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Kairi_Yamoto

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Everything posted by Kairi_Yamoto

  1. http://s1.zetaboards.com/blazblue/pages/storyguide1#ragna Thats the story guide to get all endings for Ragna I believe.
  2. In some ways I suppose it is similar to the focus attacks in SFIV; rapid cancels let you cancel out of moves back to a neutral position, so it comes in handy for some of ragna's combos (see the combo thread) or like I stated, if you find some of your attacks suddenly blocked. Inferno Divider for instance, if its blocked, it leaves you vulnerable, whereas a rapid cancel lets you cancel the animation and avoid any punishment you would have gotten had you let it go the whole way through
  3. BK drains health though, so I find it best to use after a combo or near death. I'm wondering though, when you perform Yami ni Kuwarero, does the amount of health you regain relate to the opponent's health or how much BK time you have left? I never paid much attention to it, but it may come in handy.
  4. In addition to watching Kaqn vids, watch other ragna vids on youtube too, just put his name in the search bar. There aren't any specifics, but you can learn what to do and what NOT to do. Finding flaws in other Ragna's just makes your own that much better. I think his health is at 10,000 HP if I'm not mistaken, so its pretty low. His standing neutral B and C (5B and 5C) are good pokes to keep your opponents away if you can't build momentum. The carnage scissors distortion drive....kinda pointless at best. Ragna's heat gauge is much better spent on rapid cancels and counters to get out of tough situations. Don't be afraid to toss out an inferno divider every now and then (srk+C or D), it'll catch a lot of people off guard, and the D version steals some hp.
  5. My buddy mains Tager, and we've fought each other a lot. He's given me some good tips. Tager will rely on tried and true combos to pack on massive damage, so cancel out of the throw combos. From the times I've played him, I find its not best to pressure Tager too much, but the 6D j.D pressure can come in handy sometimes, use it very sporadically, or you'll eat more throw combos and tager busters than you should. In general, keep a moderate distance between you and tager, and rely on your 5B and 5C to poke and start combos Also, it never hurts to ID when you're up close, utilize it more against Tager and end it with 236C to wall bounce, as Tager is big enough to be caught in another ID string as he bounces off the wall before he can recover. Be careful when magnetized, as it closes the distance between the two of you rather fast when Tager attacks, I know its caught me off guard plenty of times. However, it does allow you to counter from a further distance if you can time it right. I haven't messed too much with IB'ing yet, so I can't say much on that front. Avoid accidental bursts, and watch Tager's tension; I've been finished with more distortion drives than I can count because I wasn't paying attention and rushing forward to pressure Tager. Overall, its not a bad matchup. When I first started out I thought it was just ridiculous how much damage he could put on Ragna in one combo, and magnetism didnt help either. However, I just had to play ragna smarter, and actually learn what connected into what. Wait patiently, choose your attacks carefully, and punish any missed moves. Hope that helps.
  6. Ragna is my main. I've always gone for powerhouse characters in all fighting games, Sol and HOS for GGXXAC, and Ike in SSBB. So I feel right at home with Ragna.
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