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Ragnarok

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Everything posted by Ragnarok

  1. Dont remember it being bigger when used in BK. If it is, it's not as big increase than dead spike size. As for distance, did often catch Litchi player i played against when he was doing staff shenanigans at the other side of the screen, so at least 1 screen long np. Maybe if Bang or someone with good backdash were at the other side AND doing a backdash, you could be too far. But never happened to not reach the oponent wherever he was on screen. edit: Ragna is a fucking beast. Been two weekends i could play a bunch, and i really think "Faceroll" suits the fucker Allmost cried of joy with my first D > BK > D loop combo, damage was insane <3 Same for Carnage scissors > Carnage scissors. Induced many giggles.
  2. Yeah, on floorslide, you dash in 2K > 5S > 2S > whatever. Just keep an attentive eye the moment you throw J.HS out. On normal hit, 5K > 5S >... (prolly could go straight to 5S depending on height you hit em, but found using 5K is way easier to keep the link) on counter not slide, 5S >... on floorslide, dash in 2K >... edit: wait... thinking bout it... how come it somtimes counter but doesnt floorslide edit 2: well, tested some and it seems the J.HS counter not floorslide is when i J.S > J.HS with guard gauge flashing.
  3. Until now i just sticked to run in 5S > 2S > butt. Trying now to keep the habit to look at oponent's Burst gauge during animation, and if it's up/close to be, i 2H > danzai. If they took the bait and burst, just continue dealing the pain If not (cause they're getting used to it ^^) that become a simili mind game about will i jump to combo after danzai so they burst here, or will i bait again a burst after danzai. Was hilarious the first time i throw > 2H > danzai > nothing > block burst > JS > JD > orb Close to corners, i do the 5S > 2S > butt RC > orb FRC > AD JH > orb. Well, i try to do it, still got lots of flucks on it but when i get it done, hurt quite good. Now to see if it's only me who is bad at execution, or if it's just harder on some chars. Gonna definetly try your version of throw combo > grab, as refreshing my meter is really the darkest part of my ABA, lost so many rounds because i burned myself half my life and couldnt revert it lol As for crossup oki, i never been an addict of superjumps, so the 2 things i do are: -jump over > AD back JH. Works semi good against reversals as it inverse commands at the last moment + JH clash/priority against reversals allready. Bit problem you can get is when i play with one of my friend who is really really better than me, if i do it to late, he airthrow me. -meaty JS > DJ crossup JH, that i mix with meaty JS > DJ JS > JH (took that in the fuzzy guard topic). works good too, i dont hit much with it as it's "easily" guardable, but that means it did put fear in oponent mind and they dont even try to reversal after being caught in it and keep on blocking. Make em guess, make em mess, crack their head
  4. While watching it and the way it turned, i was waiting only one thing: RIIIIIIDE THE LIGHTNIIIIING! Not disapointed. A+.
  5. Tested some of those yesterday, double "no stress about it" keygrab worked fairly good :o Thing gonna helps me LOT to stay alive and not murder myself with my pressures xD As for butt/orb loop, tried to focus on doing only 2 loops, then go for keygrab oportunity if i thought the height was good or just watch about the way roommate recovered. Was pretty good too, seeing usually i just jump to try another loop, miss, and get stuck in corner with him recovering in my back thx much again for tips, feeling i'm on the way of making my ABA not only someone you know can crush your bar in no time, but someone that WILL crush your bar in no time
  6. Well, if they are really total new to the game, you dont want to completly destroy them i think. Beat em hard with fancy combos sure, but not using cheap tricks you would use on someone your lvl. Guess i see it more as beat em hard to show what the game allows to, not for the sole purpose of tearing em apart. As for teaching, i usually first talk about the defensive abilities. Explain how to FD, that attack from ground when you jump must be FD, say there is slashback possibility but to avoid use it at first, Blue Burst, DAA and generic 6P. When they're able to think about it remotly often, teach em about offense. Usual pattern of P > S > HS > special at first, gold burst and its low use when you play someone better than you, random facts about moves being invincible/ungrabable to use in pressure, air to ground and IAD combos. And only at last i talk to em of RCs.
  7. Is FRCing the orbs ever needed to do a "normal" JS-H-D combo on some weird chars, or is it just for perform flashier/more damaging combos ?
  8. The lower the better for sure, but most of the time when i success in pulling it i dont "try" to make em low, it's low allready even when i dont delay the orbs; be it on normal/IAD/669 jumps. Only on superjumps i feel i'm able to wait a bit before Orbing. (i know you're waiting on way more experienced players than me to help you, but seeing we're roughly on the same learning-ABA-boat, it's cool that we can compare the difficulty/possibility of combos ) Interesting thing about the double grab wait, guess it's not as fastly done as i thought. Gonna look for the allowed time to hit OTG so i could pull it off with muscle memory.
  9. Ho, i see. Gonna try 2S on some chars so. Watching videos, guess i'm waiting too much for OTG keygrab. Hmmm, how to say it... Seems you dont have to recover from 1rst keygrab and be in standing animation to start the 2nd keygrab. Looks like a link combo grabs. Recovery from keygrab looks pretty fast. Thx for tips~
  10. Joining the discussion to half help Dirsian and half get help myself, as i'm scrubby ABA player too After Rekka FRC, simplest combo i do is: dash > 2K > 5S > 2S > butt. Works everywhere on screen as far as i saw. Then if you're in corner, you can either: 1) RC the butt > orb > continue combo depending char (that's where i usually fail, cause i'm scrub) 2) land from butt > (5P, makes it easier i find) > 5S > 2S > butt again. 3) (combo i'd need help/information) 5S > keygrab. > keygrab again theorically, but i find myself often in situation where i cant grab them OTG with this 2nd one. Is it because of differents chars weights ?
  11. The chara design is pretty cool~
  12. Blocked crosswise > Pot buster is something to fear~
  13. I'm quite new to ABA so allways wondered why this double jump 'trick' was working (usually happened when i wanted to J.S > double jump crossup J.S). Nice to see it explained more technically than just "he may have screwed up his guard".
  14. Haha, ok np ^^ Will look for/read for somthing better ^^ Still, i like to tetsuzansen sometimes as the invicibility at start made me CH some P,P,P,P,P,P,P,P,.. oponents
  15. My "mixup" with blocked Kabari is just 5HS/2D. From times to times a Suzuran. And sometimes out of the blue i Tetsuzansen it on a blocked close Kabari, works wonder against mash happy players. And on Sakura no cancel, if i want to keep attacking, i just 2D. Quite good range with the foot even if hit only with the tip of sword on Sakura, and still quite fast enough to force em to block low on the recover. Perfect for then 5D when you have installed the 2D in their mind. Way not advanced techs as i'm still a noob, i'm sorry, but sometimes simple plans can disturb a 'advanced' player, so thought i could share ^^'' Also, thx to tips from this topic and the whole Baiken section, i now roll on my friends with my one-eyed bitch. Gone from a mere 114pts to 1rst place with 133pts on our ranking board You guys rock!
  16. Ha oki, so FRC or highjump after tatami. Allways had the impression the bouncing of tatami was different after throw. thx :] actually skimming through threads, quite a lots of things to read in [strats] and [combos] ^^
  17. Well, not really gonna give advices as i'm a pure noob at GG, but wanted to thank you for the vids as you showed a quite "punchy" Baiken! I'm playing this kind of aggressive bacon too, but my execution still lacks a lot (only being serious on the game since few, so not getting much more than 2/3 iad tatami, the 1/3 resulting usually in a super jump tatami >.>;; ), so i learned quite few interesting strings watching you And will start to train directly with using the advices of the more experienced players who answered the thread, so i dont take bad habits :] Still, after watching those vids, i got a question that didnt found answer to wich i'd like someone enlight me (if you allow me to ^^') After a throw in corner, tried many things and best i found out (and i seen you too use that) is using her super to finish someone; or HS > tatami. But it seems to launch oponent a bit too high to pull something really interesting of it, xcept a j.D or a youzansen. Any better solution for eat more life gauge from a throw in that position ? Had others things bothering me about combos, but videos and advices Hellmonkey gave will help me a lot allready! edit: ha, and sorry if some sentences sounds weird, i still have troubles using english >.>;;
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