|| Ragna || The Geesepant

ok…label me uninformed but why “Geesepant”…Im guessing its a reference to KOFs Geese but cant we do better than that?

Speaking of Hell Fang, i have decided to incorporate my play sytle in delaying finishing the second hit off HF, if i get a counter i can proceed with the mix and confuse my opponents. I seen a lot of Japanese players do it and wonder why they don’t finish it till i saw them hit with a counter. Good stuff. Anymore general tips anyone else has would really be helpful. my handle is delrizo on PS3. add me for some games

Im so tired of 632146D

I keep whiffing that crap, and whiffing that means a 6D, which has got to be the worst thing possible to whiff rages

I just got my stick and im going for carl now, don’t worry, ragna helped me learn this game, and i don’t plan on leaving him.

BAH, yeah seriously fuck his scissor super, that shit is impossible to do on the fly, I have to sit there trying multiple times, sometimes having to jump to “buffer” the input; I don’t know why it’s so freaking hard though, I’m quite accustomed to that motion, and by time you get it; everyone knows what you were aiming to do and blocks it!

I didn’t realize it at first but following up the throw with gauntlet to divider or some other follow up is really helpful for quick damage; especially if you get someone blocking alot in a corner, you can have a field day with throwing into combos.

I can’t really see if zoning or full rush down works better with him though, it seems so situational; different people play different characters so fucking differently!

Ha, glad I’m not the only one. Even worse is whiffing with a dead spike, at least 5D hits a rush in. I found the best way to Carnage Scissors when not in a combo is to half circle, a semi neutral, then tap forward D. Let me know if this helps anybody out there.

Also instant air dash someone before the wake up and cross them with a j.b is hilarious, especially on that ass Shisigami. I shout “Opening!!” when i cross him up.

I dunno if this has been discussed… Couldn’t see anything in the OP or via search. But could someone type out some of Ragna’s better block strings? Like the ones shown in the LE Ragna Strategy video. I just switched to Ragna and this would help me out a lot.

Hopefully I stay the course with Ragna and my ADD doesn’t kick in again lol

ragna lockdown? i haven’t seen one searching all these vids. the best I’ve seen is when hell fang is blocked far enough from the opponent u can spam the A and have a priority to the continue pressure. If u connect with the first hit off hell fang don’t finish it,jJust spam more A and pressure them more to open up a bigger combo. As I stated before, I watched some random Japanese players and they did not finish HF after the first hit and continue the pressure into the corner, or if they are lucky to get a counter hit: time to PUNISH with a crazy air combo. If someone else has found a real solid lockdown, not necessarily like a looop, please share with us.

Note: the priority from an opponent blocking a far hell fang goes to shit if some characters can spam a dragon punch like move, since those moves have super high priority like ragna and jin dragon punch (sorry i don’t know the movelist names).

Is it just me or do psychic 623C’s get stuffed despite its invulnerability during start up? Also anyone have suggestions for a fast poke that goes into his bnb combo? Seems like his 5B/5C get stuffed up close.

I just played with my arcade stick and scissors is way easier to do now.

One question i have is a nice beastly extended range combo. My playstyle (which sint great) is kind of play patiently and poke with the 5b, and if it hits i combo according to how far away i am from them. if it hits i do 5b 5c 214a 214d.

My question is, theres got to be something better to do, i know i can rapid cancel the 214a, but isnt there something better to do, all my longer combos revolve around 3c 22c or 5d dc 6a air combo(which i fail at constantly)

Thanks in advance,

P.S. carl is a nightmare to learn, freaking negative edge on nirvana is a huge handicap

Answered your own question. Work on the B, C, D, dc 6A, 9C, D, 9D, Inferno Dividah, followups combo from the DVD.

If your problem is getting the 6A out, you can just hold 6 after the dash cancel. I don’t have the timing down perfectly yet, so I do B, C, D, 6[6]AAAAAAA until I see 6A come out, then do the rest of the combo.

i would start on the ground: BC2C then combo into hell fang, after hell fang i would rapid cancel into 66(dash and hold 6)DD BC hellfang to finisher. It works anywhere on the screen and does pretty good dmg. A lot easier to get them with that combo than it is to do the Scissors special.

How much does Ragna depend on throw based combos? Cause I was getting wrecked left and right yesterday, and then I started to toss people alot and unleashed an unholy amount of destruction upon them.

Also, has anyone noticed if you Astral someone in casual player matches they always leave afterwards, wtf is that about?

I definitely enjoy this game, it’s a nice break from SFIV for sure!(Mainly because I’ve decided to main Ragna, and my main in SFIV is Vega, so playing a character with some sick offense is fun to.)

I was wondering since this game is drastically different from SFIV, will we see a match up thread soon for Ragna?

The previous ones really helped me out, sometimes vague but they definitely gave me a better idea of how to approach fighting certain characters.

Plus I got my ass trounced by Bang a lot today and I’m just overall frustrated, he just seems like he’s got a lot of tools to keep Ragna away, along with those nasty cross up combos, I felt like I was playing a guessing game whether he was going to choose the low or the middle attack, just got me all fumed up >.<

Yeah this a definite change of pace to SIFV. As for fighting against Bang, you just need to recognize his high’s and low’s. I had the same problem with Bang as well. Once you can recognize the moves you’ll do fine. If you want to put a little space between you, try using barrier blocking or an instant block and counter. Just recognize the overheads and block low for the most part of his strings. If you really want to get it down to reading Bang’s normals and specials just pop in the tutorial video and watch Bang’s movelist.

Good luck to you on future battles.

use 2a

Blood kain’s range that it adds to it is unbelievable.

I can stuff attacks from miles away.

A relatively easy corner combo that uses 100% of your drive is:

5B, 2B, 3C, Blood Kain, 5C, 5D (two hits), Yami ni Kuwarero.

In one of my ranked matches I was lucky enough to hit this combo, which gave me enough life to turn the match around for me.

Definitely gotta try that out, there has been situations when do I have them in the corner with 100% heat and i just do a basic rapid cancel combo.

Thanks Arc.

lol truth

Fixed.

Edit: This version can be started a little outside the corner (about half screen or so). Usually in Blood Kain you can loop at least 2 5D’s before going into Yami ni Kuwarero.

The most I’ve ever done with a throw based combo is about 3800+ damage. As for why people leave when you preform Astral’s on them, I have absolutely no idea. I guess its a flashy and humiliating way to finish off your opponent.