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FlyingVe

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Everything posted by FlyingVe

  1. It's good to see someone report back after taking advice, then I can see if I know what I'm talking about at all . That looked even better. Random stuff to improve (though you are in no way 'bad'): 1) if you connect with 6C at max range the second hit won't connect. Thankfully you have plenty of time to hit confirm and can just do HF. 2) If you are going to RC a HF the best combo to do is HF>(RC)>dash6D>(delay)jD>dash5B>3C>22C, or a slightly worse (but much easier) HF>(RC)>3C>5D>22C. If you do either in a corner you can extend to 5D>22C for the first, and (DC)6A>5D>22C for the second. 3) I don't seen enough ragna's online use this but if you get a AA CH ID (a counter hit with ONLY the second, ariel, hit of ID) after you land dash5B>6A>5D(1hit)>GH>5B> either DID or 6A>air combo These are really all about maximizing damage. But with Ragna you really need to maximize each hit as much as possible in CT. Thank god for Berial Edge in CS.
  2. Fortunately thanks to the increased untech time on moves like 5D, and a faster 5C and 6A, most of Ragna's BnB's (like 5D(DC)>6A) will work on rachel unmodified, or even with a sizable hit counter.
  3. You can block, and then counter (which is always smart with scissors). But if you buffer it during the super flash you get clobbered. It's probably because Jayoku's invulnerability is a bit lame, and carnage scissors goes through certain striking attacks.
  4. I know, it's baffling. But yes I can connect the finisher after one set of jC's but there is no reason not to go for the second set in most cases, would the delay on the first 5C (after 214D~C) matter? If not then it's probably just bad execution on my part, sadly I won't get to pratice for a long while probably .
  5. About the combo - 5B,3C,214D~C,5C,(JC),jCx5,(land)2C,4D~D,jCx5,jCx5,214B. I can land the combo but for some reason the final hit (214B) will blue beat. I've tried cutting the number of jC's but still blue beat on the drop kick. Any ideas?
  6. ^^ Not Carnage Scissors...
  7. I thought Hazama's Flash Kick (214D~B) had no invulnerability but it moves his hitbox back in an evasive fashion. Just block and 5C (if CH combo from there). Hazama moves backwards when he does his Flash Kick so I doubt you could catch him without magnetism.
  8. Nothing looked that bad actually. If I had to give one piece of advice it would be work on move selection. When you've already got a combo there'e no reason to risk 5C>6C. It won't combo unless they are crouching (or CH 5C) and there's just no reason to risk the damage when you can do HF or 5D. Also, 6C as a poke is fun, but in most situations 2B or 3C are faster. Lastly, the D version of ID doesn't have F1 invincibility, so you really shouldn't use it to DP people, just in combos.
  9. That combo isn't so much for damage as it is making the most out of a reversal ID. The hardest part is the 5B, you want to connect with it right before they drop below you belt. Also it won't work on Carl and Rachel, and seems to be a bit finicky (but totally doable) on Bang. In summary, this isn't a combo you will be running up to people and doing, but if you get the opportunity to ID through something, and the ID gets both hits, then this is your go to combo. If you ID only gets one CH hit, the dash 5B>followup.
  10. ^^ All of that is awesome, especially +5 Dead Spike, +1 2C, and 8 active frames on 5B (take that back-dashing Tagers) Does the mook say anything about 2D? I've heard it's safer (and it certainly feels faster). Also is Dead Spike still -1 in BK?
  11. It's important to note that in CT (non-TK) GH cannot always be followed up with anything.IN fact just doing GH on the ground cannot be followed up at all. The most common situations where you could land 5B>6A is of a back throw, 6C, or a CH AA ID hit. In some other cases you must settle for GH>5B>D.ID. Also, 5D(DC)>6A is somewhat character specific. While you can mash it out against most of the cast, with some characters (carl, rachel)it can only be landed when you begin the combo with 5C or 5D (not 5b or 5a) and on others (Jin, Tao) the timing is simply stricter on the 6A.
  12. I believe there was a system change in BBCS that allowed a counter hit on a multi hit move (like BE or Noels jC and 2C) to carry until the end of the move. That way CH on such moves isn't useless. I saw Kaqn combo of CH BE against Tager from the top his jump, not sure if it's character specific or even useful. Edit: Kain you beat me to it...
  13. Any time a move clashes it's timing. Time your 6A later than you think, your overhead invulnerable after frame 6. That being said Haku's jC has some range so be careful none the less.
  14. http://www.nicovideo.jp/watch/sm9598087 Midscreen double BE in the first round. Second BE didn't finish though.
  15. I found matchups/tier list >>here<<: I'm not sure how official it is, but it looks pretty reasonable and more or less confirms the existing tier list. Also, it puts ragna at +6,5 overall which is a bit below Bang and Litchi. Arcadia probably just wanted to simplify the tiers since he would be in a tier all alone (nearest to him being +11 and +3.25).
  16. 2a is also pretty good in this situation. It has good range and it's just fast enough to beat out stuff like 5B and 6A. of course they could block it, then you just need to mix up like normal.
  17. When you do the followup to GH try to delay it as long as possible. It should look like ragna's foot just barely touches the ground. This is a good link to get down (the 5B relaunch) as it's used in alot of ragna's combos.
  18. ^^ what Kain said. Also, be sure to master the normal version of the air part of the combo first. That is, after the 6a jC>jD>(JC)>jD>ID after you have that down then you can play with High jump Cancels and adding the jC after the double jump. Using the HJ after 6a makes the whole combo easier to land, and the second jC will not work most of the time. Also, another combo that will work in similiar situations, does more damage, and is easier to do is: 5B>6A>5C>5D(1 hit)>GH>5B>D.ID does about 3.3k or 4k if you start with a jC.
  19. DP = Dragon Punch = ID = Inferno Divider = 623C (the D version of ID is not a DP as it doesn't have F1 invulnerability) DP is an attack usually with the 623 motion that is invulnerable at frame 1 making it a reversal. Also, when you see the combo 5b>5c>5D>(DC)>6a>(JC)>jC>jD>(JC)>jD>623D>followup the JC (both letters capital) means Jump Cancel, you want to jump at these points during the combo. Also about that specific combo the one I listed will work on all non-midgets but against some characters you can do jC>jD>(JC)>jC>jD>D.ID for added damage using a high jump after the 6a. The timing on the 6a also has to be slightly adjusted for certain characters. Lastly, are you on PSN or XBL. If you on XBL I would be more than happy to help you with some stuff. GT: FlyingVe .
  20. If the character is higher you should use jD after the jump cancel (unless it's early in the combo then do both jC and jD)it's bigger vertical hitbox, otherwise use jC. The difference between the two damage-wise is pretty negligible so I just use jD. Also, some combos require one or the other.
  21. That's the way it seems to me too. I'd put it at about -3 or -2. (HF is -4 which is the most something can be and not be punishable without IB). Sadly it's startup is really slow so anyone can see it coming and IB.
  22. That was probably a timing issue I think, because for the 5B's to trade on IB Belial would need to be + on block (+3 if my frame math is good). And we know Belial is at a slight disadvantage (how muc is unknown).
  23. Belial Edge isn't really unsafe it's just at a disadvantage on block. So i figure that (as long as they don't IB it) you could play a few games like you can with HF (ID, throw, 5A, Rapid, or Blood Cain)
  24. Hey it looks like I may be replacing Seon in the 3v3. I'll be on just after 9:00 tonight and send you a message.

  25. Hey, what was that combo you were getting me with when we played online today? The one that started with RC'ing the first hit of ID. I'm trying to practice it in training mode but need the actual combo for reference.

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