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Everything posted by Prototype909
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Also, does Ragna have anything that can beat Jin's 2A? It seems that nothing I do comes out fast enough to stop it.
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Nothing I do gets this guy off me, IB, Barrier Guard, nothing. It's hard to rush him down because all he has to do is place a good Drive and you're back on defense. Anyone have some tips for this match?
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I meant 6B not GH
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Starting the match with 5C is much safer in most cases
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If you really are scoring a counter hit on Hell's Fang (And not doing the follow up) your opponent should easily be stunned long enough to start any combo, especially if you're doing 5B to start it.
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Are you using 5B and 5C to start your combos? Anything else will probably be too slow.
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If i'm fighting someone who's a complete scrub i'll just delay the followup as long as possible, they're usually stupid enough to stop blocking and get hit straight into the corner on CH.
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But from fighting Jiyuna i've already been able to improve my own game immensely just from remembering some of the stuff he was pulling out. Namely, I can finally remember to poke low on most of my rushdown mixup and can do the relaunching ID combos. See, the problem with me most of the time is that I can remember the combos that I SHOULD be doing, but my body remembers the combos that get me stuffed (Like doing stupid things like ending block strings with Hell's Fang or some other inane shit). I'll just have to go into training mode until my body remembers the right stuff I guess.
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Bah, jiyuna just destroyed me in a ranked match. I really should go into training mode again some time and learn those relaunching combos.
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I'd also like to know how this match is fought. Noel's sliding kick goes right under 5C and 5B, so you can't even poke her from afar. That and if she lands just one damn drive combo 1/4 of your health is gone.
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It's really risky either way. If you try to jump in their j.C will take you out most of the time (I'm pretty sure it'll beat out Ragna's j.C too). But if you wait, then they can still jump in and j.C you regardless (Or they can just sit their and build meter or something). I suck at playing defensively, i'm just too impatient so I usually just run in. Also, from fighting 3 Hakumen's in a row just now I think i've figured something out. 5B is fast enough to take out Hakumen of most of his C moves at the start of the match, and it can reach him unless he backs up at the start of the match. However, it's also got short enough reach that it shouldn't be able to be countered if he starts the match with a 5D so i'd try that out if you REALLY want to get first attack. But yes, I think constant pressure is the best way to fight Hakumen, especially if they are one of those Haku players who sticks ONLY to C attacks and ignores the counters all together. Just remember to not allow Hakumen to counter attack you at all if possible, try ending block strings with Dead Spike if you're out of grab range and try retreating (Or continuing if you think you've got a shot at it). Blood Kain is also a pretty bad choice unless you're doing corner loops in my opinion, because Hakumen can easily avoid the increased range on D moves with his counters (Which is actually pretty cool in my opinion). For whatever reason, alot of Hakumen players tend to desperation burst at times when they get stuck in a long combo, so watch for that and try to counter it.
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Ugh, this match usually goes one of two ways for me. 1. I pressure the Hakumen player in the corner the entire game. Guard Crush. I win, but take 2-4 hits that leave me with a pretty pitiful excuse for a health gauge. 2. The Hakumen player counters the shit out of my pressure strings and then proceeds to rape me in the corner with wall bounce C combos. I proceed to cry myself to sleep. This match really goes I think to the player who has momentum, starting off the match with 5C can be risky as their C will come out faster so I tend to start with 5B or just start the match by blocking or back dashing. Just try to pressure them ASAP, but take care to not get blocked or else you're potentially looking at a 50%+ life loss. I tend to use Inferno Divider like mad whenever Hakumen players get me in the corner, even though it's a really stupid move. What i'll do is save my heat, Inferno Divider out and if they block it just RC and dash out of the corner and then try to push them into the corner in my stead. 5B is fast enough to catch Hakumen on some of his slower C moves, but it's still not advisable to be trading blows. Just try to use Hakumen's predictable C chains to your advantage, and don't panic and burst at any time during the match even if you're eating a high damage combo, you'll just be asking to die in one combo later. As for countering, just grab them when you expect a counter. Usually they'll counter me when I go for a 6D or a 5D, just replace whatever move you keep getting stuffed on with a grab and see if that works.
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More or less
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Is there any way for Ragna to get by the Wolf Head? Because that shit is fucking me up lately
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What I tend to do is if I don't land one of my pokes (5B or 5C in most cases) I'll just try to back off or RC right there (And either back off or try and keep pressuring) so I don't get stuffed. The best bet in my honest opinion is to just either wait for a whiffed attack, or other opening and THEN close in. Or you could always try to trick them with the huge ass range on 5C and get in that way (It's a great move to start a match off with, try it sometime, but don't overuse it). The thing is, what I see many people screwing up on as of late is doing Hell's Fang to end block strings. That is probably the absolute WORST thing you can do. If Hell's Fang is blocked, finished or not, you're going to get stuffed if you don't RC out of it. Make sure that you always end block strings with a Dead Spike or just RC to continue pressure. Don't get too predictable when you're pressuring your opponent, don't forget that you're not limited to attacking with your C and Drives, go low with punches and kicks if your opponent is blocking high (Don't always poke low with 2D, that gets REALLY predictable after awhile). Also, when your opponent blocks low, don't ALWAYS do Gauntlet Hades. Not only are you going to get punished to no end if they see it coming, but you might wind up getting frozen and combo'd for 1/2 your health, Tager Bustered or some similar ass rapeage. Don't forget though it has a slow start up 6B is a much easier overhead to continue pressuring with (IMO at least). 5D is special cancelable so if your opponent blocks the first strike it's usually best to cancel out with a Dead Spike right there, to avoid any sort of punishment (If you wait for the 2nd hit, Dead Spike might come out too late do to the start up). Hope that helps somewhat.
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It's pretty easy, especially if buffered into. Easy way to do it 5D -> Start 1/2 spinning back -> hold forward and hit D as the sword comes down
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Meh, Carnage Scissors is pretty shitty IMO. I only use it after a 5D if I know it will kill or a Inferno Divider © wallbounce. But it is a pretty shitty super all around. I usually save my meter for Blood Kain or Rapid Cancels (Which usually result in greater damage or save my ass on blocked pressure strings)
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Pardon my lack of terminology knowledge, but what does CH stand for?
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Anyone know if there are any requirements to relaunching with 5B -> 6A off of Gauntlet Hades? I've seen it done but have never been able to do it consistently, is it just a matter of timing?
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Yes, this happens to me a alot when i'm trying to poke with 5B when Tager is waking up. If you aren't careful all 5B is getting you is a 360 because Tager can grab Ragna's foot apparently. It really comes down to whether or not the Tager player is doing a 360 at that given time. I think 5B still has more range than 5C though, so I think it's the safer poke regardless. Tager has untechable 5 hit combos that will off 1/2 of your health most of the time, but don't panic and burst, that'll just screw you over worse. Just be ready to take that damage and compensate for it with Blood Kain if given the opportunity. EDIT - Also, Tager's Spinning DD CANNOT be poked out of, disrupted or stopped, with ANYTHING. If Tager has Heat, you'd best be playing super defensively and hope he wastes it, because I have Hell's Fanged into that shit so many times it's ridiculous.
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God I really hate this matchup, Ragna can work his ass off for the whole match and then get 360'd or DD'd once and he's back at a disadvantage. I recommend sticking to pokes and guaranteed combos, don't get too fancy or take too many risks. Try to always back dash away or Dead Spike block strings, or you WILL get thrown 95% of the time. One wrong move and 1/2 your health is gone. I'd avoid using Carnage Scissors at all, and only use Blood Kain for corner loops, IMO it's better to save your tension for RCing on blocked Hell's Fangs and such to avoid punishment. You CANNOT afford to be hit more than a few times in this match, Ragna can simply not trade blows with this beast. Tager has very limited options for AA, so use j.C alot. 5B is my preferred poke for this match, just make sure you're out of 360 range when you're using it. One last word of advice would be to stay close, but not so close that you're going to get grabbed every two seconds. Long range can be somewhat safe, but just watch out for the Magnet ball or you can kiss your ass good by. It's really a matter of how good you are at pressuring the Tager player, because if you're getting too predictable you're just going to get blocked -> thrown, all day long.
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6A is your friend.
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Hell's fang on counterhit is a free combo into almost anything too
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http://www.youtube.com/watch?v=dA6tWN2OC8M 2:18-2:25 First Carnage Scissor is not delayed, the one that follows is. Or...at least that's my understanding of it, I don't delay it myself so I don't know for certain what it appears like. Regardless, you shouldn't have to charge it for longer than 2-3 seconds or they'll hit the floor by then.
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There is no increased damage from delaying the 2nd hit, it gives a small combo opportunity afterward though
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