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FlyingVe

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Everything posted by FlyingVe

  1. Fear isn't something that I am particularly good at. I would look at Baikenv. He does this elaborate (but unsafe) dance just inside your range that makes it look like your always about to get poked even if you aren't. That type of pressure is something that takes a lot of work to perfect, and probably varies from player to player. I've been told that I'm scariest when I'm at point blank and can do tick throw stuff. (never forget about throws in mixup). The rapid combo has a few timing tricks to it, here's a detailed notation (it might help): HF(1)>Dash6D>(Delay)jD>Dash5B>3C>22C Lastly, learn to end as many combo's as possible with 22C, and many times its better to just stop a combo at 22C. Ragna's oki game is usually pretty crappy, but when you force them to neutral tech with 22C, the advantage is very much in your favor. Also, I've spent some time with Hazama in the arcades, so if you have any general questions about him, I might also be able to help.

  2. Hmm... Pressuring with Ragna is actually a pretty difficult process to describe. Rule #1 is try to leave 5C out of block strings, anything you do afterwards will be highly unsafe, and worse, everybody else knows this too. Personally, my favorite pressure strings are stuff like: 2A>2A(hit confirm)>(pause)2A>2A>(hit confirm); 6A>IAD(over their head)>(delay)5C; 5B>2B>Dash5B/5A/throw; 2A>6B; 2A>Dash2A/Throw; 6A>2C. jB/jC/jD>6B Rapid Cancel stuff: HF(2)>(RC)>2A/5B/6DjD/6B GH(2)>(RC)>AirDash>5B>5C>5B/2B>3C>22C ID(1)>(hit confirm)>6B/throw ID(2)>(RC)>(falling)jC

  3. Well, because of how the character has changed in CS, there is really only one combo that you need to know. Basically practice linking 5D>(DC)>6A from there you can do the air loop, and in CS, berial edge. Also, learn to do the RC hell's fang combo (HF>(RC)>6D>jD>Dash5B>3C>22C). The big thing you'll have to learn (and there are only like 4 ranga's online that know this) is that Ragna's pressure is all about fear, and he doesn't use real block strings. Keep mixing it up by stopping and restarting your pressure and take advantage of your range. If you just do normal block-strings, and rely on 6D and DS and jump cancels for resets, you won't get very far. If you plan to use him at all in CT, you'll have a whole slew of combos to learn (my favorite part about CT Ragna). Every hit you land will have a different combo. Also, alot of CT Ragna's links and RC stuff, have very similar timing to Hazama's so it'll help with both characters.

  4. Well, if you want to beat me at video games, SSF4 is the way to go. I'll be scrubbing it up big time. Hit me up if you wanna mash.

  5. For what it's worth there are a few tricks to the 2D combo: 2D>5C>5D(1)>HF(1)>22C>5B>5C>HF 1)The cancel from 5C to 5D must be done as fast as possible 2)The cancel from 5D(1) into the HF(1), must also be done the instant the 5D hits (a little later on Tao/Jin, but i don't recommend the combo on them because of how finicky it is) 3)The 22C timing is character specific but fairly lenient 4)In order to get the 5B>5C to combo you must link from 22C to 5B almost perfectly. (online I go straight from 5B to HF to prevent myself from looking really stupid) 5)Sometimes you'll cross Tager up during the combo, don't be startled it doesn't actually affect you ability to do it.
  6. My thoughts: 1)If you land a 2D, i strongly recommend a different combo. 2D>5C(1)>(immediate)HF(1)>22C>5B>5C>HF. Works on everybody but midgets (carl, Rachel), and is very, very finicky on Tao/Jin. Also, doesn't work at max range, and sometimes it's good to leave out the final 5C (timing get's really strict). It gives you 3.4k, and gives you the option of ending at the 22C, or adding a RC at the end for Dash5D>22C. 2)1:04, that part made me very sad, screw arakune. Wasn't a bad choice, in that situation many Arakunes do spitbug to keep you out, the HF can CH them, and will force them to block if they jump (then you can RC/5A to try and keep them locked down. 3)1:18, Taunt, you're cursed, he doesn't know any combos and is just spamming bugs, why not. 4)Near the end, bad blood cain. Also, if you see him teleport through the wall you can catch him with an ID, or Super jump and grab him. 5)1:40, you got a CH GH(1), that should lead to alot of damage, learn how to capitalize on that hit. 6)The bastard keeps slipping through jC, that has to be getting aggravating. 7)2:05, hit confirm you anti-airs, if it's a CH you can follow up with Dash5B>5D>(DC)>6A>air loop, and if not you have plenty of time to do the combo you did. 8)Full screen Hell's fang is bad. especially against Kune, 9)2:59, there we go, punish that Teleport 10)3:22, what VR said, double 22C pick-up combo is all kinds of awesome. Wasn't a bad match overall. I would really like to see you play a better arkune player though. You get one that actually knows what they're doing, and it's a whole different matchup.
  7. Good stuff man. Hope to see you online soon.

  8. With Jayoku, could it be, that, since it is almost always used as a reversal, that it connects with the other characters sprite box which has been extended while they were attacking/recovering. Also, an attack just needs to graze a characters sprite to hit, so some moves (like Bangs 5A, you can see in another thread), are designed to just graze others. Link with Bang's 5A example: http://www.dustloop.com/forums/showthread.php?p=649431#post649431
  9. I'd take the noel players words on what combos into what, and how much damage it does. My point was, that Tager survives by preying on unsafe stuff, mistakes, and general stupidity. It's much harder to beat someone who will sacrifice damage for safety than the player that keep trying for some ridiculous set-up, but just gets punished when he fails.
  10. Thanks for the info, I talked to Rocksteady and I'm not sure it's worth the trip for casuals (no offense). But if I'm ever up in Chi-Town, I'll give you a holler.

  11. The trick to doing it is to input the rapid cancel while you're doing the half-circle for the spark bolt. Personally I only use it when it puts the opponent in, or close to, the corner. Also, I've taken to 2B after 360B, leads to cool tech traps and combos into spark bolt.
  12. That's for the vid, and answer. It just reminded me of how disgustingly good you are at the ragna matchup. You give me more trouble than all the other supposedly "better" hakumen players combined.

  13. I have a serious question this time. You mentioned that Ragna can ID out of a counter, but Hakumen still recovers first (since is invulnerability dodges the ID). How big is the difference in recovery? In other words, if I ID'd a counter (to dodge it) would I actually get out, or would I just be trading a counter-combo for a normal combo?

  14. Don't kid yourself, you can't escape!

  15. *mashes throw*

  16. That... that... bastard! If I'm ever in Zion, I will fight for my screen name! Also, are there any BB tournaments that you know of in the midwest(ish) area? Rocksteady8888 and I were thinking about making a trip.

  17. Which drive is it, they all have different recoveries. If its Bang's 2D it recovers in 5 frames so you can't punish it with anything but Jayoku right before it hits you. But you should still throw out an attack to force him to block, and take away his momentum. Edit: I just looked at the frame data, none of the drives are punishable on block, but they are easy to IB, and that would make a difference. Edit#2: After looking at Bangs frame data some more F$*# Bang. All of his moves are basically unpunishable (without IB) so you best look to hit him when he tries to extend his pressure with a JC or dash, or IB Jayoku to get him.
  18. Average level Noel players are overly reliant on C attacks, Drives, and auto pilot pressure. Good Noel's know that Tager can hurt them for that, so they just stomp Tager without them.
  19. Thanks for the compliment. I will certainly still be playing in continuum shift, though probably less ragna (fights where I have an advantage are boring fro me). I really should go to some offline tournaments, but the fact that I live in southern Illinois really makes that a bit hard. I play a bit o SF4 and GG but sadly I kind of hate SF and don't have anybody to practice against in GG, so I'm pretty garbage at both, I also play SSB:M pretty well for what little that's worth.

  20. Quite frankly it looked like you played just fine. However, the arakune player really needs to learn to block, and move better. He kind of just kept getting hit by stuff, which meant that you never had to go beyond dash in 5B and 6A. I watched another few matches that the two of you played, and the only advice i have is pretty general for arakune (that cheap POS character). Remember to block his jD low, and if you charging him for a meaty and he does a super, hold barrier during the flash, it should cancel the meaty and let you block/punish the super. But yeah, it vs arakune so there really is only so much ragna can do.
  21. There isn't much that can COMBO into 6B, probably just CH HF or 2C. If you mean gattling into 6B, it gattlings from 5A, 2A, 2B, and 6A.
  22. As a Tager player I agree that this matchup is 4-6 in noels favor and in continuum shift is about 5-5. The reason is simple despite the fact that Tager can sledge or 360A a few of you block strings, he still sucks. You can beat on him almost forever with Noels fast a/b attacks, and hit-confirm into a combo. Tager also has no reliable way to AA Noel. In CS it's a bit better, mostly because Noel's worse and Tager has some AA moves.
  23. I didn't know you had a profile on Dustloop (who doesn't I guess), but a belated welcome to DLoop none the less. Also, your jin Kicks ass.

  24. Yeah, I played with her a little bit, but I already play a good Ragna, and Tsubaki just seemed like a bad version of that character. But for me, I main both Tager and Ragna, hell my Tager is probably 2nd or 3rd best on XBL (Perhaps tied with a few others). As for Hazama, I've played enough to be decent, but I live to far from an arcade to get any regular practice. I tried Noel too, but she always feels wrong to me somehow (same with bang), still CS Noel can pull some ridiculous combos with the right set-up.

  25. Believe it or not yes I have. It was a desire to learn a third character, and rachel has a bitching theme song (great reason I know), and would help some frustrating matchups (since Ragna and Tager share alot of the same bad matchups). However, I could never find anybody of lower level to practice on that wasn't super scrubby, so I never got that good. I'm one of those players that really focuses on the characters I play and don't know much about everybody else (out side of how to fight against them). My rachel is a bit of a running gag in XBL player rooms. I'm going to enjoy when CS comes out and everybody is learning, so i will be able to learn new characters too. I think I'm gonna add Haku, and Lambda to my three.

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