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FlyingVe

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Everything posted by FlyingVe

  1. I'm not entirely sure what you mean by spacer (sorry). But perhaps these combos are along the lines of what your looking for: 6A>5C>(air combo) CH6a>dash>6A>(air combo) CH AA ID>dash>5B EDIT: Now I think i know exactly what you are looking for so sere's some more of that type of combo: TK GH> 5B (or Dash 5B)>combo 2D>5C (not a relaunch but similar in principle) 6C>GH>5B>combo 6C>(DC)>6A (or 5D)

  2. What mAc said is pretty spot on but with ragna you don't really get to keep up pressure all that long cause his attacks push the opponent away. Remember you have two ground overheads in 6B and 214B (GH). If you want to try and continue pressure you best options are JC'ing 6a or 3c or going for 6DD>dash>"___"; or maybe dead spike in a corner. There are no tricks with ragna every one of his moves moves carries risk so you have to really be on top of you opponent mentally. Finally, make sure you make your hits count (damage) ragna has more relevant combos to learn than most characters because different hits lead to different combos. If you want to play online send me a message when I'm on GT: FlyingVe .

  3. I think the combo is probably new to CS. In CS the 6A comes out a bit faster allowing you to relaunch off of things later in combos.
  4. 6A is still an amazing anti-air made even better by it's speed buff in CS. It really should be your go to anti air. If people are clashing with it then you just need to work on your timing. Heck if it clashes you can just throw out another 6a or ID and there isn't much an airborne opponents can do about it. Also, be careful about being baited (stuff like Bangs jD, Haku's jD, and Tagers j2C).
  5. That's some neat stuff but I have a question. The part about hitting multiple times with the same move boosting life drain, is that during the same combo or just over the course of the match/rebel?
  6. Thanks Ryoko I had noticed something different about the CS life gain, but it definitely varies depending on the attack (for example the GH follow-up doesn't seem to gain much life). That plus the decreased damage (for non-litchi's) is actually making ragna's drive look a lot less... bad.
  7. I believe you can combo into astral off of a normal 6C (6C>(DC)Black Onslaught) but the timing is pretty strict. My favorite is 6A(CH)>(JCC)>Onslaught because jump installing the astral isn't hard, the timing is lenient, and using 6A as an anti air makes counter-hits easy.
  8. Good point, I've played him a few times and I can definitely relate... At least you beat him though.
  9. I've only got a few thoughts. 1) Don't pink throw so much. MacChaos wasn't breaking them a lot but it's still not a great strategy. Wait till you hear that tech noise and tick throw them. 2) This only happened once but don't stand there after a blocked 6C. Jump cancel or cancel into 6D (I'm surprised how often this hits people). 3) This is mostly my opinion but I would always to do the 6C>GH>5B>6A>aircombo when I catch a croucher as opposed to the HF>RC>6D into 22C. The 22C pickup is nice but there's almost 1000 points of difference in damage. These are all just little things though, your ragna is still rock solid and it was a good match. Also, I've heard rumors about the first round of this match...
  10. Umm... Just block ice car. The recovery on that move is terrible if you block it you can pretty much just push buttons afterwards and get a hit. Also, 5D is a pretty terrible opener because it's so slow and should really only be considered against tager. However jin's 5D is equally slow so any a/b/c move you do will come out faster and CH him. I recommend 5C because of its range and it combos into 6C on CH.
  11. That video was awesome. being able to dash 5B after 22C look incredible. In the vid he gets about 4.2k meter-less off of 3C>22C and the combo ends with 22C. That is just bananas.
  12. If you are right up next to somebody you can JC the 6A and cross them up with jB. You have to be really close or you won't make it over their head with the jump. Works best against big characters like Tager and Ragna.
  13. 1) most of nirvana's moves can be interrupted by either hitting Carl or his puppet certain ones like 2D and the supers cannot be interrupted (Sorry I don't really know all of the commands for Carl's moves). 2) These players are bursting for fear of the clap loop, a combo that will literally go on until you are dead. It only shows up at (somewhat) higher level play but basically it's often better to burst and get out then get caught in the loop and lose. 3) can't help you on this one but try looking up XBL or PSN matches on YouTube alot of those players might be closer to your skill level.
  14. That's pretty cool. Do you know how much damage/repetitions you can get off a FC 5D loop?
  15. Is the un-techable time off of 22C fixed at 10 frames? (I believe it was fixed in CT). If so a fatal 2C could possibly lead to some insane 22C combos since 12 frames would be more than enough for a dash 5B into more 3C>22C stuff. Also, 2C will make an amazing FC move since its relatively fast. Maybe even the go to punish for risky moves like DP's.
  16. Oh, I didn't realize that. I thought I had seen something awesome, but I guess not. Sorry for the dumb question.
  17. Does anybody know if you can can combo 3C after BE (BE>3C)? I saw a video in which a ragna player successfully pulled it off, but the opponent had already been tripped earlier in the string. I know this probably only works in specific setups but the idea that ragna can end all Belial edge strings in 22C (via the 3C) is really enticing. Edit: I found the vid and the setup is screwier than I remembered. http://www.youtube.com/watch?v=UbdYnl5sHJ0 at about 7:35. The combo is: crouching opponent - (CH)6D>jD>5B>3C>5D(DC)>6A>jC>jD>jD>BE>3C>5D>22C So the a better version of my question is, under what circumstances can BE be followed up with 3C? Do they need to be crouching or do you need to trip them earlier (thus rendering the later 3C useless)?
  18. This actually could be another place where Ragna benefits from a new system change. In BBCS all DD's have a minimum damage and I have to imagine that Devoured by Darkness's minimum is fairly high. It could also make CS a much better combo ender. (I haven't seen any videos to give you numbers, sorry)
  19. I've played a few good rachel's recently and while the match-up is going to suck no matter what you do there are a couple of things I've taken to doing. ID really shines in this match, many of rachel's pressure strings have almost Tager style holes in them that you can ID (my favorite being between the two 5C's and lobelia [5b>5b>5C+D>5C --<<Insert inferno divider here>>-- >B lobelia]) Also, rachel player's will usually play very conservatively and will often block when given the choice as a result 6D and dead-spike shenanigans tend to work pretty well.
  20. I here you ragna's mixup just isn't all that strong, but he is amazing at punishing other characters moves. I played a few round with KojazZ and he had some neat tricks to get through my guard. 1) End strings with 2B. The move has almost no recovery and you can restart you block string. Stuff like 5B,2B....Dash5a/5B/DashThrow 2)Meaty TK GH. I know this is kinda dumb but most most people me included have a habit of blocking low on wake up and given how much distance a GH can cover you can surprise people with it alot. 3) Throws in general are quite good with ragna, while better players are very good at breaking them the risk reward is really good. If you succeed a back throw can net you 4k and if you fail it's just a reset. Also, it seems to me that IB'ing can really improve ragna's (this is true for any character) game as it renders may moves punishable and ragna is very good at punishment. For example if I could reliably IB Ragna's attacks, 5C, HF, 2D, 3C, and JC become death traps. One of my biggest weaknesses is my oki game. Anybody have any good advice or tricks?
  21. I would ask you the same thing (my mix-up is a little sorry). From where I sit you played really well, and I probably learned more than you.
  22. Your right, tsubaki's attack just gets stuffed really quickly.
  23. I prefer Tager against Arakune. I know the matchup is worse but for some reason I just prefer Tager's tools in that matchup. I play ragna next time i see you if you want a looksee but i'm very lacking vs Arakune.
  24. Third. He's looking like one of the strongest characters i've seen. I can't wait to beat all the arakune players into the ground.
  25. It probably has to do with the length of the combo. the one where he finishes it was shorter in the vid I saw.
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