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Everything posted by Tarnish
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If there are so many fucking BB players in the area, they should probably just come out and use the venue to run that stupid ass game rather than waiting for people who already know they hate the game to run it (IE: Not run it). I bring HDR everywhere I go regardless of if I can only get one person to play, why is it so difficult for a player base who have a good volume of players to bring at least ONE set up and run something on the side that would eventually get them placed into the line up for tourneys each and every time? Good shit, players.
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Ragna Critique and Self-Improvement Thread
Tarnish replied to Bandit Revolver's topic in Ragna the Bloodedge
Cagey. With mind games. -
Ragna Critique and Self-Improvement Thread
Tarnish replied to Bandit Revolver's topic in Ragna the Bloodedge
So is Ragna. Non-Fiction Diction. -
Ragna Critique and Self-Improvement Thread
Tarnish replied to Bandit Revolver's topic in Ragna the Bloodedge
There are far more direct ways to say "I'm not Kaqn" or "I'm not Jiyuna" or "I can't actually play Ragna." -
Homeboy up there would get fucked up like everyone else.
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I fought a bit of Rachel this weekend. I still don't know much of the match either, but Tiger Knee Gauntlet Hades after a properly spaced sweep works a bit better than Ragna's overhead mixups when fishing for 6B. Seems a bit hard to space Rachel, and I don't have a clue what to do about her pressure game if she gets in and starts that retarded overhead mix up. Her 6A, whatever that Cat Uppercut anti-air is anyway, is a really good poke. It's not just for anti-air. It's another reason to watch yourself when performing 5B, because she can hit twice with it and go into a combo.
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The results of those discussions interest me, but I find it far less time consuming to just do the stuff on my own and figure things out myself. Anyway, my comment makes a bit more sense given where my post was previously, and how you'd responded to the previous poster. I think adding in situation/context breakdown works a bit better for some players. Perhaps these things were in the discussion, but that's one thing that's always made me roll my eyes at lists of combos, not to shit on any individual's work just getting these things here and helping folks out. It does cut down on the "How do I do this?" questions in the long term. I was thinking of doing some work there rather than just talking about it myself.
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Things to take note of for anyone thinking this is the "Best Counter Hit Hell's Fang" (BnB is a stupid term) combo: Note that screen position is a factor, as the closer you are to the corner means that you're going to bounce the opponent off the wall and miss the 22c after the Inferno Divider/Sidewinder punch. Also, you can link 5B again after the last 22C here for 3995 damage if you need an extra pixel's worth of damage to score a KO. It denies you the stagger state, but if you're looking for raw damage, there you are.
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Can you get a jump cancel directly from 3C there, or was there enough of a delay there to just use TK Gauntlet Hades?
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Yeah, delay GH. You can pretty much eyeball it and know if you're gonna get 5C or not, because Ragna's foot should be pretty close to the ground when you execute the move. The timing on 5C is a bit tight, but if you're close to the window and just hold down the button, you'll get it almost everytime. The only thing that actually throws me off is the jump cancel'd B at this point, but I can get it pretty consistently.
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Apparently barrier guard and suck Japanese sausage about this being an even match up or in Ragna's favor.
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You want to be on the look out for Guard Points via Bang's drive. If you can spot a moment or yomi when your opponent is going to use one, that's a free counter throw for Ragna for big damage. Bang's a character that tends to get hit by Ragna's meatier/more damaging combo set ups off of throws. A forward or back throw into a nice combo is usually pretty possible, as Bang is taking a risk when he tries to use his "get off of me button. You can also space it with a back dash after a placed 5B at certain ranges. So far, I try to avoid bumper set ups via positioning and block low if I'm under pressure. It's easier to look for Bang's overhead once you know how his low hitting moves work and what kind of combos those go into.
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It wasn't meant to be condescending. I have used barrier guard and tried to backdash only for Ragna's shitty backdash to get caught by a jab and have the Noel player start doing a loop on me in the air for 40-60% of my life. So I wanted to understand what was going on in detail. I don't mean to sound ungrateful, but I just didn't come here to get the usual "Oh do this" and walk away with the same understanding of the situation as I initially had, because I had no fucking clue what I was doing wrong in relation to the player, and it was causing every other part of my game in that match up to suffer. I already talked it over last night with a few other players at a session here, but it's good to see a general consensus. I appreciate the help.
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What I want to understand about barrier guard is whether or not I'm in double the block stun. +3 on block isn't exactly giving me a huge window of opportunity to jump out, because Noel can just as easily dash in and hold you in the air with her jabs and then perform her loop (twirling guns have to be blocked with barrier in the air) as soon as you're near guard crush and barrier is expended. Describe the situation if you've tested it, I could do without paper theory.
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Sliding Kick is unsafe on block and 5C can beat it as long as you predict the sliding kick. She needs meter to make it safe. If you block the slide, just come out of block stun with 5C into combo of your choice.
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Need help on this match up, and it is not being played online so no "online strategies" please. So far I'm at a loss as to how to approach Noel, and I'm just throwing out brainless offense at Matt Coma's Noel hoping I can get an opening into something. I tend to end up having Noel try to cross me up for free, while I maybe throw out 5A and hope to just knock her out of the air, no clue what I get out of it. Also dealing with a bootleg tactic of Noel's stand jab xN, run up, stand jab xN. 5 frame jab, +3 on block, I don't see many Japanese players doing this so I'm assuming that there's a window where Ragna can 5A to stop her from dashing in again, but I haven't had the chance to try it out and I'm still sketchy about it. Eventually it came down to me doing something and being immediately read with some stupid drive counter since I was tunnel visioned and extremely annoyed. How is this match fought?
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If you watch the Litchi DVD, it's basically what Godsh0t was doing. He doesn't deal with pressure well once you start spacing his panic button (DP).
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Positioning with Nu can make Ragna's life hell. Specifically, about two and a half character spaces away in the middle of the level. Generally, I notice that the one good Nu I've been able to play here makes it a point to be extremely annoying with D poke strings, intentionally leaving holes for me to jump through in order to bait an IAD or at least get me to waste barrier on jump ins. I find the key to advancing forward is to try and instant block points of 5DD strings, that or just try to avoid the 4D entirely and punish the fuck out of it, because if she whiffs it, she'll be standing there for a long ass time. I believe it will always be 3 highs and then a low wheel until they decide otherwise if they're just poking you with it. Thing about a bad guess in this match up is that a smart Nu player isn't going to get in your face to give you a chance to guess an Inferno Divider or throw tech (they'll just do that if they're stupid/impatient/cocky). The smart player instead stands just outside of your range, but will have the tip of her 3C available to trip you while she lays a gravity field on top of you, preferably at about 2 to 2 1/2 character space apart. A Gravity Field means that you'll have to guess which swords to block when it comes to her overheads and lows, this makes 4D safe and it also means she can wheel/sweep you at her leisure while gaining stupid amounts of meter. Scary thing is having the boundary at your back but with Nu being in range to do QCB+dC for her back wheel to come out unseen and ruin your life. As the Barrier is about to run out, Nu may very well just opt to force you to block a 6C so that she can dash cancel and try to trip you again to reset the barrier. She also has a bootleg cross up with IAD jump C just over you and outside of the range of Inferno Divider, if she hits you, she also gets knock down and another chance at laying down a gravity field. Don't get knocked down, that or just pray that when you do, the Nu player is really stupid. Certain tools Nu has are manageable until her OTHER tools come into play, so this is just one example of shit that can happen if Ragna gets knocked down. Instant blocking the 5D strings is key, but you can still be baited into some anti air moves and then you have to compete with 2C if the Nu player was at least somewhat safe about their pressure. Swing 5C and j.C like a cudgel and try to tag her if you can. If you can get her into the corner, just beware that your spacing will be important. You don't want to be so close as to have her tech roll behind you or land a blocked 6C so she can dash away, and you don't want to be too far away that you're still just eating swords at a distance. Approach with jumps, using Barrier to try and keep your ass safe in the air if she's moving toward you to try and hit you with something not air blockable. If you score a counter hit, knock her ass down and rush that shit down.
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Is there anyway to eye a proper delay of Carnage Scissor? I'm playing Ragna starting out, so just trying to get a feel for things. I'm not sure how long you charge the move or when the charge starts registering, so that's all I'm trying to understand.
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Was this changed in a version update then?
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Carnage Scissor (632146D, hold D to charge) Ragna performs a very fast, dashing sword strike, then releases a huge amount of dark energy from his sword. Covers a lot of ground very quickly, but the invincibility is very short. Deceptively large hitbox. Life drain on second hit. Damage: 1000+2100 (1000+3800) What the fuck guy, you have read this thing right?
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What is the proper way to charge Carnage Scissor? I hold drive down and Ragna won't do the follow up, which has resulted in many a loss for myself.
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