|| Ragna || The Geesepant

I thought that the Air throw itself wasn’t prorated, but the other hits of the combo would continue to be prorated until the combo was reset. Maybe I’m wrong though…

I was also under this impression, I don’t think throwing mid combo resets damage proration. I think the throw itself, regardless if used mid combo or not, does the same damage but if done in a combo the rest of the damage is still scaled.

I’m pretty new to this site and blazblue. Ragna is my favorite character so far and from the help of this forum and videos i can do decent combos but my problem is applying pressure and stopping drive spam from noels.

Still not sure what you guys are saying. But I knew mines about throws resetting damage scale after learning how to loop with Carl. Throwing seems to keep the damage stronger after clap, (resets damage). But if I do the typical 2C > 9D, the damage lessens, until I throw attempt him midair, And reset to strengthen the hits.

Im not sure, but maybe that’s me… Because the inputs I posted wasn’t really a combo, but a really nice mixup that can act as a combo as long as you manage to connect every hits/throws.

IMO. Best way to deal with Un. Ragna is just exploit his A/I.

Assuming you’re using Ragna…

Start of the round either
A) Dash 5B
B) 623C
They’ll pretty much always land, since Un. Ragna likes to throw out stuff early on.

  1. Un. Ragna likes to do Hell’s Fang + Extension…so either
    IB the first or second hit, and go to town on him.
    Since it’ll be a CH, you can go and do a easy 5C 6C combo.

  2. Don’t IAD against Un. Ragna. He is going to 6A or Inferno Divider you nearly every time.

  3. If you’re about mid screen, or 3/4 screen distance from him, and he has 50% meter…don’t whiff any moves, he’ll just Carnage Scissor punish you.
    If you’re up close and he has 50%…you might want to play it safe a little. Whenever you whiff a move he’ll almost always just slap you with a Carnage Scissor.

If he has less than 50% meter, and you’re both in the corner, with his back facing the corner, a majority of the time he’ll backdash to be invincible like all the other characters in Score Attack. You can just go MashyBlood 2A on him, or time a move to hit him during the backdash, and just milk some more damage out of it.

  1. If you’re up close, most of the time he’ll use Yami ni Kuwarero.
    Once you see that super flash, just whip out a 5B or whatever you want. If you want a DD finish, just activate your own BK and you’ll be invincible during his attack, while he is recovering just hit him back with your Yami ni Kuwarero.

If you lose the 2nd round, you can go for a Astral during his Yami ni Kuwarero start up if you’re feeling like looking for revenge.

Un Ragna has 20k HP, so remember that will only drop him by about 1/4 his life.
Note: According to the mook, his Yami ni Kuwarero has a faster startup than normal, and does more damage than normal.

Just be patient against Un Ragna, don’t try and rush him down. It can take you a long time to make a nice dent in his life, but all your work will be ruined in a few of his “D” moves or one super from him.

You can try to throw him, but most of the time he’ll probably just Throw Break you.

  1. Be careful, and watch for his 6B, 2D, 214B. More so the “D” moves, because these will take a small chunk of your precious 10k life.

If he is full screen distance, just let him come to you, but be careful not to land yourself a negative penalty…because that will pretty much lead to death.

Also, don’t forget to use barrier…or else you’ll find yourself getting guard bar chipped fast.

Doing the above has never failed me for dealing with Un. Ragna.

Comboing into Ragna’s Astral Finish…pls help

Hey i’m trying to figure out how the hell to combo into Ragna’s Astral Finish. I know the Astral Finishes are a waste, but i want to at least understand how the hell they work. In the bonus dvd, the last combo it shows with Ragna, is a combo into his astral finish. He does this combo, and cancels the last hit into the astral finish. But the timing on some of the moves are too strict for me… But anyways from what i understand the first hit needs to be a counter hit… but aside from that I cannot figure out how it works. My biggest question is HOW IS HE CANCELING THAT LAST HIT INTO THE ASTRAL FINISH… IT NEVER WORKS!! There is obviously something im not understanding.

Is there an easier way to combo into the Astral Finish…? Or does it have to be that EXACT combo…?

(btw, i understand the basic astral finish conditions, final round 20% crap)

He doesn’t cancel the last hit. The second slash of the 6C knocks your opponent up, right after that you input the command for the AH.

An easier setup is just the back grab. 4BC. It may have to be when you’re in the corner, but it definitely works.

I got 6C > Astral to work once, but I couldn’t do it again. Although I couldn’t even get past the dash > C in the combo from the DVD. God that shit is tight.

6B, 5C, 6C, 214B (Delay) 214D, 5C, jump toward, j.C, j.D, double jump toward, j.C. j.D, 623+d, 236+C, 214+C - 4500 DMG

I can get the timing for the GH 5b 6a air combo consistently, how different is this compare to the 5C, jump cancel, j.C, j.D combo. I keep whiffing the 5C, am i suppose to delay more or delay less compare to the 5b 6a air combo.

I know 1 corner combo for astral.

2C > AH

Not that hard…
(I’m not sure if it’s 2C, but it’s the move that hits 2 times and launches you’re enemy in the air.)

It’s 6c like AGentlerHatred said and I think it may only launch them if they’re crouching. Dunno any setups besides this aside from the fact that if they burst in the air, you can catch them with the AH while they’re coming down.

i’m sure i’m just bad at it but i’ve been trying to do

… Hell’s Fang RC, dash slightly, 6D, j.D, land, 5B, 3C, 22C, 5B, 5C, Hell’s Fang, Tsuika

for awhile now in matches and the 5B before the 3C / 22C is always pushing me out of range for my sweep. am i an idiot or is there a trick to the 3C [psyduck emoticon here]

i’ve been trying dashing after i land from j.D, no luck yet. really want that non scaled grab damage instead of a shitty hells fang :()

6C is the one that launches, no corner needed; I see ppl DC the 6c -> Astral. I do the 6c Jump install -> Astral myself.

Setup? Hmm the bonus disc came with our LE have one I think?

You need to dash 5b so the dash’s momentum carries you to close enough for the 3c 22c.

Delay j.d after 6d so you land faster after j.d.

mk, i thought so.

thankya

edit- got it, cool.

Ragna vs Rachel strategies

I came across a pro Rachel on the psn, and it was back and forth but she won 70% of our fights, when ever i won, it was always a up hill battle so any tips or strategies would be nice.

Edit: My statement is not valid anymore. The original thread was merged. This was done after my post. Carry on.

merged

Does anyone have any type of strat to beating arakune with ragna its my worst match-up :sweat:

Don’t get cursed. :\