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Bandit Revolver

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About Bandit Revolver

  • Birthday 05/29/1984

Other Info

  • Location
    Hell
  • PSN
    royjoy
  1. I'm trying to figure out how to do this. Do you need to press 5B, keep holding down B, and then press C? or is it a sweeping motion of 5B and then C immediately after?
  2. I can answer this one! Jump by pressing up on the d pad. While in mid-air, press the d pad 2 times in the direction of the opponent corresponding to where you are on the screen. In your quote, you want to do the 5C, 5D part of the combo before hitting the ground. Once landing, you then continue with the 6A, 6D, 6D, air throw portion.
  3. Yeah, I'm trying to work on that a little better. Being that pretty much any time the round starts I instantly 214A, I can't seem to time the dash properly to get the first hit when I try to do the dash 5B. It'll come with time. I was playing with practice mode a lot more tonight after reading these posts and although I like ground combos, I guess I never really did many air combos in GG without doing the dust launcher. It's kinda weird to not pop them up with a dedicated button. These are what I could come up with. Air dash, 5C, 5D, 6A, 6D, 6D, 623D, 236C, (wait a little bit) 214C. (8 hits) 6C, high jump towards, air throw, air dash, 5C, 5D, 623D, 236C, (wait a little bit) 214C. (9 hits) These seem kinda flashy but do pretty good damage and are very much out of my normal style, but pretty good. I think they're kinda incomplete though. I can't seem to get the timing right for the 22C after these 2 combos, but I assume with time I'll figure it out. I can't seem to figure out what can come after a 22C or what to do before my 6C in the second combo (instead of just dashing in). I also tried to combine the 2 combos and do a: Air dash, 5C, 5D, 6A, 6D, 6D, air throw... but it almost never connects because of tech, and if it does connect, I seem to be unable to air dash afterwards. Air dash, 5C, 5D, 6A, air throw... always connects to the throw, but still am unable to air dash after to continue it.
  4. Ah thank you for the reply! I wasn't expecting so much detail in a response. Yes, that's something I've noticed a lot recently after watching the combo videos. Although I prefer more compact combos (4-6 hit) that do more damage, the initial hit takes a lot longer to connect and is much easier to react to. I realize this is basic of basics in terms of reasoning but it makes a lot of sense as to why people use longer combos to make up for the damage lost when you have to start a combo off with *A or *B. This is true. I assume that by rushing in I'm applying pressure and reducing focus on my opponent's end. It tends to work against my friends in GG but playing online is a whole new game in terms of skill level. I also watched a few Nu matches after reading this and see the difference in ability between that person I faced in the video and higher level Nu players. The person I was fighting wasn't always pushing me outside of my reach, where it seems the basics of Nu should be all about ranged pokes. I rarely faultless defend in GG, mostly cause I hated how it killed off my tension that I'd prefer used for supers. I had completely missed the fact that it's a different bar this time around so it's far more of an option than before. Especially with how different it is to build up supers (can't get any free meter from whiffed moves or dashes). The special moves randomly thrown out are mostly cause I understand that with Ragna, because he has not nearly any of the reach of other characters, he always has to be his opponent's face. Watching the Blu-Ray, it showed that the 214A or 214B as well as 632146D are great ways to close distance. It is punishable though, as I have experienced. I was reading the Nu vs. Ragna thread and instant jump dashing seems to be more viable. Combined with the dash breaking you mentioned, it seems a lot safer. I am definitely not reactive, though it may be the reason why my win % is straddling 40%. Hehe, I think that might be something that just comes with experience and learning what types of moves others can use. Taking a step back to watch myself does make a difference in how I run directly into punishment a lot of times. Back to training mode! Thanks for the tips, do you happen to have any videos of yourself? I try to not model my play style after others and learn on my own but if I could visually digest what you're advising me, it'd be a lot more help.
  5. Hi everyone from Dustloop! First time poster, long time reader here. Not that I can grasp many things that you guys talk about, I'm very interested in all the discussions here. I was wondering if I could get a bit of advice from more experienced players. To briefly introduce myself and my history in fighting games, I'd consider myself a very basic player of BB. I used to play a lot of GGXXAC, but not to the point of being at all tournament quality. My main was HOS in that game, so it seems natural that I would be attracted to Ragna in this one. My style is high pressure offensive. This is a match of mine that I played last night. Unfortunately I do not have a capture card so I had to prop my laptop up on some books and point it at the TV. Also, because it's capturing audio from the onboard mic, you can hear other things from the room (like my 2 month old daughter!). Also, I am ranked 3 and the Nu was ranked 11. http://www.youtube.com/watch?v=PpSQL-IzixQ Any advice on what I should work on to take it to the next level? I do enjoy watching long combos but in my experience with practice mode, the easiest high damage combo to do is a very basic: 5C, 5DD, 214B, 214D. It's easier to setup with 5B before the 5C, but that drops the damage output by at least 20% in total. I prefer less hit combos with more damage output. Flash < Damage. I realize my style is boring. Hoping to join the community and be a active poster. Please, if you guys/gals have any advice it would be awesome.
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