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  1. Yea about that blood scythe thing I thought it was one of those cool to know gimmicks / psychic reads. If it does cross up I think Jins C dp actually whiffs, and his ex will hit but the follow up wiffs. Counter supers like haku or jin should still work considering the hitbox. Still fun to try though.
  2. Yea forward roll goes right past it, but at least for neutral techs reversals wiff, for example Ragna's dp whiffs on wakeup from a neutral tech and gets fataled; Makoto's dp just tosses her in the opposite direction lol so you could run up and get a counter hit combo. It's pretty gimmicky but I'm surprised so many people get caught by it.
  3. Yea honestly at the end of the day it comes down to matchup experience, how comfortable you are with the character, how good your character is etc. But most importantly matchup experience. On another note what do you guys think of 214D after a knockdown combo ending with 2D? So far I'd say 90 percent of the people I play online get tagged by it, and it pretty much fatals anyone trying to reversal. Mind you this is after a neutral tech and I think backward roll.
  4. In Regards to Justice, Ragna is primarily a footsie based character with farther reaching normals than you so naturally you should try to come in at angles where 5B might whiff. Poking you with 5B and 5C is his main game, with that said I think the problem you have is more that your intimidated by the BloodEdge than anything. I think you should watch the videos of your matches and make a mental note of how these Ragnas pressured you. Of course the general idea is not to get hook-kicked by 5B, but if your forced to block it the general flowchart goes like this - mid range to far Blocked 5B - 5C - 2D. If he's somewhat close then it's probably going to be - 5B - 2B - 3C - 2D. 3C - 2D is not a true blockstring and insantblocking the 3C makes it even worse. If you see Ragna jump after 3C then he gave up all pressure trying a jump in or a gimmicky IAD 623D. Also something useful to know is when he throws out a 5C at max range he's pretty much given up pressure as the only thing that he can cancel into safely after that is 2D. In regards to blood scythe I really think this is a problem because you've been intimidated by him, once your more comfortable fighting him it'll be easier.
  5. Oh yea I total forgot about the drive mechanic, since all his drives a attacks, meh he gets to special cancel them so why not get a gatling, I don't think they'd ever do that anyways. But yeah a viable low option after 5D would be nice, 5D right now feels like filler / psychic gatling to go to if you think your going to hit your opponent out of a jump with 5B to me. Oh and a command grab that puts the opponent in a stagger state like the old not over yet, would be so sick; and yea I agree with Kid, 5B, 5C maxrange - hells fang ender is pretty good considering the range he covers. Plus you have so much advantage after the ender it makes up for the lack of damage without meter.
  6. Hey there, long time lurker on this site. Been playing Ragna since CT days and I love how much progress they made with this character, when they finally PACMAnized Dead Spike, my day was made. But anyways like Titanium Beast said I'd rather have him be more interesting, than just simply improving his damage. Ragna and Jin are the closest to strait up fundamentals characters that you can get in this game to me anyway, and he's the reason I keep playing this series. Ragna seems to be pretty close to balanced at the moment, but I'd personally like to see 2C's advantage go up to +2, a little faster startup and less pushback on 5c, 5d, and another overhaul on his 6D. I personally don't mind the 6D floating the opponent, but I think it would be interesting if you could use 6D as a frame trap for once, perhaps by decreasing its startup. Of course with the change you could shave a couple frames of blockstun off of the followup to compensate. For Blood Sycthe, I'm not really sure, perhaps faster startup, and having it hit high, I kind of like the arc it covers, its like an anti air bait, but its too slow for general use. Last thing I'd want is a j.6d with a sycthe animation that hits directly in front of him, kind of like Jins current j.C but less range, this way he have a way to control a piece of space, he currently can't and 5D, 2D gatling lol. Other than that I'm somewhat ok with current Ragna, I actually like how you have to get your opponent closer to the corner to get big damage, rather than doing the same thing all the time, makes feel satisfying when I pull off a 623d combo close to the corner off of overhead or 5b.
  7. 5B > 6B has enough of a gap to at least be dp'd but like you said when they block 6B you can frame trap them. I think that gatling is good to throw out every now and then though, especially when you notice they like to mash. And I dunno Terumi's pretty fast and as far as pressure goes once he scores a knock of stuff like 5D 236D he's in there. Oh and his counter super beats dps almost hakumen style lol
  8. Hey guys just picked up Terumi a few days ago and he seems pretty good, granted, its like day 3 for me playing him. j.2D seems good on block and leads to a knockdown combo. Counter-hit 6C combos guarantees you at least around 60 meter. His anti-air seems to work fairly well and surprisingly stuff like 6D and 214D looks safe on block(I dunno at least 214D might be -2 or something. Not to mention his guard crush combos still lead to super enders + corner carrying and 41236C goes through like everything lol. What do you guys think of him so far?
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