|| Ragna || The Geesepant

you can’t do 22c until there has been a knockdown

Correct, but to answer the question 1 post above. 22c grabs ppl in mid air also, so your combo works, but they could miss their tech timing, for example:

2d 5c 5d(1 hit) 214a 22c 5b 5c 214a 214d

The 22c grabs them in mid air right before they can tech while still before they hit the ground. The window the 22c can grab is pretty small but possible.

im having trouble getting in as Ragna, any suggestions? On tager and Hakumen especially

I keep running into a problem with the backthrow then dashing afterwords and doing 6A. What seems to happen is that Ragna stops dashing and stands there is at that point I should be jumping to continue with the j.C, J.D, jc. C, j.D?

why would you want to do 6a? Its going to preforate moreso than just running then jump c., jump d., jc, jump d., inferno divider

Seems like you guys aren’t zoning enough.

The ONLY character we, as Ragna players, need to get in on is 13. The only other exception is Tager, not because he can kill us from a distance like 13, but because Tager isn’t going to be a character we need to worry about rushing in.

If you are having trouble with getting in on Hakumen, let him come to you. ZONING is a key element to this game. Im going to assume you play Hakumens who like to air dash in with C. 6A with Ragna stops that, and 6A leads into an air Inferno Divider combo, finish it with 214 C, and now Hakumen is in our ZONE of attack.

Also instant stops, running then barrier guard, can bait out attacks from your opponents. Specifically for Hakumen, instant stop near his ZONE of attack and C whiffs, if you can’t react to a whiffed C then I dunno what to tell you. Also as well as a whiffed D by Hakumen.

With Tager, get in distance where IAD C can cross him up. Seems to be unstoppable vs Tager.

for one that is a failure of a combo
just do GH delay Keri Age then follow up with a dash in 5B, 6A then you get ur air combo
so much more damage and about the same difficulty maybe even less :china:

Ugh. I think I got 2A, 5B, 5C, 5D dash, 6A , jumping shenanigans. mixed up with that. Even in the combo I just listed I can’t seem to stick the 6A. Guess its just more training mode?

well actually if your playing online it might be input lag
i has some trouble linking 6A after 5D dash sometimes
but ive found away around it
usually by mashing 6 (lol yes)
and when ragna stops moving i hit A
seems to work 99% of the time

What’s a good strategy against a Taokaka? I’m not very familiar with that matchup.

For most of the people online just sit and wait for them to jump at you, then just hit them with 5d. Works against almost all taokaka’s i’ve fought. Obviously these people weren’t the most skillful players but its a starting point. Also after you block their combo you can normally hit with a 5d then continue into the aerial combo

Gave ya nightmares i bet haha. GGs yesterday.

Big nightmares, first time I’ve played a Taokaka… hahaha I need to learn strategies! GG!

@Mysrt - that’s what I’ve been trying, but Coos knows how to play his Taokaka, hahaah. I think 6A might do it, I’ll have to try it next time we play.

casanova thanks so much for the info!

i been wondering how people link’d 5d ~(2in1) 22C

i appreciate it very much!

im having trouble doing the GH to air combo. I can’t seem to get him to dash after the GH and spin kick. Do you have to do a rapid cancel for this or something? or do i just need to get my dashes down faster. I dont have trouble doing the aerial combo i just cant get the 6B to connect after GH. Sorry if this question is a repost i looked and didnt find a good method for pulling this one off.

Try to delay the GH follow up as late as you can. After that it’s just timing. I usually wait until just before Ragna recovers to input dash B. Keep at it and you should get the timing eventually.

well for one
you doing a 5B, 6A into air combo after GH
not 6B, 6B will never work
delay keri age a bit after the initial hit and then input a small dash into 5B
some characters its harder then other but yeah its not too hard

I’m in need of help guys :frowning:

I’m having so many problems with Ragna’s combos. I watch alot of youtube vids, specifically Kaqn, and I try to emulate - but there a few things that aren’t working out.

1st: EVERYTIME I try to do something like Gauntlet->6A, or 5D->dash->6A air combo…my opponent almost always recovers during the combo and I can never end it. I have no problem with execution, and I’m putting the inputs in as fast as I can without overdoing it. Bthrow->6A works but after I land the 6A, am I supposed high jump or something? No matter how hard I try, I can’t link any aerials after a juggled 6A. They just go too high. When I high jump, I get up there too slow and they still recover out.

2nd: When I do something like, 5B->2B-> 3C-> 22C… I try to follow it with 5D-> ID and get the horizontal hit. I see in videos alot that after you land Inferno you can juggle with 5B and do another Inferno. The problem is, my opponent ALWAYS recovers before I can land the B. I have no idea why. Even with different spacing and using the “C” inferno, I still can’t juggle them afterwards because they keep recovering. Will it only work if they mess up? Is it worth my time or should I just end with a 214C?

3rd: What can I do from 3C besides 22C? I’ve seen 5C launch, but when I try to jump and hit with C they recover before that works too.

I’m basically having huge problems linking hits together without them being interrupted. If I do they any faster, I’m pretty sure the moves won’t come out because I’m hitting the buttons to quickly in succession. So I figure if speed isn’t the issue, slow it down. So I do that, with air combos for example. But then they recover out. I’m at a complete loss.

it’s not about speed when getting the links, its more about timing. The dash after a 6A for example should be put in right when the second hit animation from 5D starts. Your next move needs to be put in while the movie before it is animating. But if you put too much stuff in it wont register. So dont button mash you need to be precise.

Starting to figure out Ragna, all I can do is some 4 hit combo right now.

Check the SE DVD that the game comes with, go to the combo section. The first combo you see is the only one I know how to do.

I was wondering if anyone had any basic combos that they knew, nothing to crazy but good enough for me to start.

that first combo is a good start. Don’t be ashamed of it.

Try doing that combo, but rapid cancelling the 214A and do Dash, 6D j.D 5b 5c 214a 214d.

i know you can do more than that, but just start there. Eventually you can do

5b 5c 214a RC Dash 6D j.5 Dash 5b 3c 22c 5b 5c 214a 214d

another standard one is 5b 5c 5d DC 6a JC j.c j.d JC j.d 623d 623c 214c

standard overhead combo is 6b 5c 6c dc (delay) 6a JC j.c j.d JC j.d 623d 623c 214c

more damaging yet more challenging variation is 6b 5c 6c 214b 214d 5b 6a JC j.c j.d JC j.d 623d 623c 214c

he has a lot of mixups you can play around with and see what works for you. Some things to note are what mixup chains into what.

the 6b 5c 6c only hits crouched opponents. Your low hits are 2b 3c 2d. 2b hits into BnB. 3c goes into 22c (if theyre close, if not do 2b 5c jc air combo, not sure about this someone confirm). The 22c goes into any extended range combo(ie that one combo you know, which fyi can be rapid cancelled into the combo i first told you about). 2d goes into 5c jc air combo.

6a and 5c can be jump cancelled for added pressure strings that kind of fake them out. I’m sure you know mind games and if you see them blocking your overheads than hit them with the 3c and ruin their life with some rapid cancel combos. if theyre blocking low do the 6b 5c 6c combo for some huge damage(its just so satisfying to hit the 6b, i wish i could be playing right now)

Also, 6c on its own hits low and is dash cancellable and jump cancellable.

yeah i forgot everything else i wanted to say.