Jump to content
Dustloop Forums

Kryss

Members
  • Posts

    5
  • Joined

  • Last visited

Everything posted by Kryss

  1. VR-Raiden, redsilversnake thanks, 5C instead of 5B 6A did the trick for me, I guess I'll stick with it. As for 22C combos - I'll look into them, as i kinda missed the fact that they do fixed damage - that's nice.
  2. Thanks for your answers, you are very helpful .
  3. First of all - sorry for my bad English, I'm not a native speaker. So I started playing BBCT (i played ggxac back then), chose Rawrgna to be my main and I have some questions. 1) On youtube I saw Kaqn doing (whatever) 214A RC 6D JD B 3C 22c. How the hell does he do it? I'm always too far away for 3C to connect after B. Is there a dash somewhere or what? Is doing something like (whatever) 214A RC 6D JD B C 214A 214D worth it? Because it adds like 800 damage maximum to a combo (yeah, i understand that it heals me a bit), and I dunno if it's worth a meter. Are there any other moves that can be RCed for damage? 2) The 623C combos - ( I mean like 623C, 236C delay 236C - b - stuff) - it always so hard to for me to guess if I can put a B, 6A, or whatever else there - always different positions of enemy character in the air - is there any rule of thumb? It's also much easier for me to combo after 1-hit 623C, and harder after 2-hit 623C. 3) →B > C > →C > dc > hjc > JC - should i highjump BACK or what? Because when I cancel 6C into dash ragna just runs straight ahead of enemy character :psyduck. 4) How do you hit any non-braindead people with 6B anyway? I mean it's very slow and obvious, like a dust in gg. None of Ragna's moves combo in it, so even if someone is expecting me to do low, they have a time to just stand up or hit me. 5) So, according to frame data for CT BK is "invulnerable during activation", which is (I guess) 19+1. Can I just activate bk in the middle of a combo if I think my opponent will burst (or I see him bursting), or should i just RC-block-punish? Thanks for answers .
  4. ajinkris Thanks man, your answer is VERY helpful. I will train my 6P and air-throwing timing, and will try your combos. Also, you literally opened my eyes on 2D followups, I tried it your way - much better .
  5. Thank you all, this thread is very useful for beginners. Excuse me my english please, it's not my native language. I usually play with some friends, so our level is far from competitive, but we are training slowly. It seems, however, that i'm "doing wrong" a couple of things, so I need your help. 1) I suck in air. What normals should I use against Millia and Dizzy, for example? Dizzy jumps, I jump -> I get owned by j.HS. If i'm higher than they, i can use Mad struggle, but when I'm lower? In videos some people use j.D, but I can't find proper timing. Any tips? 2) I can pretty well use TK version of FB mad struggle, but is it useful in air? Also: Mad Struggle - 236+D (air) - Hot damn. 14F of start-up, and a fat fucking launch on hit. The go into a pretty long stun on block, meaning you don't lose pressure if you air-dash back in. I can't air-dash afer this is blocked (well, psressing 66 doesn't work). How should I do it? 3) I use Dark Angel on their wake up, it gets blocked, then I rush em and do either overhead or 2D, depending on their block state. Is it good strategy? Is it ok, or should I use it some other way? What is (general) counter-strategy for this, cause they will figure it out soon and I want to be ready for it. 4) I'm really good in ground throwing (one of the reasons I'm playing Venom), but air-throws are much harder to do(. N-otoko throws in air a lot, HOW? I understand that he's setting up situations, when he can actually air-throw, but it looks absolutely crazy. 5) What is the best combo starting with ground throw without carcass raid? Sometimes I'm not sure wether I can do it or not, are there "safer" options? 6) Poking game is a problem. For example one guy playing millia often starts with her 236S ("circle"), and I can't beat it. I also bait for moments when I can 2D, it gets FD blocked, I get owned. I can sometimes cancel it, but it's hard for me for some reason. 7) Best 2D follow-up? Dubious curve? What button should I use? let's consider situation when there are no other balls summoned. Sometimes i just miss, what is the moment I must cancel it? 8) Getting out of pressure in the corner seems hard. Millia's "circles" are a problem, yeah. Warp seems to help sometimes, and DAA is very useful, but is it all? 9) If the timing is right 6HS is good ground-to-air, but is's not doing the trick sometimes (and if an opponent is ready for it). 6P has to be good, but is much harder to do "right" way. Any tips?
×
×
  • Create New...