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Zero000

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Everything posted by Zero000

  1. I think the super secret to noel is that she gets to tech earlier Like I don't get it, she gets to tech out much faster then the other characters. At first I thought it was her hitbox was weird or something, but there must be a reason why it's much harder to link combos with her. Keep practicing combos on Noel, it's good practice to get the timing down stat. Noel makes me rage with this combo. Do what Darkhonor90 said and try to find a video of a Ragna doing this combo to see where his feet are when you do the follow up. And start doing 5c after GH follow up cause the damage is more (timing is harder ). And really I never try to go for a 5B 6A combo from GH just because the timing on that is dumb and you're probably going to miss. Just do 5B DID and follow ups. Only time I do 5B 6A from GH are backthrows and 6C GH 5B 6A combos
  2. whoo boy. try playing against a arakune, a noel, a carl, a litchi, a tao, a bang. Oh how intresting, that's almost everybody. ... anyways, while not hating on the game, I find that dropping the block strings just to get a bit closer when they're barrier-whoring works. Just because they get pushed out so far, it's hard for them to punish ragna's holes and makes your unsafe stuff safe (like a far 5d). But while rushing in, that when you have to start thinking again, is he going to poke/block/dp/jump back/backdash/etc. Just be safe about your offence and you'll defintally chip away their barrier if they're dumb enough to keep holding it down (thing is, they probably won't). Like excelence said, burst becomes really weak and you can easily bait bursts now. And if they do manage to be in danger mode because of weak burst/no more barrier, free blood kain combo. If they're painfully obvious with their jump back and dash away. I think a C/D inferno divider will touch them. Haven't tried it out. If they're obvious with their jump and barrier, jump up with them and grab them outta the air. If they want to hit you out of the air when you jump up with them, Inferno dividaaaaaaaaa. Do this right a couple times, they'll learn to stop doing that Oh yeah, most important thing, try getting the spacing game right. Corner the hell out of those people using hell's fang follow up combos to knock them into the corner and keep them there. They can't jump and dash back anymore
  3. Air combo leaves you in a shitty position cause they're on the floor when you're still falling from the sky. Hell's fang at least shoves them far away from you or into the corner. You may need to sacrifice damage for positioning And I think I figured out the answer to my CH CS question. It only follows up when you're near corner. If you're in too deep, it doesn't work sometimes. It's weird, play around with it
  4. frrt. Edit: Is the timing different (the time you hold down D)?
  5. Uhh. The idea is to do CS before the back D even touches you. You HAVE to make sure that you're seeing the 4D come out. Gotta do it on reaction, not anticipation. It's very doable. Nu players will start to wise up after you hit them with it (sometimes they won't cause they play mindless top tier). Also, is it possible to follow up with a CH CS? I think I've done it once, but the guy might of not teched.
  6. Punish random Carnage Scissors with Blood Kain, if you have 50% left, Devoured by Darkeness . Other punishers are DP? or just simply block the first hit and get the 5c 6c combo, but do realize that they will rapid if they have 50% so it might be a better idea just to get the poor damage from the DP or risk a burst with Blood Kain. But really, doing random Carnage Scissors is generally a bad/terrible idea just because of the punishers, but doing yomi CS if you know they're gonna throw out a 5b/5c is fantastic.
  7. Do note that if you know that you messed up Gauntlet Hades, just 214B (Messedup Delay) 214D 5B 623+D, 236+C, 214+C You still need to actually delay the follow up, but the 5B is much more lenient than the 5C. Once you start learning the timing of the follow up, you'll definitely know when you messed it up. This is the safe answer instead of eating a punish from a whiffed 5C.
  8. It doesn't seem practical, but it's still an option. The rapid ones other then the DID rapid seem useless. It's something that might work once in a match
  9. I drop 5b links and delay follow up err day. Have any of you guys messed with Rag's air throw from a combo? Like the double !! throw. I see other characters do it all day and rags gotta have something (notreally). From what I've been messing around in training mode is that from his air combo, he can jc jd jump and throw. Which only adds like 300 more damage if you did the other JC JD DID instead. You can't air dash since you already used your jump on the jump cancel. It seems useful in corner since he can do a DID right after air throw or another jc jd DID if you're facing tager. JC JD jump JC Rapid air throw just seems like a waste of 50% meter. Air throw never prorates from 1100 damage though Doing a throw straight from the launcher seems super iffy since people be paying attention. But if you do pull it off, the normal air dash jc jd DID won't work since they have a faster tech time. Air dash JD into DID works. Air throw does work from a JA delay throw. But what kind of ragna player are you if you're using JA, seems too suspicious if I saw a Ragna player use JA. DID on the ground Rapid air throw is funny. Dunno when you'll get the chance to land DID since it's not as good as CID, but it does 3600 ish damage if you catch them off guard. Edit: aaaaand you guys were talking about this 2 pages back. Great
  10. Learn how to instant guard the multi hits that Rachel throws at you (George/spike thing/thunder) so you can get meter. It's nice to have meter if you get yourself cornered and need to use the counter assault to get out if that dumb overhead mixup and george and pumpkins and crap all over you. Use barrier if necessary. Like all the matchups against the top tier, watch your guard meter. Watch your run-inscause that fork attack is essentially the better verison of your 5b, it's a far poke that stops alot of stuff. Same with 6A/Cat upper (see above) I haven't figured out when ragna can DP against her rushdown. Even if you instant guard her spike drop (i think j.2c) she has enough frame advantage to keep going. IM NOT SURE, maybe I just didn't spam out DP fast enough. Oh well Edit: Oh yeah. About hitting George. 3c seems like the goto option, but just watch out when you're baited into it cause 3c takes a long time to recover. It's really risky when there's a pumpkin out as well cause you're defintally going to get hit if you sweep that thing. 6d also works to kill it if you want that range, same idea about recovering though. 6c sorta kills it since the first hit touches it, and the followup gets rid of it. I think you're able to dash cancel the the 2nd hit after the frog dies. Everything else takes two hits to kill George.
  11. 2A-2A, 5A-5A, 2a, or 5a into a gap and karathrow seems to work pretty well. It's good for people who are just blocking and waiting your block string to come out. It seems like you do this even without kara throw. I think it helps a little though. Maybe... :\
  12. Welp, I found a kara throw with rags in training mode. 5b~c His amazing 5b poke can now be kara thrown. If you guys don't know what kara means, ragna basically cancels his 5b into a throw, which means he 'teleports' forward a bit and throws. I'm not sure if 6c~b, 6d~B+C works, cause they might just be his 5b going into throw. And I have no idea if this can be useful or not. Go fool around with it Also, is this even smart thing to do? Throws already take 7 frames to start up, doing a kara would just add more time to the throw.
  13. Why the hell does that one Ara move when he dives down at you clash with C Inferno divider
  14. 1. LEARN TO BLOCK 2. Punish the hell out of her Back D To get in on her, try doing some normal jumps towards her with FD block on, double jump works well because it's hard for her to hit you unless she jumps up too. IADs are risky cause you can't block, but she has to guess when you are IADing to do damage. When running in, watch out for her Cs and her sword super that comes out of the air, it's a overhead. Running directly in also works. It's really a big guessing game for Nu, but it is in her favor. I tried doing TK GH, it always seems that I get punished for it and if i do land a hit, she's always in the air and I don't know any combos to do from that the 6d jd block string works pretty ok. 5d is risky cause she can push you out with FD block. Get her in the corner ASAP, if you land a combo on her. DO NOT follow up the hell's fang, just go for the reset unless you're in the corner/near the corner. If she is in the corner, do not stand right next to her or she will tech roll away from you and she gets out of the corner. Watch for her j.c and her airdash out. During the reset, be wary of her 2c/3c/fast pokes that will beat ragna's pokes. She always wants to hit you and run away. Also watch out for her throws when you're up close. ID if you're feeling risky but if she baits it, you gotta start all over. Also counter hit hell's fang is good if you land it, free combo for you. also, try to learn a hell's fang RC combo. hell's fang RC dash up 6d jd, dash up 5b 3c 22c. It gets her from mid screen to almost corner every time. And do recall if you land a long combo on her, she might burst so do try to bait that out. If she bursted, try to set up a Blood kain combo from a sweep in the corner, a normal 5d combo ender, or a throw.
  15. Isn't that a given. Plus, you're gonna get magentized either way cause it gets you on block sometimes. I'm talking about ragna's 5b and 5c since they are his long pokes/punishers. I'm not sure when to use it on tager
  16. I keep getting grabbed into his command throw. Rushing down Tager is scary and not sure if it's recommended. You guys know what moves are punishable with the 5c or the dash in 5b?
  17. but you also need to make yourself glow red
  18. i havent tried a GV RC WT, but a normal RC can bring you back into any pressure string that could go into WT.
  19. it works out in the middle, clean hit. you might miss the person sometimes (might depend on weight, i tried it with johnny) edit: bah i lied, if you do BB, i think you got to do the right amount of hits so sol is positioned right underneath the guy. i think it's easier to get a clean hit from BB. so if you do BB, mash less to get the clean hit, if you mash too much you go past them but once you get into the corner, the last one still hits, but it's not a clean hit
  20. in ggxxac. does everybody have a secret move or something? cause sol has that 214 214 214 214 P+HS dragon install that isnt on the list and ky has that 222 HS lighting strike that also isnt on the move list
  21. i dunno, dragon install is definitely a psycologic move on your opponent. it can either help you or hinder you, really depends how the other person reacts to the dragoninstall.
  22. Zero000 | Zero000 | VA | Delay 4 damn, i got raped when i using keyboard.
  23. #reload. only because of dustloop other then that, i like slash the best. Ky can actually kick ass
  24. hmmm.... i want a stick, but have no money. what is the lowest amout i have to pay to get my hands on a decent stick?
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