You can throw to gauntlet, into diver; rapid into 6D and do another divider, if timed right in the corner; also run up to them as they’re recovering, cause they will roll recover, and try to throw them again; I got some guy five times straight with that, dunno why; he must have just been retarded.
There are so many options you can use when going for a throw combo. The most effective damage one I’ve preformed is, Grab, Guantlet hades, RC, D, Guantlet hades. If I want to be more flashy I’ll do the one you mentioned above :D.
which control scheme do you guys prefer for a stick? With D as short or at Fierce.
I play with D on short but you should just use whichever is most comfortable for you.
Its just that i have trouble with the air C air D Air C air D inferno dividah combo with d as short.
i just got this game last night and i was hoping to get some ragna mirror matches with some of you guys. i need a crash course on tactics and combos. add me on psn if you can help me out. thanks.
Here’s some gems for you guys to step up your game:
2A, 2B, 3C, 2B, 5C, JC, j.C, j.D, JC, j.C, j.D, G.H. or throw into G.H.
Back throw, SJ, j.C, j.D, JC, j.D, G.H.
Back Throw, dash, SJ, throw, air dash, j.D, G.H.
Here’s my baby: 2A, 2B/6B, (depending on hit confirmed 2A) 3C, B.K. 5C, JC, j.B, slow j.D, JC, Delay, j.D, 5D, Dash Cancel, j.D, JC, j.D, H.K./I.D Just look out for barrier bursts. =(
Whats BK?
also, what can i do to punish jin’s C spam move and what can beat his Ice ride as ragna?
I am trying to do this:
5b 2a 5c 5d (1 hit) 214b delay 214d 5b 623c
I delay the 214D as late as possible but the 5b after the 214D sometimes it hits, sometimes the dummy can tech in time. Any tricks to it? Been spending some time in training but I can’t pull this off consistently.
Edit: ^ If I remember right, you should try to delay the 214D until a little before the last possible moment. This game has Advance Input so holding the B button should help with the timing, too.
Blood Kain (214214D)
I haven’t gotten around to finding a counter for mash C but Instant Blocking should be a good way to counter his Ride the Ice.
I played some jin like 8 in a row today and he abused the C spam. If you can barrier guard away from him and he is still spaming you can wait till he stops because he’s open for a sec and use 5C into hellfang. I haven’t tried this, but i was wondering if you could instant block, have a frame advantage to go into a divadah( his version of the dragon punch) while he is still spaming. The jin i played was throw crazy, i tech’d a couple of them, but i was wondering how much time do i have before i miss my chance to to tech the throw. It can’t be more than second, unless if you do it in a combo then you would have more time to tech it. Can anyone confirm this.?Thanks in advance.
you shouldn’t be going for a tiny air combo off throws
you should be going for that
Back or normal throw, GH,66, 5B, 6A J.C, J.D jc J.C, J.D, ID
i don’t understand what to do against v-13, Against anyone who knows how to play her in the slightest i can’t get in on them at all. I try jump GH, does nothing they just hit me out of the air, and it seems theres no way to get in from the ground game. With this matchup im just clueless, any suggestions?
Ragna vs. Nu: The key is patience and try to get a feel for your opponent. You should rush in, but not carelessly. If you can read your opponent throw a low sword just air dash above, or if you know she is going high, then run dash in. Correct if I’m wrong, but she doesn’t have that many block strings to memorize. Once you get a feel for your opponent and manage to get in, try not to do the same thing over and over. If the Nu player is good, then he or she will change up the tactic. It’s not an easy match up for us, but there are ways around it. Against Nu, I have lost many games rushing in blindly but i won quite a few of them when I waited a bit to see how the person plays. Good luck to you and I hope this helps.
Mysrt: In your case it just seems you need to play more Nu players to get a better feel on how they play. Some moves leaves Nu open. Like her overhead(i think back D) leaves her really open, you can just dash in and combo for free. Again, just keep playing them, assuming there are quite a few Nu players out there.
edit: i’m getting inconsistent results on this so ignore until i can confirm
yeah then nu will just command dash when she sees you iadash
oops we just got crossed up
who is chris jones?
i’m getting inconsistent results on the iad but i’m getting the backdash on overhead blades so stay tuned.
can some1 explain how to land 22C after d
i seen in combos 5D, 22C
this is done without 3C btw
there has to be a previous knockdown somewhere like 5b,3c,5d, 22c, or possibly 2d,5d, dc 6a, 5d, 22c
Let’s see if I can provide any useful advice, this being my first time posting in the thread.
It’s been stated already, but I think it needs to be restated: patience is the key. This match-up is a bit more winnable for Ragna than for other characters (IMO) because Ragna is fast enough to keep up with v13’s runaway efforts and his range doesn’t force him to have to get in too close without threatening a CH whatever. The real trick is to stay glued to her the moment you get in close; the match will quickly turn in your favor if you can do that much.
At long range, if you can read v13 well enough I would say to attempt a “random” Hell’s Fang at least once if you’re really having trouble getting in. At best, you get a CH which leads to a free combo. At worst, you get swatted out of your attempt and eat a combo that you probably would’ve eaten anyway had you just stood still. Not to say that biding your time is a bad idea, but sometimes going for the CH Hell’s Fang needs to be done (again, IMO).
There are really weird corner combo set-ups for this. When comboing 5D into 22C, it usually comes from a combo string like this:
… (knockdown), 5D (DC), 6A, 5D, 22C
5D, 22C only seems to happen when you OTG your opponent off of 3C or 2D. In other words, you need to have knocked them down already.
Best examples I can think of are:
(corner) 5B, 2B, 3C, 5D (DC), 6A, 5D, 22C
(corner, crouching opponent) 5C, 2D, 5C, 5D (DC), 6A, 5D, 22C
I don’t know if this has something to do with them having been knocked down once already or if it’s just highly coincidental, but these are among the only instances in which 5D, 22C works.