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Prototype909

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Everything posted by Prototype909

  1. Against people who like to do jump ins/IAD spam I think TK GH can be nice "Surprise" tool, stuffs a healthy amount of random pokes in the air and off CH you're looking at ~4.7kish. Against Bang's or other people who like waiting until their character simply "Gets up" and then going into a 5A/5B a meaty 3C is a pretty big "Ok, time to stop doing that" flag for them. I try to not always go for an attack when I'm closing in one someone, dashing barrier on the ground can get you safely across the screen in most cases and into a more comfortable positioning. Really good for Lambda, Litchi and Hazama players because imho going into the air approach game on them is not fun at all for Ragna since you're so easily sniped up there. Throwing out 2B randomly can be fun too, 2B slightly out of range, when they try to punish you go for 5C or 2C depending on how far away they are. I think people forget that 6C is jump cancellable a lot, or rather they forget that they can be doing a TK GH after it rather than go for (Usually) more readable jump cancel attack. 6C gives you a pretty decent amount of options to go for if they don't IB it. You can dash into a low or tick throw (Kinda stupid, but sometimes they won't expect it), TK GH for overhead, jump cancel IAD for overhead or cross up j.B, or just stand there and watch them mash out in anticipation. Once you get 50 meter your options open up a lot more, since you can safely commit to Ragna's longer range options. But in all seriousness, any time you connect with a 5B you should be having them blockstrung or in a combo of some kind. It's better to go for a 1.5-2k Hell's Fang combo that you weren't expecting to connect with than to throw out a 5B for giggles and then do nothing off of it. As for stuffing an approach, sometimes you just have to take a blockstring and IB -> ID your way out. In all other cases 5B and 3C can be good for stopping people who like to close in on the ground (2C too, but more often than not you're going to get outranged in my experience) and 6A, j.A and j.B are good for stopping people in the air.
  2. Something I've noticed that really caught me off guard Playing against Makoto Run up from full screen, bait super, Blood Kain, Super flash comes out from Makoto (Ragna has just started to lift his arms up), fist goes out, Blood Kain invinc frames absorb it, fist disappears, I run forward, get hit by the air.
  3. Relius doesn't really seem the type to give a fuck about what anyone thinks of him. He's just a madman obsessed with his work, he's got power, and if he finds something worth his interest he isn't going to stop until he gets his hands on it. I honestly don't think he gives two fucks about public opinion or even the NOL for that matter (Just an organization which gives him an opportunity to do what he does best), much less Litchi's opinion regarding Arakune.
  4. Wow, that shit is just plain stupid now. I can't take this games story seriously at this point anymore.
  5. I haven't been able to find a download link or even a site that has a scan up, though the release date was the 15th. Guess you'll have to wait until something shows up.

  6. Wow, Ragna in A tier is low? He's like CT Jin he gets a free pass (And a ton of 5-5 matchups) on most of the things he does. It doesn't mean he's Jesus.
  7. Shit isn't a charity service brah That Garou stick is pretty hot though
  8. Uhh...the bitch pretty much leaves the Kaka village out to dry despite having ample ability and time to kill Arakune (I mean, he's fucking eating them).
  9. Really not necessary to rapid, the untech time after HF followup is enough to close 5B distance.
  10. 6A beats all options if they try to come in on a blocked snake, including cross up j.B (Sometimes you'll trade, but in that event they're untechable until they hit the floor so you should be able to recover in time to start some pressure or combo) Just have some patience with this one, once you get him into the corner there's no real way for him to get out if you're smart with your blockstrings. Just keep him from jumping away and you're golden (And play safe, but not scared when he gets 50+ heat). 22C keeps Hazama scared since he's more or less forced to block due to lack of better options. One thing to note, if you block a chain, and just 6A out of anticipation, they can retract in time to CH you. So just react to any chain dashes, don't guess.
  11. Really? I would think one could just backdash on reaction. Dead Spike isn't exactly fast or subtle.
  12. lol, rebellion is the best song in the BB OST get the fuck out of here
  13. I doubt Rebellion will sound better slower
  14. Mid-Screen off BE combo - Dash 3C -> 5D (1 hit) -> HF -> Tsuika (Almost always puts them in a corner after BE combos) Corner, no ability to do 22C, life drain will make some difference - 5D -> ID (D) Corner, no ability to do 22C, life drain is not needed - 3C -> Jump Cancel Corner, 22C is applicable - Double BE combo -> 22C ender
  15. Try connection with the second 236C (The wallbounce straight punch) at a timing where it seemingly connects with the opponents face, then wait until they are within optimal vertical range before throwing out 5B, 6A.
  16. You can hit Mu-12 with the default Double BE combo, you just have to have faster timing.
  17. Get past Spike Chaser ???? PROFIT
  18. In regards to the poll, I used to play Ragna with a very "Berserk" mindset. Mash out of anything, shit...I was Ragna afterall. Then TitaniumBeast showed me how important and effective simple spacing -> punishing was on people who played like that (IE, most of online). Ever since then I've mixed it up between Baiting, and rushdown. It's good to know when to backoff when you have the lead and just wait for people to be stupid. And for the most part uber Defensive Ragna is dead Ragna...so yeah. Ragna is like a car, can't leave him running too long and can't leave him off for too long either.
  19. When Ragna returns his sword to behind his back is what I use for Carnage Scissors. Just feel it out, and don't mash.
  20. If I could be so humble as to make a request, though it's a bit much me thinks. Silhouettes of Ragna and Hazama, Ragna is performing Devoured By Darkness on Hazama (If you can have the Red Eye of the Demon hand while keeping the rest silhouette esque that would be amazing). Background of the burning church.
  21. Lately I've been having a bad time controlling space and keeping players where I want them (Particularly mobile characters like Bang and Tao). When people are bunny hopping around, constantly IADing all over the place, it's a little much for me to bear. I realize 6A is decent enough for controlling vertical space, but that still requires a degree of reading and reaction speed (Especially if Tao is coming towards you like a bullet). So other than just "Get better reaction speed and reading" is there anyway I can improve on this problem? Grounded opponents are no trouble for me, it's just the air where shit starts falling apart. Also, what are Ragna's better options after 3C on block? Obviously jump away, IAD and jump forward into an attack or barrier guard. But beyond jumping and committing to a special (IE GH or HF) what is left, 2D seems like an option, though a relatively bad one.
  22. Once Makoto and the other DLC characters become playable will it be possible to rip their sprites off the disc?
  23. Question about doing ... > 623AA > Falling j.C > 2C > SJC -> j.2A > etc Should the j.2A be input as you're rising still? Usually when I wait until I reach the opponent's level it's too late.
  24. Midscreen I end BE combos with 3C -> 5D (1 hit) -> HF Puts em in the corner and does good damage. Combo ender courtesy of Titanium
  25. Full transcript is now up on the previous page. Enjoy. Expect to see Tager and one other joke ending up tomorrow (Will most likely be Noel's if nobody has a specific request)
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