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FlyingVe

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Everything posted by FlyingVe

  1. I've been watching some of the CS launch videos and I have some observations: -Ragna's damage output appears to be about the same (for combos without GH) which is actually quite high given that most characters had their damage nerfed (and may mean that 5C scaling is back to CT levels). -6A is way the heck faster and as such is probably going to be super awesome -I think 5B is longer. It hit tsubaki at the start of the round and I don't think she has an irregular hitbox. -Tsubaki uses lots of charge cancels for her offense (or at least the one's i saw did) which makes her ID bait. See a charge cancel; ID her.
  2. ^^^This tactic works sometimes, but a better Tager player uses this as a trap and will 360A or 720C you when you get pulled up close. Just pay attention to the Tager's habits before you try any gimmicks because a failed gimmick will cost Ragna more than almost anyone else in this matchup. However, while we're talking gimmicks, if you have a back-dash happy Tager devoured by darkness will beat the back dash very reliably and it's mad fun.
  3. I just watched the vid and I think you are talking about a simple dash cancel. Ragna can dash cancel both hits of his 5D and 6C. The DC'ing the second hit of 5D can be somewhat useful as it only leaves you at a very small disadvantage (-4 i believe) so you can try to continue pressure or block for safety.
  4. I approve of this... However, if they block dead spike, many Haku's (the one's I've played) will through up the counter afterwards to punish you rushing back in. I've found that TK GH is a really nifty way of punishing that particular counter, as the delay will usually catch them recovering and it's an easy 4k-ish dmg. Of course you could throw out dead spike again for a similar effect. It pays to be random in this match.
  5. I'm always up for some matches, and my ragna v ragna skills could use some help. Feel free to hit me up anytime I'm online (GT: FlyingVe).
  6. I believe it has to be TK GH to be followed up with Dash 5B. You can also follow it up when GH is a counter hit.
  7. 5d is one of Jin's more annoying attacks. Most of the time I rely on just beating it out with 5B or 5C both of which are much faster. It's also fairly easy to IB, in which case it can be punished with 5B (or dash 5B). Just don't Air dash into it, jin's 5D has a silly vertical hitbox.
  8. Well your attacks are alot faster, so you should be able to get in on him pretty easy (watch out for counters though). As for specifics, ragna's 5C has more range than the majority of haku's C attacks and if you block a large slash you can punish with hells fang or 2C (depending on range) for a good counter hit combo. And as always pay attention to hakumens meter and block low.
  9. From what I understand the new Dead Spike comes out a bit faster, has greater horizontal range, and breaks guard primer. Assuming it still gives ragna frame advantage it could wind up being one of his best attacks.
  10. That would have to be a property of the move itself (for example, if it goes at a very steep angle downward it would just hit the ground without hitting anybody). A better question would be why would you want to, the spoiler says it's slow, not an overhead, and unsafe on block.
  11. I play a solid ragna (rank 68 for what it's worth) and i could use some practice in the carl matchup so if you wanna go a few rounds feel free to friend me or message me if I'm online. G-tag: FlyingVe
  12. I hadn't thought of that, that would sure make some of the big damage combos easier to do regularly. I'd also assume that the new 5C has a shorter recovery which could make it much better in block strings, perhaps it could be followed up by a dash 5B much like the current 2B.
  13. I'm actually pretty happy with what they did to ragna. Nerfing the 22C damage sucks but given it's still not prorated and leaves you at a big advantage it's not to bad. Also while the 5C and 2C are supposedly shorter they are also faster which makes me hopeful that they will beat out more moves, or allow more 2C shenanigans to exploit it's CH stun.
  14. I begun treating it the same way Rachel treats her fork of doom (6B) and that is to do a quick dash straight into 2C as a punish. Though you really gotta watch for an opening to pull this off, it works wonders against Tager.
  15. This is basically the way to approach the match, you are much better of pressuring Tager than playing defensively. That being said try to fight Tager at your maximum possible range with 5B 5C and 2C. Also, while ID after hells fang is okay I would just avoid using HF in a block string all together unless you have meter for a RC. Also, 2C Tager's sledge hammer and 2D it's easy to do and has huge counter hit hit stun, then follow with one of those massive 6C combo's. The biggest problem I have with Tager is is basic block string A,B,C,D, Sledge (repeat). I know you can IB and interrupt attacks or ID the gaps, but My IB'ing is inconsistent at best and as always after you ID once or twice they will be watching for it. Does andy body have advice on escaping that string?
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