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Everything posted by VR-Raiden
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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)
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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.
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3C is jump cancel-able so the recovery isn't a problem. but yeah I'm sure they can still hit you for doing it if you don't do it in a safe situation
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You can do TK GH in block strings if you do it from a JC-able move like 6A or 3C, but they have to be at the right distance. and just to clarify, it's not that 6C just combos after you use 6B. 6B is usually something you would hit them for crouching with. 6C will combo after a 5C if it hits CH or crouching opponent.
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Of what I've tried, 3C seems like the best option for killing George. Kills him in 1 hit and you can JC. You can punish the chair with 5C (CH) > 6C combo, or anything you feel like. 6A will beat her falling down move (j.2C?) 5B at max range misses her crouch, and Gauntlet Hades tends to miss it too so be careful of that. TK GH still hits her crouch though I believe. Careful of that fork attack she has, the one with the CH stun that lasts for like 10 years. Nothing yet on how to play the match specifically. Haven't played enough of them.
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Or if 5C hits counter hit. Useful in some punishment situations.
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Ragna Critique and Self-Improvement Thread
VR-Raiden replied to Bandit Revolver's topic in Ragna the Bloodedge
Actually that's just because of how many hits you're doing before the 6A (or something along those lines). If you've done a longer combo before a launch you usually have to settle for j.C, j.D (JC), j.D, ID. -
Air Gauntlet Hades really works wonders in this match up. I also really like j.D, and sometimes 6D in this match cause of the huge area around/above they hit. Once I'm cursed, I don't really have much of a game plan. It mostly consists of throwing out random ID/GH, sometimes it catches him Try to keep moving and be ready for him to teleport out of the corner. As its been said, watch for those throws.
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Sorry for double posting, but here are some 50% Heat combos that end with 22C in the corner. In Corner/Going Into Corner: 5B, 5C, 3C, 5D (DC), 6A, 5D, 22C (RC), dash 5D, 22C Damage: 4636 Works on everyone except Jin/Rachel, won't work on Tager/Taokaka if you're already in corner. Mid-screen: 5B, 5C, 3C, 5D, 214A > 214D (RC), run 6A, 5D, 22C Damage: 3778 Distance this works is about starting position of opponent, it takes them all the way to the corner. Works on everyone except Carl. If you're slightly closer to the corner than that, and too far for 5D(DC), 6A, 5D, 22C... 5B, (2B), 3C, 22C, 5B, 5C, 214A > 214D (RC), run 6A, 5D, 22C Damage: 4220 Works on all characters.
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5B (CH), 6D, j.D, dash 5B, 3C, 22C Damage: 3031 Works on all characters, anywhere on screen. If you're approaching the corner, add 5D before 22C on everyone but Rachel, Carl (makes it 3516 dmg). 5B, 5C (JC), j.C, j.D, 214B > delay 214D, 5B, 6A, aircombo Damage: 3586 Tager only combo, must hit him standing. Best damage you can get on Tager without being in position to do double 22C combo or using heat.
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I got this to work on Hakumen as well. I think those are the only 2. edit: not too important I suppose, cause if you're at mid-screen you can do the easier double 22C combo that works on Hakumen instead.
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Yeah you can do some reps of 623C/D, but I never bothered with it cause the real 623C combo does more damage anyway. So the loop thing is kinda pointless. Unless maybe you wanna time up
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I think listing more combo specifics would be a major help. Position of screen and what characters they work on. I've been going through nearly all the combos figuring out who they work on and there are definitely some listed that don't work on everyone. Such as that combo jiyuna said doesn't work on Jin, Rachel, Taokaka, or Carl (which I found too when testing it on everyone). I'm still at the point where I think I could be getting better combos on some characters when I play them but not sure if it will work. That will soon change though.
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I'll post this here. Mostly combos for lolz but there are some pretty cool ones in here http://www.youtube.com/watch?v=_jLDflxlK64&feature=channel_page Also this is a youtube version of the vid kro_ posted above, in case anyone wants it http://www.youtube.com/watch?v=g1nP-gruS3I&feature=channel_page
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You're probably air throwing after double jumping in a combo. You can't break the rules with how many jumps/air dashes you can get in one jump. If you air throw after 1 jump you can still air dash after it, but not if you double jump or air dash before it. Oh and jiyuna is correct about the air throws off screen, you can always see the !!. There were some funny set ups for comboing into air throw I messed around with but most cost 50% meter I wouldn't wanna use on something not guaranteed.
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I don't get it every time from just 2147. I usually do 21478, or all the way 214789. If that still doesn't work for you, make sure you're not pressing the button too early.
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I haven't tried that yet but I was just experimenting with the corner air throw combos he can do over the last few days. I think I'll try that and see how it works.
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These are some new air throw combos I found. This first one was inspired by a recent video I saw: midscreen: j.B+C, 214B immediately, land, (optional 5A/2A), 5B, 6A, aircombo Damage: 4287(3862) The 214B misses and you land for a relaunch. Works on all characters except I couldn't get the 6A to land on Carl using the 5A/2A. I think it's height dependent for landing the 5B without the 5A/2A but it will do more if you can leave it out. Using the 5A/2A, I found it easier to land the 6A if I used 2A on Rachel, Bang, and Nu. directly in corner: j.B+C, j.B, j.D, land, sj.B, j.C (JC), j.C, j.D, 623D -> 236C -> 214C Damage: 3849-3964 Works on Ragna and Tager. slight distance from corner: j.B+C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C Damage: 3324-3507 Works on all characters. slight distance from corner: j.B+C, j.D, land, 5B, 5D, 214B ->214D Damage: 4094 This one is a little more picky with the timing/distance from corner. Works on everyone except Noel and Carl, but the 2nd hit of D tends to miss more on Taokaka, Jin, Rachel, Arakune. Correct me if I'm wrong on any of the character specifics. I'm actually going over all the combos again on every character to see who they all work on so I'll have questions on a few of them soon. Oh, and I think this is worth adding. The 5B+C, 632146D that's posted, works on everyone but Taokaka, Noel, and Rachel. Nice if you land a throw and it'll kill them cause they can't burst obviously. I'll note that 4B+C, 632146D works on all characters. It just does 100 less dmg.
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You can use the JC on the 3C. For some reason I never get it by canceling the 3C doing the normal TK GH motion (2147). but it comes out if you just JC the 3C then GH.
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j.C has farther horizontal/downward range so it's better for air to ground. It's great cause even if you hit the very tip of it you can still get a combo thanks to Ragna's insane range on his pokes. j.D I like as an air-to-air, though it is a bit slow. It hits really huge above him and directly horizontal of him. I like this move vs. Arakune a lot, it seems to catch him sometimes when he's flying all over the place in the air. 6D is great for pressuring in guard strings. It cancels from a lot of his normals, and you can do a j.D anytime before he lands after the 6D. If you do a delayed j.D after it, you're at good advantage to continue pressure. You can also mix it up with 6D > j.D, or 6D > j.D RIGHT before he lands, then low/throw/whatever. Doing the j.D really late will turn the recovery on 6D into the recovery on landing during a j.D, which is nothing in comparison. It can also jump lows/throws, but it's not instantly airborne after you do it I'm pretty sure. It's air unblockable, so it can catch people for jumping/being in the air without Instant Guarding/Barrier blocking it The bad things about it are that it can be hit out of during your strings, and if they're Barrier Guarding everything, you might be pushed out too far to use it. That's my input on those moves, I use all of em a lot. Maybe someone else can add more about them.
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Don't know much on this yet, except if Bang keeps jumping over you doing that cross up jump move (j.4C I believe) you can 6A it without too much trouble. Since you're already holding back to block, he crosses over and you can just keep holding that direction and hit A once you turn around.
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If you're quick, you can Hells Fang him if he whiffs it.
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There's this. Just noticed it today actually. http://s1.zetaboards.com/blazblue/pages/ragnacombolist/ C > →C Punishable list: Ragna: →↓↘C or →↓↘D, (↓↙←A >) ↓↙←D, →↘↓↙←→D (1st hit) Jin: →↓↘A/B/C/D Noel: ↘C, ↓↘→↓↘→C, Somersault (←→D) Rachel: ↓C Taokaka: ↓↘→↓↘→D, ↓↙←↓↙←C Tager: ←↙↓↘→D Arakune: ↓↘→↓↘→C Litchi: →↓↘C Bang: ↓↘→↘↓↙←C Hakumen: D, ↓D, →D, JD, and ↓↘→↓↘→D whiffs √ - 13: →↘↓↙←→D
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I meant, and as jiyuna posted earlier, you can Carnage Scissor through the first 4D. Use Carnage Scissors invulnerable frames to avoid it entirely and score a CH on v-13's face. So if v-13 is doing a common string I see them do (5DD > 4DD > 236D), CS through the 4D after the 5DD. Inferno Divider or Blood Kain dodge it too, but obviously that's not a good idea. I checked if you could do Blood Kain through the 4D > Carnage Scissor but she can block in time. And CS doesn't really do crappy damage, if you combo after it does over half life on v-13. If you can react to her 4D I don't think there's a reason not to do it. I haven't actually used this on v-13 in a real match yet, so I don't know how they like to handle it.
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During a common v-13 string, 5DD > 4D etc, you can get a free Carnage Scissor after the 2nd D if you react to the 4D (the overhead one). Just be sure you're reacting and not guessing or it could get ugly. EDIT: Oh lol, I can't read. Someone already said this haha.