I’ve been utilizing blood kain a lot more recently. If you have them in the corner and you hit a 5D, cancel that shit into blood kain dude. It’s so satisfying!
If you get blood kain in the corner after a 5d, if you have 50 heat (or will have it), do 5d then 214214d for a gamebreaker. If not, just do 5d into your choice of 6d spam or 6a into air combo.
What i like to do is if i look like im going to lose, i go blood kain and chip the hell ou to fthem with 6d j.D spam. It stuff everything if you know the poke range. It does insane damage and can be cancelled into 623D for more. I think that if they just sit there and block the chip, you will eventually gain 1/4 of a bar (factoring in the life loss from blood kain) and they will lose maybe 1/3 of theres, which forces them to react.
I’m obviously no expert, and i was wondering if i could have some zoning advice? My game relies completley on mixups and i find myself just faking dashes when i’m trying to get in.
Also, i’m considering giving up carl. I’ve learned a lot, but i just enjoy the game way more as ragna.
As for simple combos my favorite scrub killer is 5B 5C 5D (2Hit) Carnage Scissors. Bout as simple as it gets and does good damage if you arent at the skill level to be rapid cancelling yet, because neither am I haha.
Yes, as a Ragna player, the majority of your Heat gauge usage should be on rapid cancels, either to extend combos, or to protect yourself from blocked Inferno Dividers.
I think Carnage Scissors is best used when your opponent is low on health, so that you can do a short, damaging combo before they can burst.
its not about the fact that pressing the 3 buttons is hard to do, which its not, its about pulling off an even longer combo string vs 4 button combo. BCD scissors is about the easiest combo that does 3000 damage you can do. plus if they screw up the tech you can get 6A air combo on them. which takes it to 4k damage combo
i don’t know what youre talking about. rapid cancels are a simple 3 button press. carnage scissors is a weird-ass motion that sometimes whiffs that isn’t practical.
Hit someone with a 214a, anywhere in a combo, and it can be rapid cancelled into whatever the hell you want.
You can even rapid cancel it into a bcd scissors if you want. I honestly only see scissors being useful for the startup invincibility and the unburstable-ness.
even the invincibility is faulty and youre probably better off with a hell’s divider.
Not sure if it’s been posted, but here are some hints I can offer so far.
Always press B+C when using his 22C command throw. You will catch him if he’s down, but if he techs before that, you will register a throw instead of all the slow C moves and you should be safe 99% of the time against quick rolls.
Overhead corner combo against Ragna, Arakune, and Hakumen: Deals ~4k damage and that’s after a command throw. Which is a great position to be in to keep the pressure.
6B, 5C, 2D, 5C, 5D into dash, 6A, 5D, 22C. You can squeeze in another 2C for extra damage if you are close enough.
Low corner combo against everyone except Jin, Rachel, Tager (crosses him up if you’re near him in the corner) and Taokaka: Deals ~2800-3000. This also ends after a command throw, leaving you for the pressure game of your choice.
2B, 3C, 5D into dash, 6A, 5D, 22C. Again, if you are close enough you can add some extra hits for ~3k damage.
Let me know if this is useful so I can share more as I learn.
still getting problems with the 4B+K,G.H,dash 5B,6A aircombo i delay the second part of GH but cant seem to get the dash 5B correct is there some way to know when ragna recovers. Does looking at the blood from ragna sword help in this combo? Does the 5B need to hit before all the blood goes to Ragna? Pls help cuz i cant get it to combo properly
You don’t need to dash for the 5b to land (It might help on some characters? I don’t dash and can land it for this combo. Some other GH combo need to dash 5b or it whiffs, but that’s another combo). The delay of GH is hard to explain, I use his sword as cue, the timing to input 214d is when his sword is sideways, once the 214d comes out you can check how close your foot is to the ground and how high the other guy got launched; but everyone have difference input speed so I suggest you to keep practice or find a video that shows this combo and watch it in slow motion and find your own way to find the timing.
The main trick for this combo isn’t from the GH delay though, since it is not very strict, the most important thing is that your 5b have to hit them right before they touch the ground, not sooner or your 6a won’t hit.
Goes like this: throw, fastest 214b, delay, 214d. Ragna lands and recover, watch your opponent falls, 5b right before they touch the ground, 6a. If you hit 5b too soon as you recovers from 214d, 5b will hit but the 6a won’t.
If you know you mess up the timing mid combo you can switch to 5b 623 d 623c 214c. Not as much damage but much easier to connect, good for semi laggy match.
Im not sure, But since there’s a throw in it, it will totally cancel out the damage scaling after the throw. I’ll check how much damage once I play BlazBlue. The problem with this combo is that it’s really prone to air tech, this combo should only be done one a game or twice, as long as you keep up your mixups.