdash as they roll to get next to them for it. I haven't actually tried this much but you do 6D> j.D low to the ground so it cancels > throw. Kinda tricky cause Ragna will still yell from the j.D even though it doesn't come out. People that know a bit of Ragna will be waiting to block the j.D so it might catch people sometimes.
  13. TK GH makes it come out in 12 frames instead of 20, and you can combo after it. Also hits lower for people like Rachel with her extremely low crouch.
  14. Holy shit, interesting stuff indeed. I'll have to try some of that stuff out, thanks for posting it.
  15. That last combo was funny. Shame you couldn't finish it, but lots of cool combos made it in at least.
  16. If you're close enough you can link a 5A > 5B > ID from a tech catch DS. It seems pretty good for air throw attempts too, if they tech forward/backward from it. Tager can either backdash a 5B after DS, or 360A grab it. If he backdashes he can't do anything to hit you in time though. If you do 5C at far enough distance, he can't grab you out of it. but if he back dashes 5C he can spark bolt your recovery. To hit Tager's backdash after blocked DS you can do Hells Fang, but that's kinda risky. TK Gauntlet Hades will also hit it if timed right. Safest option is probably doing dash j.As to catch it though.
  17. I don't think he has much practical use for air throws in combos. Air throw > air dash > air throw looks hilarious though.
  18. From 5D just cancel the 2nd hit of it immediately into 22C. For ID, you need to do the first 236C as early as possible, and the last 236C as late as possible. Make sure you aren't too close to the corner for the ID one, when you time it right they should fall right next to you after the 236C ender to the ID. you grab them out of the air with it, don't wait for them to land. Set the training dummy to ground/air tech so you don't waste your time seeing that the combo didn't work.
  19. He meant 236C, as in the add-ons to Inferno Divider. It should make sense now. Works when you aren't too close to the corner and on everyone but Taokaka, Jin, Rachel, and Carl. well for no meter and non CH, 6A, 5D (DC), 6A, aircombo or just 6A, air combo If it's CH, CH 6A, 5B, 6A, 214B > delay 214D, 5B, 6A, air combo
  20. fuck, I didn't even realize that lol. But I didn't see the correction cause I tried it in training and it does actually combo (with TK GH, not regular of course). He just did it too slow I guess.
  21. Become a true Ragna fan? Resist the evil loli? I dunno, don't think anything I can say will change you're mind. just play who you feel like playing.
  22. Punish her DP like this: http://www.youtube.com/watch?v=uXRAmNowDOI&feature=channel_page at 0:18 CH 5C > TK GH combo
  23. I was wondering about this too so I tried some things, borrowing from the string you posted. That one is escapable at the 5D though. They can DP/backdash before the 5D, or if they IG the 2nd hit of 5D they can DP/backdash the 214A. It seems safest if you can avoid using 5D, 2B, and 6D (outside of being guaranteed block from an RC) in the strings. There's nothing completely inescapable if they instant guard but here's what I came up with; I could only break the full guard meter without using an RC or more than one 6D on characters with 100% or less guard libra rate. Without RC 80% (Taokaka, Carl): 2A, 5B, 6D, j.D, dash 5B, 5C, 3C, 214A > 214D 90% (Arakune): 2A, 5B, 5C, 6D, j.D, dash 5B, 5C, 3C, 214A > 214D *both escapable before 6D. You can change when you want to use the 6D on 80% though. 100% (Ragna, Noel, Bang, v-13): 2A, 2B, 5B, 5C, 6D, j.D, dash 2A, 5B, 2B, 5C, 3C, 214A > 214D *escapable after both 2B, before 6D, and before the dash 2A. Also they have to block 6D crouching or the j.D will whiff, for whatever reason. Using a RC gets rid of more escape points, and allows you to break a full meter on anyone. With RC 110% (Rachel, Litchi) or less: 2A, 5B, 5C, 3C, 214A (RC), dash 6D, j.D, dash 5B, 5C, 3C, 214A > 214D *breaks 80% at 5C, 90% at 3C, 100% at 214A, 110% at 214D 120% (Jin): 2A, 5B, 2B, 5C, 3C, 214A (RC), dash 6D, j.D, dash 5B, 2B, 5C, 3C, 214A > 214D *escapable after both 2B or 140-150% (Hakumen-Tager) 2A, 5B, 5C, 6D, j.D, dash 5B, 5C, 3C, 214A (RC), 6D, j.D, dash 5B, 5C, 3C, 214A > 214D *escapable before first 6D. Breaks at 214A on Hakumen, 214D on Tager, 5C on Jin. Obviously the most reliable one is the 110% or less block string using the RC. The only way out of that is IG'ing. If they IG 3C they can escape the 214A. There are probably other holes made by IG but that's the main one that would be a problem I assume. Remember you can be hit out of 6D, so any that don't use it in a guaranteed block situation from an RC are escapable that way. Using 2B (like in the first Jin block string) allows them to DP/backdash after it but it's a pretty tight window. and these are only any good after they've bursted or used up their Barrier gauge (duh)
  24. Yeah, you delay the second part of GH. You always delay it whenever going for a relaunch after it in combos. edit: notice that combo is listed in the combo thread, with the delay 214D included.
×
×
  • Create New...