|| Ragna || The Geesepant

Dashing a little before hitting 5B should get you close enough for 22C to connect after 3C.

Ragna is just the bee’s knees. I suck with him, but damn I’m in love with pretty much every thing about his character, his moves, design, Distortion Drives. He’s just the shit.:lovin:

when doing 214b into 214 D you must delay the 214 d till the last possible moment before you land and while your still airborn. only then can you link 5b,6a sjc etc etc

I have been working on this throw combo
5B+C, 214B -> delay 214D, 5C (HJC), air combo
however I can’t seem to land the 5C after 214D, any tips?

I’ve found a pretty good throw combo with the use of RC to deal some nice damage. Grab ther person then QCB/214 B (Gauntlet Hades) Keri Age QCB/214 D, RC, QCF A (Hells Fang), then QCB D (Tsuika.) You could probably follow up on this. (you can do this in the other direction to without a throw, Hells Fang, Tsuika, RC, Guantlet Hades, Keri Age)

Also for Carnage Scissor the longer you delay the attack the more damage it does. If you use it with blood kane it can be very devistating. I’m looking for ways to connect Blood kane and Dark Devour, so far I’ve only managed to find one sure way to do so. This way might be able to work for connecting the Astral Finish for Ragna (still verifying) as well. As soon as I’m done testing it out I’ll post ito here. Also if someone could also verify this, I think blood kane might have a small invincibility start up which could prove useful in some situations.

Btw sorry for the sloppy combo write up. I’ll try to make them better in the future, also any new combos I find that are not on the thread I’ll be sure to post too.

i’m having trouble doing the 5d 22c combo any tips? specifically when to do the 22c?

Quick question, am I doing the inferno divida correctly? Because when I see the cpu execute the move, he says “inferno divida” but when I do it, he just says “out of my way” Has this happened to anyone else?

It’s Just a different voice set, don’t worry about it.

Nothing gets my riled up more than whiffing a carnage scissors combo. Not always practical but I find 6D JD B C 214a 214d to be effective at times.

My bro was wondering what the point of dead spike is?

Big fuck you to ice boarding jins? Slow start up but I think it has a fast recovery.

Dead Spike has big frame advantage, so you can basically restart your mixup for free if you can force someone to block it.

I’m Rin’s Bro. Thanks for the info.

My combo is A, B, C, D, then Carnage Scissors, hits 100% of the time. Or if your in a corner, D, Blood kain, Dash cancle, D, Carnage Scissors. Does anywhere from 4-6k damage depending on how you use it.

I also found some more combos to post up here that I will do in a bit. Each one of them are pretty cool and does some nice damage and use Rapid Cancling as well.

Sup guys. After playing a lot of different chars I’ve decided to stick with Ragna but I need some help. I can consistently defeat most of the 12 BB chars, but my buddy plays a mean Tager and I can beat him maybe 1 out of 10 times. What’s a good strategy for Ragna vs. Tager.

Try to dance between just inside and just outside of his range. If he whiffs a 5D and you space it just right, you can tag him with a maximum range 5A -> whatever. As far as I know there’s not a whole lot he can do against jump-ins, so I abuse those a bit to get strings started.

I’ll see if this works out well. The guy isn’t a scrub, his Tager is the best I’ve experienced by far.

Guess I’ll be in the Ragna bunch too now

I’ve found it annoying that I’m having to air dash 5C alot to get in on opponents, anyone know of a better way to get in that?

Also that hoe Taokaka gets REALLY low when she crouches, and close range fighting is freakin hard with her; anyone have any ideas of this?

ALSO, the D pressure, I’m not entirely sure how to employ though, I know following up with 6D usually forces a block; but what else!?

My big weakness is my incapability of nonstop pressure, like I had with Noel :frowning:

I do a lot of dash -> air dash when trying to rush in (ha, who doesn’t?), especially against the likes of Nu and Arakune as sometimes if you are slick you can zip right between their high and low zoning. Then I mainly use B while air dashing in, C not as much. If I have the luxury of timing the jump and dash at my own behest (as opposed to being forced into it early to avoid some kind of projectile, etc) then I think a correctly timed air dash B will cross up and hit as you descend. I know I’ve done this to opponents several times, so I’m working on exploiting the crossup better. Also, I do a fair bit of 7B and 8B, as it seems to have decent priority and I have been stuffing jump-ins/overs/outs with it.

Also, Hell’s fang can get you in very quickly if they make a mistake. I lot of times I dash in but stop short to bait a move which I can either punish with Fang, or then dash in again the rest of the way and connect a more serious combo. Your action is going to depend on the recovery time for their whiffed move as well as the remaining distance to opponent (ie you need to cross remaining distance before recovery time is over)…

Basically, I try to mix up the dash-in-rush-down with fake outs, because sometimes it’s just easier for them to let you in than force your way.