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Everything posted by Zero000
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Keeping the momentum is pretty damn important. If you lose it or never get it, it might cost you the round.
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OK, one frame check and here we go Legacy Edge has a sword pattern that hits around 4 different heights. In ragna terms from highest to lowest, they can hit his hair, face, gut, or knees. The exact pattern for Legacy edge is. Gut, Face, hair, knees, gut, knees, face, gut, hair, face, hair, gut, knees, face, knees, face, hair, gut, face, knees, gut What we want is to avoid the first sword (Gut) by using ragna's invincibility to let it go through and hit nu before the first knee sword comes out since CS goes under the face and hair height swords. Ragna's carnage scissors is not safe against projects (projectiles=top tier) so therefore the knee height swords will fuck him up. Gut,Carnage scissors activated and Gut sword went through Face, hair, gotta hit nu at this pointknees, gut, knees, face, gut, hair, face, hair, gut, knees, face, knees, face, hair, gut, face, knees, gut because after that, there is a stream of 2 swords (about 4 frames) that are not knees for ragna to go through. Each sword takes about 2 frames to hit. But if Rags is at full screen, he wouldn't have enough time to get to nu before the first knee sword comes out and will stop ragna in his dash You can mess up the CS timing by letting the 2nd sword whiff through you and you still have like 2-3 frames to get to nu, but you better be closer to her or the knee swords will hit Edit: I was wrong about some info. changed it
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whohhhhhhhhhhhhhhhhh. Carnage scissors can go through Legacy Edge (lotta swords super) Just don't be full screen, you can sorta go through some of them, but you'll just get hit by the rest. The trick is that you have to do CS kinda late, I don't get the sword pattern of her super, but there's a gap where Ragna can slide through the bottom fast enough before another low sword comes through. It uses ragna's invincibility to avoid the top swords. Once you see Nu start up her super, start buffering the 632146 and wait till that circle comes out and then press the D button I think the distancing also matters on when you activate CS, play around with it.
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Off burst, Carnage scissors, 5b, 6a j.c j.d j.c j.d DID 3872 damage works anywhere on the screen! Except when CS might hit in the corner. Carnages scissors hates the corner. I bet you can do a better combo from this. And also I bet there is a awesome Blood Kain combo from CS that you can do. Off I go to find out
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Well popped in Blazblue again. NEWWW STUFF (also not letting this thread die) I just noticed that you can combo off of a offensive burst. So here's some stuff I found. in corner Off. burst, 6c, wait a bit, GH delay, 5B, 6A, 5D 22C 5b if you REALLY want that last hit, go for oki. 4072 on Ragna. Gonna mess with this offensive burst more
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You're not very good with arakune are you.
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hello i am arukune, i use my inescapable lockdown to kill you, if you don't post this message 5 times, I'll curse you and zone you to death you're dumb
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whooo hooo. Got back from SB4, tested the run up, pretend to 2a mixup/grab. Simply just stand there for a bit and watch them option select their barrier and then grab/kara grab them. It works! It either will A. mess up their OS and you'll get a counter throw, or B. have their throw tech timing all messed up so they can't tech the throw. only works like 3 times then mix it up with (stand there, DP). try it
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Well the thing about the whiff is that once you do Hell's fang and immediately do the follow up, Ragna kinda plants his feet and does the follow up. His forward momentum stops and a pretty big (probably better then deaduspiku) hitbox comes out forward. Regardless, it'll only work like twice and you really should have meter to rapid that follow up if it doesn't land. Edit: really pays off in Blood Kain, especially if you get a counter hit
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I was gonna yell about how this is a bad combo, but then i remembered how many times i drop GH combos in the corner because 5c/5b likes to not connect. Will try this out tomorrow. Edit: 214B -> delay 214D, 5B, 5D wait im dumb. Changing this post into asking how to deal with GH combos in the corner
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Full screen Hell's fang (whiff) into follow up is being tested. Doesn't need to be full screen, just enough so hell's fang whiffs. Let's see what happens.
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SORTA OUTDATED most of the stuff still works though. i'll get this OP updated soon enough too bad im too lazy Most of these some of you probably know. I thought I made most of these up, but I looked at a old Kaqn match vid he's pretty much using almost all of these LETS GET DUMB j.c j.d (whiff) throw/TK GH/a low poke The idea behind this one is that when you jump up and do a jump c as you're coming down and they block it, you press j.d. J.d does not come out since of the great startup time it has (i've been hit out of a air "blockstring" when people mashed As), so you'll just hear Ragna yell alot, but you're already back on the ground. This probably won't work as much unless you train them to block the J.D after a J.C During any ID combo, do the 236C finisher, land, jump up again and try for a air grab Usually rarely works, but you gotta do it once in a while. GH rapid GH/low If they blocked your GH attempt, rapid that shit and either land and start doing your normal pressure or fuckit do it again. any poke RAPID TK GH/6b/a low Since Ragna has really obvious block strings, just rapid ANY button you do and go for a high or low. A good one can be 5b 5c (on block) RAPID 6B/2b/whatever since the other guy (should) know that once you do a 5c, your options are really limited from a special/2c/3c/a D. It just keeps them on their feet another dumb one is 6B (on block) RAPID 6B you gotta be damn gutsy to do this one cause 6b sucks ass GH follow up-RAPID-air GH follow up This falls under that GH RAPID thing I mentioned above, the follow up just adds more time for them to "react." Little do they know is that you might just DO IT AGAIN bootleg noel jabs 5a/2a (as many as you want), pause kara throw Ragna gets no frame advantage off his jabs, but you can constantly combo your jabs. Meaning you can add in some awkward timing in between your jabs to get them to do a move. If you do manage to land a 2a, go into 2b 3c and 22c just to reset and get good damage from the shitty proration. Unless you're mid screen you can try for the dual MOJZ whateveritscalled. kara throw works pretty good sometimes and you usually can break their option select if you time the jabs and the karathrow at different times. If you don't know about the kara throw, here you go. here are some examples for that karathrow 2a, 2b, 6d J.D (whiff) karathrow the BnB that every Ragna player love, slightly altered. 5b 5c HF Rapid 6D J.D (WHIFF) into karathrow, a low, a high. If you've been doing that BnB alot and people are used to seeing it. Just try it once, see what happens. You take a huge risk for getting a reset though cause you may lose out on the damage you could of dealt. or try your luck with mixups some MIXUPS 2a, 2b (hit), 6b, 5c 6c etc etc etc just to be a dick and hit them with the overhead so you get that reset and try for a higher damaging combo 2a, 3c TK GH This has been mentioned before, jump cancel that 3c 2a, 6c never works 2a. pause TK GH 2a, pause, kara throw mentioned above sorta FRAMETRAPS 5A,2A>6A 2B>6A,5D Rarely used them, rarely works. In theory, the 6a's upper body invulnerability will keep you safe. IN THEORY. purple throw things GH RAPID grab during a aerial combo, jc jd (JC) grab I rarely use these cause they're just purple throws. I bet you guys have more setups than this Blood Kain The gimmick of Ragna, one hit you land can end in a combo that does about 3000-5500 damage. Go look at the Blood Kain thread for good stuff during Blood Kain. But whenever you think they're going to do a move with a semi long recovery, do a yomi Blood kain and try to punish that shit. Some moves are dumb and will still hit you even if you see the animation so you still can block, but the idea is that you have like 0-2 frames to put in a DP or even better a CS. Then apply that pressure to get that one hit. Really, Ragna's life isn't a issue since you know you're going to die anytime you get hit, so going into Blood Kain isn't a bad thing. It adds that pseudo-pressure on to the other guy, making the guy scared hopefully. It's really good at baiting bursts and do remember that if you get them in your J.d loops and they burst. You always can just jump cancel a J.d and block that burst, just go back into the Dloops once they land. People rarely expect 2 Blood kains in a round so make sure that you're watching your meter and you hopefully can get them with another yomi Blood Kain. You usually get enough meter to do another one if you're almost dead or you did a big combo during your first BK. Astral Heats Really. Just block Ragna's AH, that's all there is to it. But some people might not know that and you set them up in a situation to panic. During that bootleg 2a spam ASTRAL. A counter hit Hell's fang ASTRAL. I like this one alot because they need to tech out of Hell's fang. While mashing to tech out, they might accidentally press a button and get hit by Ragna Or whenever you think they're gonna jump, or when they jump. It might just catch them Offensive Burst Who the hell does this. ... EXACTLY, I've said many times that Ragna's health is irrelevant since you just die. Why not do a offensive burst. Just know that Offensive Burst can't kill them. But you could do the gimmicks of gimmicks http://www.youtube.com/watch?v=f5av0cy61IE#t=1m25s Do a jab to hit them out of that stun, either karathrow, DP, or BK afterwards and hope you made the right decision. Hell's Fang You guys probably know all about this, hell's fang like -2 or -1 on block. SOMETHING. You can do the follow up ASAP to catch them trying to punish your HF since it is oh so very punishable. Or you can delay it a bit and try to punish them from punishing you, giving them that sense of security (loses to jabs/mashing). You can not do the follow up and throw them/DP them/block/Blood kain/2a jab. Or rapid after the follow up and make it safe and continue pressure DP DP whenever you think they're going to do a move, try to make them scared of Ragna's DPs (Why would you ever be scared of his DP, it only does 1800-2000 some damage, it's so shitty). Another good situation is when you're in the air, do a DP before you land. It really catches people off guard. Works good when you got air combo'd and you teched in the air. or DP RAPID wait a bit DP/BK/whatever you know the drill. Character Specific If litchi is doing her BnB with the one that ends with her DP, burst before she does her DP and punish her. The idea here is that when you burst, your burst doesn't hit Litchi since she's invulnerable during her DP, but you recover before she does. uhhhhh that's all i got for specific characters, i don't play this game much FINAL NOTE THESE ARE UNRELIABLE GIMMICKS, the whole idea is to use them when they never expect it. Everything here loses to 4+A+B+C option select barrier/throw and 5A/2a/any other move that's good so what I wrote was all pointless. Welp. I guess feel free to add more if you have anything else.
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Whoh. It's still dead spike though.
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I think J.B is a good move to use if Tager goes up into the air. I've only played one guy, but it seems to either stuff out Tager's "airdash" or at least he has to block it. It seems to zone him out pretty good. If the j.b connects, J.c double jump (heh airthrow) J.C j.D DID. The double jump may be funky because you might be jumping backwards on your first jump to intercept Tager out of the air, but you'll probably adapt. On block, I guess that combo works since you might land before tager lands and then you get to do funny mixup if they're not blocking low/high. J.A spam is good while falling too
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Ragna Critique and Self-Improvement Thread
Zero000 replied to Bandit Revolver's topic in Ragna the Bloodedge
He still has a point. -
Ragna Critique and Self-Improvement Thread
Zero000 replied to Bandit Revolver's topic in Ragna the Bloodedge
This doesn't even combo, how the hell are you even getting this to hit -
Too bad you NEED to use it (5c that is). Here's something nifty, 5b 5c RAPIDOHGODWHAT 6b/2b/TK GH. I've been using 2c alot more recently, I use it when i'm playing footsies. It has worse range than 5c, but you get a huge counterhit combo out of it if you poke right.
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Ragna Critique and Self-Improvement Thread
Zero000 replied to Bandit Revolver's topic in Ragna the Bloodedge
I switched/switching to jin B-) And damn, yeah don't listen to blade, those are terrible ideas that don't work. Cept the J.d part after ID, you're better off using J.b while falling down, but it's still a unreliable gimmick. Try to be dumb as possible as ragna, like I seriously have a txt file with really dumb stuff that nobody would expect. Take for instance, do a TK GH, if they blocked it, rapid and GH that shit again. Once they get scared of your dumb stuff, start mixing it up, rapid and land on the floor and hit him with a 2b. Make them scared. Oh yeah, most of these dumb gimmicks I thought I made up myself, but Kaqn mostly has most of them down already. -
Anime footsies got everybody ragin
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you have no idea what the 5a spam is, dont you.
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Hi welcome to Blazblue. Noel's shit is dumb. Only option? Barrier in bursts and try to make then move out with their 5a and wait for the opportune time to DP IF they're going to do another 5a. That's all you can do