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Sindarin

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Everything posted by Sindarin

  1. Also curious about this. Right now I've got a square and was thinking about picking up an octo
  2. 214A (RC), dash 6D, j.D, dash 5B, 3C, 22C In the above combo... After dash 6D,j.D... when inputting in the dash 5B my training dummy blocks it. Is this on purpose? I can continue the combo into 3C 22C still but the 5B just whiffs on a shield. Am I not inputting in the dash cancel correctly perhaps for "6D, j.D, dash 5B". If so, any tips on when to put in the input? Thanks :D
  3. Honestly that's just part of playing Ragna. The game can change at any moment with the amount of health you have. fTK is pretty good but I don't think you can whip it out fast enough after something like a back dash or forward dash. It sounds like to me that you might just be having trouble controlling your movements. Remember when dashing it takes time to recover from the dash before you're allowed to input. Try taking your time and blocking your friends attacks. Punish his strings and then gain momentum. There's more than one way to play Ragna. You don't have to be attacking in a rush down fashion.
  4. QFT Also starting with a 5C works on some characters too. Like Excelence is saying it depends on the person. Some characters like Taokaka can punish you faster than you can punish them. It's all about experience. That's where the majority of these questions get answered.
  5. I disagree. His drive is highly useful. In BK it becomes a menace. 6D is one of the most useful basic drives in the game Unlike a lot of other characters since his drive is merely a fancy C button attack it is highly comboable. Also don't forget that in BK his drive abilities change. They're bigger, meaner, drain more life, and even some moves gain properties. Such as Hell's Fang gaining a strong wall bounce.
  6. Kaqn pulls off amazing shit. He's like a Daigo if you want to put it into SF4/2 terms. He is a good model to learn how to move as Ragna and he is very creative. I urge you not to compare Ragna to Ryu and Ken though from SF4. I also converted from that game to this. He is not like those two. He has no range ability and doesnt really follow their play style. Learn the combos. Watch Kaqn. Ragna is a beast but he is his own beast. You need to just get to know him. Remember TO BLOCK
  7. Good anti-air is 6A. Standard strings are a good way to keep pressure. 5A/2A, 5B/2B, 5C, any special -> followup 5B, 5C, 5D, delay 214A -> 214D 5A/2A, 5B/2B, 5C, 2C, 214A -> 214D 3 Combos you should learn as a basic tactic. The BNB air combo which is a must know is: j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C IS A MUST KNOW. And then learn: j.B, j.C (JC), j.C, j.D, 623D -> 236C -> 214C Learn these and you'll understand how Ragna creates pressure. Experience and insight through how the combos work will give you the ability to create pressure with Ragna. Also watch Kaqn on youtube. There isn't a couple of sentences or a flow chart for Ragna. He is not one of the top 3.
  8. This will come with experience. Players like Carl are just smaller so certain moves don't work on him. If you noticed on training B>C>D>DC>6A leaves 6A barely connecting on your opponent. In this case of a small hit box it's probably wiser to follow up with a B>C>D>214A (Slight delay) > 214D Which is a pretty standard mix up. Every hit you do before connecting D> DC > 6A pushes your opponent farther from your air launcher. Which is why something like A>A>A>A>B>C>D>DC>6A Probably won't work on any character, except maybe tager? Size does matter.
  9. This is truth. This is a fairly easy combo to do once you understand the reasoning behind the delay and its timing. Simply watch for the red circle (splat mat?) to appear below the enemy as they fall to time 214 D. It's very easy to look for and it coincides with the timing very well . You will whiff this move if you do not delay. 5B will not connect.
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