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LaowPing

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Everything posted by LaowPing

  1. Hell's fang is for when he's in wolf form, where he can't block. It sets up mind games to let him know he can't go into wolf form and dash in when he wants Sent from my ZTE-X500 using Tapatalk 2
  2. A good burst bait feels so good. Even if you spend all your meter or drop the follow up you at least get the pressure back in return. Sent from my ZTE-X500 using Tapatalk 2
  3. Not always. I can tell whether or not I've improved by whether or not I understand why I won. After a match, I think about what went wrong. Hell, after I get punished I make a note about what went wrong. And I only leave after I'm burned out. High level play is stressful.
  4. If I get a win it's usually because I've improved. I adjusted and fixed all the mistakes my opponent punished me for. Also, as Airk said, after a long series of battle, you're tired. You wanna lay back and reflect and you're improvements.
  5. Wait, 6B, 5C is back? And yeah, his combos look a lot easier now.
  6. That look at the end is icing on the cake.
  7. Stylish stop stalking me. But yeah, that is the basic strategy. The only way Ragna can stop vak from rushing him down is to keep him afraid. "Don't mix me up or I'll ID. Don't play footsies or I'll Hell's Fang." Once he changes his patterns to bait your moves, punish that too or simply jump out of the corner. I strongly advice not standing there and trying to block. Valk makes you guess three times before his mixup is over and some of his mix-ups aren't react-able. Don't play his game, make him play yours.
  8. Same with me. I have multiple characters, but you gotta get your sat match in every now and then. Speaking of which, when you've been beating someone constantly and they finally beat you once, then leave. Thought tbh I do that too.
  9. That's what my friends say when we play smash and I accidentally Sonic spin dash off stage. Back on topic: When people beat me with a character and then switch to someone else when I want to learn the match up.
  10. If he baits your dragon punch while in wolf form (or tried to play footsies in wolf form) you can hells fang since he can't block.
  11. If hakumen can deal with grabs then either tick throw better (more 2As to cause TRM) or do run up 6D (if he uses the grab input to tech grabs). Ragna's rushdown is scary when done right, just dont be predictable. It's like the Tager match-up, have confidence in yourself or they will smell your fear. Go in and show them who's the protagonist around these parts.
  12. When someone does something over and over again and i start expecting them to mix it up, and then get hit by it anyway. Sent from my ZTE-X500 using Tapatalk 2
  13. I hate Tager with a passion. He's like a boss fight in DMC. You work so hard to get the boss to low health, playing damn near perfectly, and then you fuck up ONE TIME and there goes all your health. I feel like they made his super grab have a long animation just so you can lean back in your chair and go "Really? That just happened? I spent this entire match staying in control, trying do be as flawless as possible, and you use one move and I'm dead? Sounds fair." Also, Jin squad for life.
  14. They need to bring that training mode feature back. I hate playing rank since I can only fight once before going back in (and besides, we have the color system. You're level doesn't mean much). And is Under-Night popular? I played it for a bit and got bored of it since barely anyone was ever on. But that was about a year ago.
  15. Regardless, you still have to charge the input. Both hizansan and 6C don't allow enough time to do that.
  16. Kind of depends. In the corner, 22C is your best ender for oki. It leads to an easy safe jump.DP C might be decent midscreen if the opponent is already in the air. In the corner, it depends on the combo. 5C, 6C, DP C nets you roughly the same advantage as 22C. 5C, 2C, DP C gives you less (just tested it out). 214B-C lets the opponent emergency tech so it's not recommended for oki (great for damage and meter gain though). You could do 214B without the C ender for better frame advantage midscreen
  17. Anything is worth it if the read is right. The issue is how often you're right. Unless I am absolutely sure that Rags would DP, as a Jin player, I wouldn't waste it. Using something that's -6 against Rags basically gives him a chance to start pressure. Jin doesn't want that (The majority of the cast doesn't want that). As for 5C, you can still jump cancel it to bait a DP or even return to neutral where Jin wins. If you do use 3C after it you can force Ragna to respect the low and go for TK Hizangeki for an overhead. But this is a section about Ragna so I'll end with this since I'm tired: Jin doesn't have many viable options after 6C so take advantage. That should sum up everything we've just discussed.
  18. Going to miss the glide but those combos.... They looked beautiful. I feel like Yosuke is going to become like Taokaka, staying airborne throughout almost the entire damn combo.
  19. Ice car isn't worth it. It only wallbounces on a airborne opponent and unless Jin RCs he can't get anything worthwhile off of it (which goes back to my point of thinking of Jin as a different character once he has meter). As far as the Hishouken thing goes, according to frame data it's -6. Sure, Jin prevents the DP, but he loses his pressure and gives Ragna a chance to start his. Without meter, Jin using 6C in a blockstring against Ragna doesn't end well.
  20. I think you mean 63214A when you were referencing lows.
  21. Can someone give me a general summation of this character? Her gameplan, her playstyle, etc. She seems extremely basic to me so I'm not sure what to think of her but maybe it's just because I don't know much about her.
  22. I have a feeling the question was more about what resets to use and how to use them then whether or not they should be used (again, it was vague).
  23. It may be tight but as long as it has a gap it's a free dp. I've never seen the 6C crush trigger hold before though.
  24. A good Jin can run circle's around Ragna. His neutral game is better and he has more range on his normals so most of the match should be with Jin in control. As crossfire stated, most of Jin's damage comes from you messing up, until he has meter that is. Think of Jin as a different character once has has meter. His mix-up game actually becomes viable at that point. You're goal as Ragna is to get in and stay in. His C DP is easy to beat. It's start-up is longer than it takes to 2A him, so throw out a jab and wait if you want to bait it. You can also use anyone of Ragna's well spaced normals (2B for example) as a meaty and bait it in the exact same fashion. A well spaced 2B or 5B prevents the DP from hitting you and stops him from Rapid Canceling it to make it safe. His D DP has a lot of range so you'll have to respect it and bait it like normal. Jump after the first hit if he starts charging it in order to avoid the unblockable. Also, if Jin ever uses 6C in a block string you can DP for free. OD and RC are his only options if he doesn't want to eat an inferno divider.
  25. This match up really isn't that hard. Maybe I just haven't played against good Hakumens before. Hakumens poke is annoying but his approach sucks without magtama. 6A will blow up IAD and ID blows up J.B after Agito. If he turtles just approach and space carefully with Dead Spike and 5B and 5C. Once you're in, just do Ragna stuff. Grabs and mix-ups will stop his counters and Ragna is good at catching jump outs I'm actually not sure what's difficult about this match up. At worst I see it as 6/4 in Hakumens favor just due to his late game damage and poke.
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