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Prototype909

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Everything posted by Prototype909

  1. 1. Get combo practice 2. See how you operate against a human opponent who knows what they're doing 3. Revise your strategy and combos to be more effective in certain situations 4. Practice more 5. Play more 6. Play more 7. Play even more Eventually, practice in training mode or against CPU can only help so much. Even if you can do a combo in training mode, you won't know how effective it is or when to use it until you actually play someone else.
  2. New Future Ragna air BnB combo at 2:54 I think 2B -> 3C -> 5D (2 hits) -> DC -> 6A -> j.C -> j.D -> JC -> j.C -> j.D -> Belial Edge -> 6A -> ID -> 236C -> 214D (~2550) 20 Hit combo or so Also, after an Inferno Divider 5C is now fast enough to act as a relauncher as opposed to 5B -> 6A combos. Damage might not be as good, but the combo the guy pulled off in the video looked like ID -> 236C -> 236C -> 5C -> 5D -> 214A -> 214D (~2240) Also, Carnage Scissors still sucks. Yay!
  3. So what, 6C -> GH combos don't work anymore? ...what's the use of it then?
  4. Standing A: doesn't hit Tager on crouch. Standing C: shorter range, faster start up and recovery. Standing D: during BloodKain 2nd hit removes a guard primer point. →A: start up a bit quicker otherwise no change. →B: scales more, less combo damage from this overhead. →C: scales more, first part dash cancelable, second part jump and dash cancelable, both parts are NOT special cancelable. ↓C: shorter range, faster start up and recovery, less stun on counter hit, links to →C. ↘C: hitstop is smaller. ↓D: standing C doesn't pick up opponent off the ground afterward normally, removes a guard primer point in BloodKain. Jump C: start up is a bit slower. Jump D: hitbox is smaller during BloodKain. ↓↙←A: follow up removes a guard primer point, less stun on counter hit. ↓↙←B: longer recovery after landing. →↓↘C: damage increased, ↓↙←C follow up command change to ↓↙←D and drains HP. →↓↘D: drains more HP, ↓↙←C follow up command change to ↓↙←D and drains HP. ↓↙←D: quicker start up, a bit bigger hitbox and removes a guard primer point (including Barrier). ↓↓C: Damage is fixed to 400. Belial Edge (Air ↓↙←C): Posted Image The new diving attack (4 hit) is not an overhead, small disadvantage on block. →↘↓↙←→D: Still doesn't go through projectile, follow up removes a guard primer point. Impression: Dead Spike (↓↙←D) is simply brutal when it takes away the guard primer point even on Barrier guard. This move probably is going to be Ragna's signature move if it remains unchanged after official release. Another key change is the new ↓C > →C link. →C may sound awful that both hit are no longer special cancelable. However, instead of using jump cancel J↓↙←B, which whiffs on many characters anyway, use jump install ↓↙←D instead. The only weakness of this move is the 2nd part of →C whiffs on croucher, though you should check the status when you hit confirm ↓C anyway. Able to dash cancel the first part of →C makes it much safer. Since you can link to ↓C with standing B, ↓A and ↓B, ↓C > →C is a convenient revolver action that leads to further rushdown. Note that standing D and ↓D removes guard primer in BloodKain. If you can bait a burst during BloodKain combo, with only one or two guard primer point left after burst, Ragna should be able to guard crush opponent then win the match from there.
  5. lol @ Ragna having super safe offense. Compared to the majority of the cast Ragna's rushdown sucks ass.
  6. Go for it I guess, I don't mind. Though it looks like someone beat you to the punch.
  7. Mods have to jack off to it before they delete it. Standard procedure.
  8. Things that I usually get through backdash with - ID (Both Versions) Neutral j.C 2C (Usually at max range) 5D (Only if started during the backdash, even then, it's rare) 2D at max range 6C 5A or j.A spam 5C and 5B at max range Things that backdash usually stuffs - 6D (This is SO punishable as Tager. Ragnas will love to throw this in during block strings or just running in at some intervals. Backdash will leave him wide open.) Air dash (anything really) Dash 5B or 5C Dash 3C If Ragna gets jump cancel happy, then you should probably wait for the 6A or 3C (His only Jump cancelable moves) and then atomic collider or 2A him, or just block/backdash. If not, any block string (Even if they use Dead Spiked) can normally be 360A'd to punish.
  9. I'm a bit worried about 5C and 2C having less range. Sure, they're FASTER, but that doesn't exactly help some of his combos (It nullifies some of his old ones, i'm sure). Also, I read that (Don't quote me on this) that the amount of -frames on Block is the same. Meaning that you're in an even worse position than before if they get blocked (Closer + Same downtime = Rape). And wtf is up with j.D in Blood Kain being smaller? Was the j.D loop really THAT big of a deal? Not to mention Blood Kain takes 100% heat now. Wtf is this shit Arcsys
  10. As a Ragna player, this match is more of a "How can I not mess up" or "How can I not get gimmicked" than it is a "How can I win" match. The way to win is easy, it's just that in execution some things can be screwed up. Basically my advice - Try to keep the Ragna player guessing with 5D cancels and 360 A. Tager's biggest strength in this matchup is his backdash which pretty much puts an end to Ragna's rushdown when used correctly because most Ragna's don't know how to deal with it. This is probably my least favorite matchup in the game though as a Ragna player. Not because it's hard like I said, but because it just feels retarded in execution.
  11. Because Jin thought that Ragna was dead, or at least that was my impression. Ragna probably bears little resemblance to his original appearance, now that he's more or less albino.
  12. I'm sure Lambda will come around to Ragna eventually. Every female in the game has at one point or another, whether it's in gameplay or story mode (Or both). That is, if Ragna doesn't annihilate her in this game. Imagine that, every game the Nu/Lambda character gets destroyed and replaced with a similar yet completely different gameplay wise character. How fun would that be to main?
  13. 22C isn't effected by protration. Dual MOJZ is a pretty common combo to use 22C in. Two "Normal versions" aka, no extra work involved to get it to hit. CH HF -> 5B -> 3C -> 22C -> 5B -> 623D -> 236C (Fastest) -> 236C (Delayed, usually until Ragna punches the opponent in the upper head) -> 22C (They should land right infront of you, but it's best to do the input as they fall). Or you can just do the same combo, and start it with the 3C and then go into it. Another combo in the corner -> 3C -> 5D -> 6A -> 5D -> 22C
  14. As a Ragna main i'm confused as to how he has a positive matchup against Litchi, but whatever. I'm sure the pros have a higher understanding of the game than me.
  15. Even if you double jump, they can just backdash again
  16. A kind of cool gimmick I discovered - 6A's invincibility can actually save you from 623 A and B if you time it right. At least, in my experience it has. Pretty cool if you ask me, though difficult to time right.
  17. j.C can be punished by a Backdash -> 360A, even if done with neutral jump. Against regular backdash it works as long as you don't air dash in and j.C. j.AAAAAA is confirmed to work, most Tagers don't know what to do to consistently punish it.
  18. So, what safe ways are there to deal with the Backdash? Dash -> 2C at max range seems to be the best way i've found to deal with it thus far.
  19. Regardless, it wasn't the subject on hand. I'm not trying to say "Oh, i'm so good with Ragna that his character flaws are holding me back". Or that it's the case for anyone else. I'm tryin to say "I don't play good enough to overcome Ragna's character flaws. How can I improve to make this not the case?"
  20. Did you even read the post? I'm talking about myself not being able to improve my Ragna due to self limitation and how I can improve myself.
  21. Other than IB or ID, your only real option COMPLETELY SAFE is to simply wait until they go for a throw in my experience. Jumping away and Ragna's crappy backdash both get stuffed. Blood Kain could hypothetically work though I imagine. Try 2A after the B, that might work if you're within range.
  22. Sent you the request on XBL, hope to get some matches in soon.
  23. Unfortunately, I really don't have the means by which to upload footage of myself playing
  24. Stuff like 5B (Blocked) -> 2B -> 6B -> 5C -> 6C -> 214B~214D -> 5B -> 6A -> Air Combo Dash in 2B -> 3C -> 22C -> 5B -> ID (D) -> Fastest 236C -> Delayed 236C -> 22C -> 5B Also, when is it practical to throw in 6D as a mix up? And how do you capitalize with it if both hits are blocked? Is it more practical to try and JC and go for a j.B or j.C or just to try and poke low with a 2B or 3C? Or should I just continue pressure and dash in 5B (Seems a bit risky to me though). I use most of my meter either on Blood Kain combos (When I can actually get them into a corner position where Blood Kain is useful), HF RC combos and (Not very often) Carnage Scissors. But most of my meter goes into RC combos, or just RCing to continue pressure/back off after a blocked attack. Maybe it would help if I could just play some people here and you can tell me how to improve. That seems like it would work better than just discussing.
  25. Yeah, i've pretty much done everything in the Pro-DVD and before the game came out all I did was watch kaqn and other Ragnas play. Maybe I should start watching some more pro player videos again. It's been awhile since I saw what new Ragna tricks and combos have been developed since before release.
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