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FlyingVe

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Everything posted by FlyingVe

  1. Well, the matchup is about the same as ever, long range high damage. I have speed you have counters and jC. Despite all of Haku's buff, in my mind he has become a more boring character. In CT he was like a landmine, you sit there waiting until you get a read and then explosively lop off half their life bar. In CS you just poke away with 4C/jC and see who gets bored first. Ragna's kinda the same way. All those advanced mind-games and pressure from CT don't mean much when landing one combo gives you 53+ meter. Ragna has become, spam 5B>Land a combo>Do whatever and RC if it's blocked>Win.

  2. I do. But I'm really trying to learn Mu. I don't use Ragna as much anymore because that is like easy mode, that and alot of his buffs actually made him less interesting to play. Rest assured I am still very, very dangerous when I pick him (you can ask the person who counter picked my Tager with Bang, who then had to face my Rag's next match). I use Tager plenty though, you just probably haven't seen it.

  3. Oh wow... That is bonkers. I'm gonna have to play with that.

  4. If you're getting interrupted by jabs and something like Jin's 623A(with no invulnerability), your block string is really bad.
  5. You have alot of options for BE enders: 5D(1)>HF(2) classic CT knockdown/Damage 5D(2)>GH for Tech traps 5D(2)>ID Better CT style knockdown, lower damage 6B>DS fun trap to use occasionally, advantage if blocked 3C>(JC) Mixups 5D(2)>22C Always use if possible 5D>CS High Damage, doesn't work after Double BE Dash under: Ragna can do a double or single cross under after the BE bounce. Can be very confusing but you sacrifice his traditional mix-ups.

  6. Well, Ragna has alot less combos this time around. The ones that are the most useful are (I won't list all the possible variations): 5B>5C>HF(2) 5B>5D(2)>(DC)>6A>(HJC)>jC>jD>(JC)>jC>BE>Dash6DD>(JC)>jC>BE>ender GH(2)>Dash5B>5D(2)>(DC)>jB>jC>(JC)>jC>BE>ender (don't know if you can do double BE here) 6C>(DC)>5D(2)>(DC)>jB>jC>(JC)>jC>BE>Dash6DD>jC>BE>ender Throw(or Back throw)>GH>5B>6A>(HJC)>jC>jD>(JC)>jC>BE>ender (don't know if you can do double BE here) ID(wallbounce)>5B>6A>(JHC)>jC>jD>(JC)>jC>BE>ender (don't know if you can do double BE here; sometimes you must omit the jD based on positioning)

  7. Do what ever you want, that's why 22C is so good. I guess just don't do anything silly. For example don't do 6C, if you need a low do 2b or 3C. Personally I'm a big fan of going for tick throws, or tick setups afterwards, that or 6B.
  8. Pretty much immediately. BE has almost no recovery.

  9. Actually it's not that bad on most characters (to do the dash and followup). For me it was a bit sooner than I expected, the BE recovers really quick. Again, though you attack as soon as the dash starts and let the momentum put you in range. You should get a feel for it really quick.

  10. I'm pretty sure you can always dash. The main reason I do it is that sometimes you are to far away to do a 22C pickup after the second BE. By adding the dash, you make the combo stable on all characters all over the screen.

  11. Well, I haven't tried it so take my advice with a grain of salt. I don't think it would be much different that doing a dash after 6DD or DS. After you hit 66 for the dash cancel, it will be a bit before the cancel ends, make sure you time you dash (66) so that the second 6 is pressed right when the cancel ends. Then immediately hit 5C, the momentum should carry the 5C into range. I wouldn't stress about it too much (unless your an achievement whore like me), we all know that in CS, Ragna really only has one combo, the Double BE. Also, if a combo is this hard to do, the reward had better be worth it, and it doesn't really seem like it.

  12. A little... Not Ragna's though (funny that), I keep trying at it to get the achievements, but soon get irritated that, in almost every situation they present, there is a better combo to do. But anyways, what your question? I can very easily go onto challenge mode and see if I can answer it.

  13. Actually, does anybody have a video of the cross-under? I'm having a little trouble figuring out how it's supposed to look/work from the descriptions. I'm can't it to work like I think it should. It's supposed to be like Ragna's Berial Edge bounce double (or single) cross-under, right?
  14. The matchup forums have the information you probably want. Though they are a tad lacking since the character is still brand new to most people. As for Bang, it's just a really bad matchup, Mu has no answers to Bang. @Kamano: Thanks for the info
  15. It' a surprisingly fast move too. Actually, a question about the mirror. It does damage based on the number of stiens out, but also based on the position of the stiens relative to you and your opponent. What is the ideal set-up to get the most damage from the Mirror? I've gotten everything from 3k to 4.5k from 4 stiens.
  16. You divide tiers where a divide is present. Ragna is noticeably worse than the S tier (Bang and Litch), but noticeably better than the A tier (Carl and Haku) hence S-. Unless something has changed he fits better in his own tier than in any of the others. The Tier divides and letters aren't just for readability, they do mean something. On another note, when will Arcadia (or whoever) release another tier list? I'm pretty sure this one is outdated, and I'm curious what will change and how much.
  17. Don't sweat it. I do my fair share of bitching too... as your probably very aware. They way I figure it, if a game doesn't effect you in some way, you probably just bored. Too bad fighting games cause rage... :arg: Anyways, don't sweat it. You getting alot better at choosing the right time to strike. That scared me the one time you sparked me out of mu's blockstring. You were just waiting for me to do that specific move and there was no hesitation.

  18. That's a solid bait if you know your range. Too far away you get baited, too close you get stuffed. I really liked the Gadget>RC>stepforward>360B. After all the Gadget>RC>AC(wiff) mixup, I didn't see that coming at all. Also, match looked a whole lot like our games, which is a good sign for both of us.

  19. I was watching the SBO finals. There's some really neat Tager stuff in here. Most notably Jan using Gadget finger, and usually jumping forward with barrier. It's an interesting tactic that I will have to try out: http://www.youtube.com/watch?v=eh9azfjDKMI

  20. LukeYuriRaines is still playing rachel. What's more amazing is he's still rushing people down with her and averaging 2.5k per combo. She's certainly not as scary as before but look makes her look solid B tier (and I'm beginning to think she is). It's very impressive.

  21. I played a few rounds with a good Tao (XDest) and it appears that her crawl (3, 2A, 3C) goes under all of Mu's jump ins save the ridiculously slow and punishable j2C. Any suggestions?
  22. Other notes against Mu, her 2B has frame advantage so I wouldn't stick anything out after you block it. Also, sledging lasers is a big gamble. I realize that my inexperience with the character keeps me from punishing it the way I should, but I assure you Mu can punish it nearly every time. Also, If you care, here are some good 720 locations (do 720 after block). Ragna: HF(1), HF(2), 5D(1,2),GH(1,2), DS Jin:2D, 6D, Ice Car, 6C, 236D Hakumen: after a jump-in Rachel: you shouldn't need a 720 to beat a cripple :) Tao: I don't recommend 720, she jumps to much. Arakune: Same Hazama:Same Bang: any D attack Lambda: none that I know Tsubaki: after any rushing attack and most normals Litchi: during the super flash of stickman and all green Carl: very hard to 720

  23. I don't really know the matchup any better as I'm still new to playing Mu. But my thoughts on it are that it's not a great matchup for Tager (6-4 Mu at best). Mu has long range normals and a solid projectile, Tager on the other hand, has faster normals and better average damage. Zed has taught me that Tager can punish an absurd amount of her attacks with Spark Bolt, and that when Magnetized Mu can't really do any ariel shenanigans for fear of 5D/AC. General advice for you would be not to jump in so much, or if you do use barrier. Almost all BB characters have good anti-airs and Mu's are some of the best. Though you can try an elbow drop to bait the anit-air, that can be kinda gimmicky. Also, don't just throw out the 720 and hope for me to walk into it. It has 41 frames of recovery so I can hurt you for it. I hit Zed for a 6.8k combo that would be free on a wiffed 720.

  24. Guard crushing Tager is fun. Sledge beats projectiles, but loses to everything else. Basically, you want to throw you laser from a range where the sledge can't reach you, so that you can punish the recovery. Alternatively, throw the projectile early enough that you recover from it in time to hit Tager out of the sledge. As you get more experienced with you characters you will become better at dealing with the sledge, and as you do, Tager's will become very nervous about using it. Volt charge has auto guard, meaning your attacks do hit him... they just don't do anything. However, it is still vulnerable to low attacks, and you can still throw him. One of my favorite tricks (though I don't get to use it often), is, if he's charging to block laser fire, time you 6C to hit him as he finishes charging and get a massively juicy FC combo.
  25. Here are those Valkenhyne screen s I mentioned. The quality sucks, but screens they are. http://www.t-ono.net/Gaming-News/Time-to-Drop-More-Money-on-BlazBlue.html

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