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Xill

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Everything posted by Xill

  1. Land and Grab, Land and backdash. Land and 623C = Lawl. There are a ton of things you can do. Like land and go into BK. 2A BK. Or, be a pussy and GH over him and his attack. Its fun to do sometime.
  2. Yeah.. that pic makes me wanna give up Ragna.
  3. No Ragna wants to deal with Carl's bullshit IMHO. I wanna hope that there is some break point where I can just ID through, but I don't fight enough Carls to know it. I just run in, try to block string with as many lows, lil 6D madness till I catch him in one of his command dashes. When he stops, its mixup time. Also, I Bloodkain for no reason. None. Like...really. Just tossing it out. Something silly like with some Range...5C/3C on block to 214214D. Most of the time its out of combo too. I just think it evens the fight. I mean... If you get loops, I want in on it too. And j.D, with some spacing, I don't have to worry about Carl's air to air or Antiair. I'll build that heat back up pretty fast if everything goes somewhat well.
  4. Learn them, then learn some others.
  5. don't be coming around my page no mo' fatty, you play dfo not bb :/

  6. Yeah, but odd are if shes just tossin' supers, she's a shitty Nu and you shouldn't be losing anyway :D
  7. I donno. Most online Tagers seem to be in love with Backdashing and then throwing grabs out. After getting bored of them, i try to IAD J.aaaaaaaaaaaa just cuz. Make the game much more fun. I don't really see any Ragna having serious trouble with Tagers. IB something slow= ID. Game. :/
  8. Um...keeping? If you're in a position that Nu can throw out a safe super, what momentum do you have? :/ CA = Momentum though. They will let you null any silly mix up she wants to throw toward the end of the super as well. You see her come forward, CA and get to making that momentum you want.
  9. Does anyone else ever get bored when fighting Tagers?
  10. Random 6C is cute too. Also, put your own lil pauses on block strings to see if they're mashing out that one frame counter. Slight pause to Hells if so. So much fun omg.
  11. Why not just IB like crazy for that free CA or longer blockstring later in the match?
  12. Wow.. I didn't even see this :/ Yes. You can grab her, but she could be tossin' a meaty, in which case you're gettin hit for tryin' to snag a quick grab. Barrier, Regular block, whatever of course that works when someone is tryin' to hit you. :P But yeah, I like blockin' a bit to much so... *Shrugs* I was talking about when they toss out Spring raid. Its more or less her version of 623 C. You can't grab her. And there isn't a reason to take that counter hit.
  13. Well, Ragna can eat up some barrier pretty fast, so I go more to that with a lil bit of mix up. Meaty Death spikes from time to time, 5D 1hit 214D helps sometimes for a long "blockstring"(though people can 623C through the attack afterwards so don't be stupidly predictable), Using jabs to get just that bit closer, using Jabs to air block string to get people back to the ground, making sure you hit your anti airs is a really good thing as well. Ragna can't do anything but block if you have that anti air out for him. And even if he does block it, its a free block string for you. Make with the 6a. As far as block strings though, its pretty hit or miss. Ragna pushes people pretty far back with most things on 5(B/C/D) So if you aim more for 2B/C or an overhead from time to time, you won't have to work as hard to stay close. Try not to jump cancel to much and if you do, toss on the barrier for a moment, even if you still plan to attack. 6A j.B crossover will help a lil bit if you need to make sure the other guy's payin' attention. All and all, just don't be scared. Yeah...he can do what you can do. You just have to take that into consideration and play a lil bit better. Oh yeah, throw sometimes too. 2A dash throw. 2A 2b dash throw. Ect.
  14. Recently, I've seen that j.b is usually a better choice than j.C. Actually threw an overhead besides 6D-j.D, using Death Spike less (even though I love the move), Using 5A to start up a blockstring in the air, MORE BLOOD KAIN COMBOS and I toss out anti airs more against a few more jump happy peoples. Last bit, which may not sound like anything, but i've learn'd to block less even though I love to do it. Ragna gets a lot of get outta jail free cards with (fuck 623C) 5A/2A and some 5B sometimes so i'm trying to abuse it. I still need to barrier guard when i'm in the air vs. a few certain people but whatever. I'll pick it up when I need to, I hope~
  15. I don't have any carl friends so I don't know how to fight him. I just try to out pressure him. I base that strat on the fact that if anything touches him the doll stops... So. Just touch him a lot. Lots of meaties. Get used to him jumpin a bit and try to snatch the boy out the sky. I go with j.D more than j.c because it seems to hit Carl better. Jump Cancel it and send him to the ground with j.C. j.D 623D Ect.
  16. Anyone wanna play a Nu that will fuck ya up? Play Arcadefire on XBL. He'll show you how the match up is supposed to feel. Constant Backdashin. Natural use of anti airs. Making you react to the screen instead of just blockin' high and waitin for the wheel. Keep your fingers on the Grab to tech and be ready for those over heads :3 And good luck. :P
  17. The easy way out is 623C. After she touches you with anything in "D-Stance" You can do that more or and nail her in the face. She has Invi at lot of the time in her head or her feet...but you're rising the blade through her entire body at point black. It will hit. Find your favorite spot. Mine is one move after Her 2D. The Ghetto Ass Greed Server Now if you are in a corner...be a lil bit more careful.. Last I remember, Spring Raid (The 28D Kick that launch you into the air.) is fully invi and you can't hit her. Mix that with the fact you'll recoverin' at the same time and you're back at square one. I say this after talking about the corner because they can combo into their grab cancel C to Drive and use Spring Raid to set it up. Just something to think about.
  18. Yeah, I saw that. You gotta run-high jump that bell to get in on him, but you do have to remember that Arakune has a GREAT Anti air. Since he's still zoning you out after that and its your only way in be, a lil cautious flyin' in on him like that. The bell's recover is not something huge. He can still catch ya.
  19. Better poker wins. Thats pretty much it. Even if the person is doin' shit damage combos, he'll still win if he's poking like a champ. Also, knowing that you can pretty much 623C outta 5C to 5D is a neat thing as well. Ragna and his not really block strings that look like block strings. Know your Anti-air. Ragna jump cancels... Its free damage if they don't go up to defend. Uh... Oh yeah, pick Nu, you'll have an easier time. :3
  20. 5B 214D = Massive mind games if you know how to use it right. Catch someone trying to jump you can rush in for a quick 5B 6A. If they know they can't attack after the 214D, you can slide in a bit closer for low high mix up uncontest'd against just about anyone. Also, to Sindarin I use 5A and 2A to find holes in block strings. All you need is a frame for 623C. Yeah...i'll take a slight combo to the face to know that after X move I can fly right on out.
  21. 5D : 6~19 invincible from head attribute attacks, staggers on standing opponent (35), hitstop 3F, 33~37 can cancel to follow ups. 6D : 12: 6~18 invincible from head attribute attacks, launches on hit, 39~42 can cancel to follow ups.
  22. Don't dash into Curses. I know its really common sense but you'll still do it. You have to really keep some good control over Ragna and make his Gauntlet Hades hit. Its not about being on the same line in the air with Arakune. Not at all. If you are, you should be ending up cursed. You wanna be dashing below him so you can get your Gauntlet Hades or I.D out. If you catch Arakune on the ground, mad pressure with jump cancels and dash cancels and mix ups. If you get curses, go defense ASAP. The only time I try to hit him is with an I.D. when hes in the air and close with some silly attack. Also, don't get caught by his grabs or his silly big overhead combo. If you block it, you get a free punish. Oh, and watch out for his Low hit when hes in the air. Lil curse spike hits your feet. You can try to move but i'm a fan of just blocking it or already being in the air.
  23. Xill

    [CT] Ragna vs Jin

    Jin Mashin' C : 2D Works wonders as well and would end land counter hit for that huge bounce. Also, if you want more of a quick fix, you an kick through it for counter hit. It works. Just gotta learn the spacin' Learn to shake. Not every Freeze is a combo. If you see it isn't, you shouldn't have taken that damage. It sounds really stupid, but change hands and have my right shake for me and my left on the buttons for a quick sec and as son as i'm off I block and get my hands where they need to be. My right hand just shakes so well. :O If you see them toss out the Dash Cancel on D, Jab them out or 5B them. Sometimes the 5B misses, but its trustworthy enough that I'll still toss it out after a D and the distance is right. The only think I really get scared about eating its a D when i'm backdashing. So I start'd jumping forward or back and Barrier blockin'.
  24. High lvls Tagers like to backdash anything you throw. Air dash close to the ground so you can either hit him through the tail end of his backdash (Somewhat risky till you know what you're aimin' for) Or jump after you land next to him to dodge his grab or attack and punish. (Less Risky till predictable) Just, as usual with Ragna, have a lot of pressure strings and actually AIM for where they aren't blocking. I don't like tossin' overheads at Tagers, but if i have a roman cancel and I can toss out a Gauntlet Hades at no risk... I'll go for it. Its rare, and will get him to think higher, that way, you get much easier low combos start'd.
  25. Tao really puts Ragna to the test. I fight a lot of good ones and you really have to know your normals. Your jumping attack of choice needs to be J.b. It has cross over, it can reach her when shes layin' down crawlin' at you, Its quick in the air, has a bit more range than her J.A and its a perfect combo starter/block string starter. You lead right down into 2b on hit and then you're good. Pick a combo you like. I'm a fan of gettin' her in a corner so I opt for hell's fang. If you can trick them into not blockin' a 2D though, I for the the 22C combo of 2D 5C 5D (1hit)214A 22C. It keeps me close for another block string and by then I have a roman cancel to play around with. After you get used to ranges, your ground poke is 2B. End story. 2A goes over her crawling and they will abuse that. So does 5C, 5B so thats more for meaty only. I'm not and IB to I.D. Fan. I my mind its still shitty damage so i go for bigger things, working out misses with Barrier Guard and knockin' her out of her overhead. 6A to 214B Delay 214D or ID for that counter hit gets some nice damage and keeper her in safe air meaty range. You just really have to not be scared to take some damage if you mess up. You have 3-5 chances because they usually spam jab a lot. I really can't blame them. Take your chances to learn the timing and you won't have to worry about the damage..because..ya know..you won't be taking any :P Oh yeah. Grabs. Don't get hit by them. Don't mash like an crazy person, If i see they drop'd the combo in a few places, i'll try to tech it the NEXT TIME. There is nuffin' like a throw tech counter vs Tao. Its just annoyin and makes you take a silly amout of more damage.
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