|| Ragna || The Geesepant

u just have to do the second j.D as late as possible.
it might help u to practice 5B,5C,214A,rc,6D,D(late),dashup,5B,3C on crouching dummys as they are longer in hitstun. if u mastered that shit u can try it on standing ones.

dont forget, as late as possible. its like : 5B,5C,214A,rc,(small dashup!!!),6D,(pause),D(before you land!!!),(dashup!!!),5B,3C

i’m a jin player who plays ragna from time to time. i’ve noticed he seems to have trouble doing a dash, it’s like he instant dashes on the ground and just stops. is there something i’m doing wrong or is that just how it is for him.

There is a really small hicup in that combo you posted, SFA3

5B,5C,214A,rc,(small dashup!!!),j.D,(pause),D(before you land!!!),(dashup!!!),5B,3C

Edit: 5B,5C,214A,rc,(small dashup!!!),6D,(pause),D(before you land!!!),(dashup!!!),5B,3C

You can’t D after j.D, but I know the move you’re talking about is 6D, where it looks like an aerial attack but it’s actually standing and can be blocked by crouch too. To clarify the combo as well, you’ve got to time your dash up right after the j.D lands, but don’t over do it. Treat it like you would a dash cancel, like out of s.D or something, otherwise you’ll end up doing a 6B, effectively wasting 50% heat, possibly swallowing a large combo AND giving up precious momentum.

Now I have a question:

Drive spamming Noels and turtling Jin any tips? They’ve been driving (see what I did there?) me crazy.

Golf Clap

As far as Noel’s go, I would recommend throwing out his SRK anytime you see an opening in the D string. Don’t throw it out too willy-nilly though, if they mash A during the D string, your not gonna have time to SRK, you better off just blocking and waiting till the string is over, then punishing them with 5C into whatever combo.
Also, Barrier guarding helps SO much with Noels. Really takes the pressure off and gives Ragna the space he needs to land those pokes (5B, 5C, ect.)
When it comes to defensive Jin’s, just don’t do what they want you to do. What I mean by that is, don’t play to Jin’s strengths. What I mean by that is don’t IAD because he WILL Fubuki your ass. Nothing Ragna can do can beat out a fubuki, so if Jin is keeping you at mid-screen, don’t IAD to close the gap, just keep throwing out pokes, if you end up baiting a Fubuki be sure to punish with Hell’s Fang for a juicy CH combo. The Jin isn’t gonna turtle forever, at some point he’s gonna have to push the pace, and how a lot of Jin’s like to do that is IAD or Super jump across the screen and throw out j.B. This is your cue to use 6a. 6a is VERY high priority, leads into his BnB air combo’s, and beats out Jin’s j.B and j.C if I’m not mistaken. A great move to use against Jin. Also, don’t be afraid to throw out 236A as a poke, it doesn’t leave Ragna at much of a frame disadvantage, and can really close the gap on Jin’s that like to zone. Just remember, don’t try to follow up a block Hells’ Fang, as you will get badly punished with a high damage CH combo. If they block Hell’s Fang, best thing to do is just block and wait for him to do something unsafe, or wait for an opening to Inferno Divider

noel’s that drive mash, learn to upper 2d (the overhead) on reaction, and learn the better follow ups off the upper for more damage.

turtle jins, abuse the overhead until they stand up then abuse 2d/3c.

Against Drivespam Noels, block into ID, or if they use A strings, IB into ID. If you react to her 2D overhead, you can 6A her out of it rather than ID, which leads to more damage. Against any Noel, remember to use your range advantage. Don’t allow bad block strings, try not to be pressured. You have anti-pressure, she really doesn’t without 50% heat, and even then it’s very punishable.

Keep your pressure up. If you can’t land a meaty, use 2A at near max range right after she wakes up(like dashing in after HF->Follow-up) . It’ll keep her out of her 5A range and worst case-scenario clash…which really isn’t bad. 5B is out-prioritized by her 5A. Mostly you want to not get caught in her mix-ups because she can kill you…fast.

does anyone have a writeup of that vid posted above? the long combo vid… the 10 min one.

Is the Hell Fang RC Dash 6D J.D Dash 5B 3C 22C combo that important to learn as a Ragna? I’ve never been able to do it once, not even in practice mode. I’ll probably get it down one day, but is it truely that vital?

5B is the poke that u will use most of the time, becouse of its range and priority, so its quite important that u can deal alot of dmg out of it. and this combo is the maximum u can deal with 50% meter and 5B as a combo-starter. on top of that the combo ends with a 22C, which is :

a, good becouse u can continue ur pressure/mixup game after the enemy recovers from the 22C stager.
b, if you have more meter u can continue ur combo with another rc,3c,22C anytime you want. as 22C is a throw and isnt affected by dmg-scaling.

so in my opinion yes it s THAT important.

Can somebody tell me what exactly do you do when doing that combo? (Hell Fang RC Dash 6D J.D Dash 5B 3C 22C) After a few months of playing you’d think I’d be able to do it regularly but I can’t even do it once. I delay the jD as long as possible and everything, but the fucking 5B wont combo.

I know exactly what your doing wrong.
After the J.d you have to do a VERY small dash-up.
Like, as soon as the dash animation starts, you have to press 5B so really your almost not even dashing, but the dash-up momentum is carrying you far enough for the 5B to land.
It’s tough, but you just gotta time the dash between j.D and the 5B.

actually shady424, if u had dashed into your 6d, j.d after ur RC cancel, you should be able to land 5b 3c without doing a dash after j.d. the only thing that wont land after is 22c (opponent too far away on the floor)

i had trouble executing the dash 5b after j.d landed too, so i went with just 5b, 5c, then another hell’s fang after the 6d, j.d. maybe u wanna try that first.

no probs doing the dash 5b now though into 22c for that combo, my feel is sort of like do a “dash install” (double tap 66 right after u press the D button for ur j.d) and immediately hit B after u double tapped 66. it should then connect as how qwerty described

hey just picked up the game… switching from kof to bb… while i’m a long time kof & sc player and still mainly play kofxi or sc4 …this game looked awesome and way better than kofxii… so i traded xii for bb… and so far i like ragna… his character design, attitude & play style is awesome… love the rushdown yet medium speed based plus life regeneration stuff…

anyways i was in practice mode and found an easy combo during blood kain mode… and since all this mid-air combos r kinda awkward to me i’m just focusing on basic combos but i’m trying to get used to the more complicated stuff… and it’s probably known but i didn’t see it posted and it was fairly easy and did good damage so here it is…

activate blood kain, hcb~f+D wall bounce, qcb+A, delayed qcb+D wall bounce, B, C, D 2 hits, qcb+B, delayed qcb+D = 6766 damage… :bgrin:

i found a way to make the last one stronger… and the combos still work if u start with 2B/5B, 5C but CS damage gets scaled…

632146D, 214A, delay 214D, delay 5B, 6A jc, j.D jc, j.D, 623D, 236C, 214C = 6848 damage

and if u take them to the wall… i couldn’t get the last hit

632146D, 214A, delay 214D, delay 5B, D dc, D dc, 6D, j.D jc, j.D, 623D, 236C = 7260 damage

Two questions. What the hell do I do against Hakumen? It appears that all of my rush down attempts get stopped by his normals. So it puts the fight into somewhat of a turtle fest. He gets a full stock and kills me in one combo :frowning: Second question what is THE Ragna combo(s) that you need to get down? Someone told me it was Near corner 2A, 5B, 2B, 3C, 5D, Blood Kain, 5D, Dash~D, Dash~D, to infinity. But that doesn’t seem very reliable.