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MashButtons

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  1. Not sure why you would want to see a mid-tier character tones down even farther. Especially when it's a melee glass cannon.
  2. Is it just me or does Jin have the worst hitbox in the game for Ragna? Sometimes I can't even get a single belial rep mid-screen without them falling out. Double is impossible unless your in corner. 5a - 5b - 6a - 5c just straight wiffed on the 5C, removing one of Ragna's best jab combos and cutting possible max damage down considerably.
  3. Nothing involving using 2D is safe. Even if you rapid cancel it (thus making it safe on block) the startup is slow and obvious enough that you could be poked out of it...but that would require a great read by your opponent. 2D is for if their trained to block high, it can be worth the risk/reward to throw out 2D at certain distances (aka as long range as possible) since does lead into good damage, meter gain, and oki. If they IB (or are a character that can punish 2D regardless of distance), RC it. But it's really not something to use in blockstring. If you want a blockstring low, 3C and 2B are much better choices, since both are cancelable into something that is safe (2C, or a jump cancel).
  4. They are character dependent, but the majority of characters have some kind of air unblockable. Off the top of my head, Bang's 5C, Hakumen's 2C, Ragna's 6A, Noel's 6C....
  5. Jab Combo 2 5A/2A>5B>3C>5D>66>6A>2+9>J.C>9>J.C>214C>66DD>9>J.C>21 4C>66>5D>22C I can't get this combo to land. Always black beats at the first belial edge, no matter how tight or delayed everything else is. Edit: Alright, I found out that part wasn't working because I was trying it on Jin, and apparently 6a BE combos mess up on Jin. But even trying it on Ragna, using J.C > 9 > J.C > BE caused him to tech immedaitly after BE, and using the usual J.C > J.D > 9 > J.C > BE caused the correct bounce, but the combo becomes invalid before the second BE still.
  6. Is there anyway to combo off a belial edge? Perhaps counter hit only? There are some situations where it could be used to counter an attack that would normally unpunishable (like a wiffed Lamba sword when your really high in the air).
  7. Some information about the Fight Night in Madison. So far we have a Hakumen, two lambdas, an arakune (with tager as a sub), a litchi, and a Ragna (myself, who subs Mu-12). If you guys got some game to spin, come down and spin it!
  8. Madison here. Also have a friend that plays. Send me a message if your ever interested in playing.
  9. Step 1: Be knocked to the ground. Step 2: Hold down as you recover. Recover with A, B, or C. Step 3: Your character quickly gets off the ground with no white flash. Nobody should need a video for this.
  10. I don't care about Nu or Rachel, just thank god Arakune's matchup aren't as ridiculous as they were.
  11. This matchup is just dumb. I don't think Arcsys spent any time testing the Hakumen vs. Arakune, Tager vs. Arakune, or Ragna vs. Arakune matchup. Tends to be completely one-sided. I don't even fight Arakunes online because it's so ridiculous. Thank god CS is bringing him down some.
  12. For discussion of the Ragna vs. Tao matchup.
  13. If you get a black beat, that means your opponent could have 'teched' which means to recover. You flash white and are invincible for a bit when you tech. Black beat combos are invalid combos really. They hit if your opponent doesn't tech, but any good opponent will (against Ragna anyway. Against some character there are situations that you really wouldn't want to tech).
  14. Watch for jump cancels or dash cancels that can be super punished. A ragna player will have to leave some gap somewhere if he wants to continue pressure (and he does). Common jump cancels are after (blocked) 3c, 6d, and 6a.
  15. D inferno divider into D inferno divider into D inferno divider. If I have spare heat at the end of the match, this is how I choose to kill people.
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