-
Posts
2,018 -
Joined
-
Last visited
Content Type
Profiles
Articles
Forums
Events
Everything posted by VR-Raiden
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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
-
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.
-
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.
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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.
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
Ohh I see, I misunderstood Then yeah I can see how he is ready to break it I guess.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
Ragna Critique and Self-Improvement Thread
VR-Raiden replied to Bandit Revolver's topic in Ragna the Bloodedge
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. -
Holy shit, interesting stuff indeed. I'll have to try some of that stuff out, thanks for posting it.
-
That last combo was funny. Shame you couldn't finish it, but lots of cool combos made it in at least.
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
I don't think he has much practical use for air throws in combos. Air throw > air dash > air throw looks hilarious though.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
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.
-
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.
- 2,802 replies
-
- emo install
- faceroll
-
(and 2 more)
Tagged with:
-
Punish her DP like this: http://www.youtube.com/watch?v=uXRAmNowDOI&feature=channel_page at 0:18 CH 5C > TK GH combo