Jump to content

Archived

This topic is now archived and is closed to further replies.

LuminAbyss

[CSE-CP] The Funny Things I Do With Ragna (A Guide To Tricks and Gimmicks)

Recommended Posts

The Funny Things I do with Ragna

A guide to tricks and gimmicks

What is this? Anyone remember this thread?

Since Calamity Trigger, through Continuum Shift I and II, we've basically discovered many tricks with Ragna that help us everyday to win matches and rob matches from characters we'd otherwise never be able to do. However, since we always post our findings in the General Discussion threads, these valuable pieces of information can get lost over time and posts, and might be hard for those who wish to learn more about these sorts of things to find.

I thought it would be a good idea to organize our tricks, gimmicks, and option selects that we discover or observe from match videos into an organized thread, for the ease of newcomers and people who aren't always a part of the discussion in the general thread. No gimmick is too silly to include, because part of being a good player is the ability to surprise your opponent out of no where.

In this thread, you can post any

  • Gimmicks (things like cross-ups or rapid cancel tricks)
  • Non-ordinary Cancels
  • Option Selects (whether they be in block strings or a part of your okizeme game)
  • Any other tricks you've done that you feel are worth sharing.

    The ones who originally discovered/shared the information will be credited with their username in brackets after the name of the gimmick. I will be sure to update the opening post often and regularly. Now, on to the silliness!

    To understand some of the abbreviations used in this guide:
    • CH = Counter Hit

    • FC = Fatal Counter
    • JC = Jump Cancel
    • JCC = Jump Cancel Cancel
    • HJC = High Jump Cancel
    • DC = Dash Cancel


      ----------












      Cross-Up Divider: After any jump cancellable normal, you can Instant Airdash and perform a cross-up Inferno Divider. This can be performed on any character, at any time, but requires meter in order combo after (and even then, counter-hit is best). Can be followed up depending on position for 3k-4k. A sample combo that you could follow up in to:

      • IAD cross-up j.623C > Rapid > dash 5D(1) > 214D > (dash) 5C > HJC > j.C > j.D > JC > j.C > j.D > j.214C > dash 5C > 5D > 623C > 236C > 236C > cross under 3C > 22C


        The Veteru OS [Veteru]: After a knock down of any kind that leaves you near your opponent, input [22A~C], pianoing the A and C button. If done correctly, one of two things will happen:
        1. The opponent emergency techs, and you whiff a 2A over them, leaving you at an offensive advantage to bait reversals and other defensive options, or continue pressure should they choose to respect.
        2. The opponent does not emergency tech, and you pick them up with 22C, adding 400 damage to your combo and giving you a bit of heat.

        Keep in mind, 22C oki is not as strong as it was in past games, but is still very useful in many match-ups. Both options leave you with some sort of okizeme game to work off of, which is very important for Ragna if you want to keep the offensive momentum of the match.

        Meaty Deddo Supaiku [LuminAbyss]: After a knock down of any kind in the corner, you can (delay) Deadspike on your opponent, performing a meaty with a whopping 12 active frames. The only way to beat this is to neutral tech through it. Roll out attempts will be caught and launched, allowing you to go into a combo that lands anywhere from 4k to 8k, depending on the meter usage involved. Should the opponent neutral tech, this will force them to block or attempt to hit you with a reversal. At this point, you can bait any reversal attempts, and punish for even more damage.

        I Accidentally 22C [Rokunaya]: When attempting to go for a 3C off 22C oki, in hopes of catching with the low into another 22C, which can be a nice starter for combos provided you have meter, you have several options to cover your low mix-up attempt in case the opponent techs and blocks it. By pianoing 3C~22C~2D/214D/214(7)B/9, you can cover yourself. Essentially, you input the 22C after going for the 3C, but if it's blocked, 22C won't come out, and you simply go into:

        • 2D: This is a frame trap, as well as a double low mix-up. Thanks to the gatling from 3C > 2D on block, a gatling many people forget Ragna has, you can cover your 3C attempt and keep yourself safe with 2D's pushback and frame advantage ( -4 on normal block, meaning you're safe). The frame trap will catch people who will attempt to do anything to you after a blocked 3C, such as attempt to stuff a jump out attempt or special cancel attempt.
        • 214D: You can cancel into Deadspike off a blocked 3C, which is a nice away to end a block string (+3 on block). This will lose to most A button attacks, as well as many reversals, so be careful with using this. An opponent who respects your pressure, however, will allow you to get away with frame advantage, safety, and the removal of one guard primer.
        • 214(7)B: Otherwise known as Gauntlet Hades, Ragna's special overhead, as well as one of the faster overheads in the game. Because 3C is jump-cancelable, you can even make this a Tiger-Knee Gauntlet Hades, which is faster (16 frame start up, as opposed to normal GH's 20 frame start up), and easier to combo after meterless with a quick 2A link. However, both are unsafe on block, so should the opponent choose to block high after 3C, you will be at a disadvantage (-9 and -11 for TK and normal versions respectively), and can be punished. Don't overuse this option.
        • 9+AB: The safest option after a blocked 3C, is simply jump cancelling and jumping away, while barrier guarding in order to protect yourself from Air Unblockable normals (everyone has plenty of them). This will however, put you back at neutral, so be sure to think of the situation well enough before hand before deciding to do this or not. You can also use this jump cancel option to attack with his j.C.

          See the original post here.

          Don't Roll Away Dammit! [Rokunaya]: After an Axe Kick ender midscreen, you can catch rolls and late techs with a dash 2B. To make the most of this, you can do the following: After connecting with the 2B, you can input 22C~(5)B. If you do this correctly, similar to the Veteru OS, one of two things will happen:
          1. The opponent emergency tech, and you get a meaty, Air Unblockable 5B to start pressure with.
          2. The opponent doesn't tech, and you catch the opponent with 22C.

          Keep in mind, however, this OS is highly dependent on the proration of the combo that you used before attempting this, as well as character hitboxes.

          • Works on: Jin, Carl, Arakune, Hakumen, Tsubaki, , Mu, Tager, Valkenhayn [unstable, most likely due to aerial hitbox]
          • Fails on: Rachel, Bang, Hazama, Lambda, Taokaka, Noel, Makoto, Platinum, Ragna, Litchi

            Tager, where you lookin', brah? [LuminAbyss]: A character specific cross-up. After performing a jumping attack, on block or hit, at a specific height with Tager, you can perform aerial Gauntlet Hades, and cross him up. However, it is impossible to follow this up without 50 meter, but when you do, you can get 3k midscreen, and up to 4.5k in the corner. This gimmick will later be updated with a video example, since it is difficult to explain the height at which it's performed (however, it is relatively easy to achieve). The combos are as follows:
            • Midscreen: 214B (cross-up) > Rapid > dash 5B > 5D(1) > 214D > dash 5C > HJC > j.C > j.D > JC > j.C > j.D > 623D > 236C > 214D
            • Near Corner [Meaning you are now facing the corner after the cross up]: 214B (cross-up) > Rapid > dash 5B > 5D(1) > 214D > (dash) 5C > HJC > j.C > j.D > j.214C > dash 5D > DC > 3C > 22C > 5A > 5B > 623C > 236C > 236C > cross under 3C > 22C

              Note: This may be possible on other characters with taller hitboxes, but it's not worth the trouble.

              Screw Revolver Action, I'm Ragna! [Rokunaya]: A trick used to improve mix-up and pressure off of a blocked 6C. 6C can normally only be dash and jump canceled. However, utilizing the jump cancel option, we can cancel into grounded specials using the TK (Tiger Knee) input. For example: 6C (2 hits, blocked) > 2147D will give you Deadspike after your blocked 6C. Doing 2147A or 2147B will give you Hell's Fang and TK Gauntlet Hades, respectively. This increases your options after a blocked 6C for safety, pressure, or mix-up. The timing is odd, and requires some practice, but serves to be an awesome trick that will give you more motivation to use 6C as part of your pressure game.

              Wake-Up Reversal Bait [Rokunaya]: A universal game OS, but still very useful to know. When an opponent emergency or neutral techs after a knock down input either:
              • 2(A) > 5 > 4(B) (Better Proration; Harder)
              • 2(A) > 1(B) (Worse Proration; Easier)

                ( ) Indicates holding down the button. This OS works to bait slow reversals with invincibility (like Jin's C DP) as well as gold bursts on wake-up. Should they decide to attempt either of these, your 2A will whiff, and you will immediately begin barrier blocking after the recovery, which will give you enough time to block the reversal or gold burst's active frames. Should your 2A hit, you will perform either 5B or 2B (depending on which option you chose), and can go into a nice punish combo for further oki. This OS will not catch rolls, so try to use this once you've conditioned your opponent to emergency/neutral tech.

                See the original post here.

                2A x N! [Rokunaya]: Not exactly as the title says. This wake-up OS is performed by inputting [2A 2A+C x N]. If the 2A whiffs, you will continue to perform 2A. If the 2A connects, 2C will instead come out. On block, this provides a nice frame trap, as well as lets you begin pressure/mix-up. On hit, this allows for a nice combo to follow up into (provided they get launched on wake-up due to backdashing):

                • 2A > 2C > 5D(1) > 214D > 5C > HJC > j.C > j.D > j.214C > 5D(2) > 623C > 236C > 236C > cross-under 3C > 22C ~ 3.5k

                This OS can get beaten by reversals with frame 1 invincibility or guard point, but will work should they decide to backdash or just not block on wake-up. This will even blow up Tager's backdash, and is a nice OS in the Tager match-up.

                See the original post here.

                HAR HAR UR THROW [VR-Raiden]: A throw bait gimmick that is low-to-high risk, but can discourage throw attempts when successful. Essentially, you should make it appear like you are going for a throw (for example, through 2A > 5A > Throw tick throwing method), and instead of going for the throw, perform one of these:

                [*]TK Belial Edge (2147C): This will catch throw attempts by making you airborne, and is safe on block should they not try to throw (+1, similar to your 2C). Should you hit, you can connect on counter-hit for a nice, non-Belial Edge corner combo.

                [*]TK Gauntlet Hades (2147B): Like, the above option, this will cause you to go airborne, acts as a fast overhead, and can lead to nice meterless damage by connecting with the 2A link on hit. However, on block, you're at -9, and can be punished. Slightly riskier than the above option, but can lead to more reward.

                [*]6D: The highest risk out of these options, and also the most rewarding, 6D does not immediately cause you to become airborne. It instead becomes airborne on frame 20, so you can still be grabbed out if they are fast about their throw attempt. However, on block, this move is amazing for beginning pressure, and can lead to one of Ragna's best high low mix-ups, as well as be made safe by late cancelling into j.D. On hit or counter hit, this move is an amazing combo starter, with high proration values (meaning it prorates amazingly, P1 100, P2 94).

                See the original post here.

                Control Your Air Space! [MashThat5A]: After performing a combo in the corner ending in Inferno Divider, rather than cross-under, remain in your place and perform 5D(2). Dash cancel and chase your opponent, and you will now have several options depending on how they tech in the air:

                [*]If they aerial back tech: You can cross under and perform 6A when they tech. This will force barrier block, and will beat all air moves (except obvious things like Inferno Divider). This can be beaten by air dashing or double jumping.

                [*]If they aerial forward tech: Go for a meaty 5B on your side (you will be out of range most likely for a 6A). This will force barrier block and stuff air moves without invincibility. Can also be beaten by double jumping and air dashing.

                [*]If they aerial neutral tech: You can't cross under, but you can perform a meaty 6A, and catch them doing anything but barrier block (even air dashing and double jumping won't save them). If this is blocked, you have the option of going for an Instant Airdash Cross Up Inferno Divider.

                This can be a nice reset to go for after a damaging combo, that may even end the match if done correctly, or be used to bait a burst should they get hit by your meaty Air Unblockable normals. Again, can't be overused, as forward/back tech in combination with air dashing/double jumping beats it.

                See the original post here.

                Hell's Fang Blocked, What Do? [TrollBadGuy, KayEff]: Often discouraged to be used in pressure to beginners, Hell's Fang can actually serve as a gateway to mindgames and potential pressure and mix-up. On normal block, you are at a frame disadvantage of -4, safe enough to block the fastest attack in the game (a jab of 5 frames). However, you are not guarenteed safety to continue pressure in most cases, but there are options you can go into if you find your Hell's Fang was blocked.

                [*]Inferno Divider: Many people may try to punish your Hell's Fang, or attempt to steal momentum from you, knowing you have no guarenteed way to continue any form of pressure after being blocked. A common thing to do after a blocked Hell's Fang is to immediately input Inferno Divider, stuffing any attempts to steal the offensive momentum from you. This option is often times baited though, with people simply choosing to block after you perform Hell's Fang in a blockstring. Should they decide to do this, your other options become open.

                [*]Continuing Pressure/Mix-up: If you have conditioned your opponent into expecting Inferno Divider after a blocked Hell's Fang, you will find they will simply block for a short amount of time after you recover. You can use this to your advantage to continue pressure with your jabs, or go for a tick throw setup. Keep in mind that this can be easily disrespected by reversals.

                [*]Throw/Barrier Option Select: The safest thing to do after a blocked Hell's Fang, is to simply perform the universal Throw/Barrier option select. This is easily accomplished by 1A+B+C, and holding the input. Doing so, for a short amount of time after, you will automatically tech throw attempts. If they decide to simply attack, you will barrier guard whatever they throw at you. This option, while safest, throws away any offensive momentum you had.

                Keep in mind Hell's Fang is easy to instant block, and on instant block, leaves you at -7, which is easily punishable. Hell's Fang is still not a smart or reliable pressure tool (hence why we discourage using it to many beginners), but can be a good gimmick to throw at your opponent every once in a while.

                See the original post here.

                The Fastest Drop [VR-Raiden]: After a combo ending with Axe Kick, rapid and perform a Belial Edge. This should drop down and still hit the opponent, forcing them to either emergency tech (off which you'll be positive and have oki) or get launched again. This is more useful in the corner, where it is easier to follow up a BE launch. Be careful when using this trick, however, as the 10% repeat proration on Belial Edge will still kick in, so if you already used BE once in a combo, they'll be able to air tech pretty fast after. Even if you didn't use BE in the combo, Axe Kick as a pretty bad P2 of 50, so there won't be much you can do aside from 5D(2) > 22C (which is still nice). If they do tech, you can attempt an air unblockable reset or air throw to trap them into another combo.

                Another version of this is meterless, but absolutely requires corner. After a straight punch, perform a cross-under 3C > j.214C (TK Belial Edge). This will give you the same situation as above, with either the opponent emergency teching or getting relaunched. The same conditions with proration still stand. You can also get this situation in the corner by performing sj.C > j.D > j.214C immediately after landing a Belial Edge as part of the combo. This will give you some nice heat, but won't force emergency tech, instead, just launching them again for a potential blue beat 5D(2) > 22C or air gimmick reset of some kind.

                Remember, with this trick, you are no real disadvantage if they do catch on and emergency tech (aside from heat loss if you use the first method).

                See the original post here.

                I got tricks! [VR-Raiden]: Simple cross-under 2A shenanigans have been with Ragna since CT days, but are still useful for confusing and playing with an opponent's reactions. Some simple set ups (that are universal except for Tager, who's tiny hitbox won't allow for these to work), are as follows.

                -3C > 214A > (opponent neutral techs) > cross under 2A

                -623C[D] > 236C > 236C in the corner > (opponent neutral techs upon hitting the ground)* > cross under 2A

                -Close hit 2D > (opponent neutral techs)** > cross under 2A

                *Requires that they opponent can only tech once they hit the ground, won't work with heavily prorated combos

                **2D is not a very safe move to go for at close range unless of high level moves, use this one with caution

                See the original post here.

                All American Ragna Reset [LuminAbyss]: After performing a corner combo ending the Inferno Divider Straight Punch, rather than cross-under and complete the combo with 3C > 22, simply run under and do not do anything. The opponent will emergency tech upon landing, giving you oki that keeps them in the corner, and allows you to go for mix-up. As they're teching, you can run back in and perform either a meaty 2B for a low, a meaty 6B for an overhead, or a throw, all of which will reset them into a combo if they do not guess/react properly. If they are able to block/tech whatever you throw at them, you will still keep them in the corner and be able to resume pressure. Like many other oki options, this is easily beaten by DPs unless they are baited accordingly.

                To mess with your opponent even more, you can choose to run back in and do an empty jump in instead of performing a move right away, or go for an air attack.

                MORE CROSS UPS? THANKS ARCSYS [VR-Raiden]: Thanks to Ragna's j.C hitbox buff, it's now possible to cross-up certain characters with it, as well as perform useful fuzzy guards.

                [*]After a normal jump forward point blank, you can hit a cross-up j.C everyone but the following: Jin, Lambda, Litchi, Tao, Noel, Mu. You can follow up with a 5A to continue a combo (5B on Tager) afterwards as well.

                [*]After a jump over, AD back j.B > j.C, you can hit Arakune, Bang, Hakumen, Tager, Litchi, Tao, and Relius if they switch to crouching block. Works best on Arakune, Hakumen and Tager since they will get hit even if they continue to stand block.

                [*]22C > dash j.A Fuzzy Guard works on the following

                -Ragna

                -Hazama

                -Tager

                -Relius

                Note: Works well with the mix-up of
                22C > dash 3C > 22C
                since the fuzzy requires them to immediately attempt crouching block after the initial 22C.

                [*]Normal jump high j.C (blocked) > j.D (blocked) > RC > airdash j.C > j.D works on everyone due to the j.C hitbox buff.

                [*]Low as possible blocked j.B/j.C > land j.A Fuzzy Guard works on the following

                -Ragna

                -Hakumen

                -Tsubaki

                -Hazama

                -Lambda

                -Tager

                -Relius

                -Valkenhayn

                ----------

                If I did not properly explain one of your tricks, please let me know in a post below on how I should fix it, and I will be sure to get to it.

                More to come!

Share this post


Link to post
Share on other sites

Nice write up.

But on my 3C 22C os, it's primary use is to catch the opponent trying to recover from the stagger late, it just secondarily functions as a low. It's also supposed to be quickly piano'd, otherwise it's useless, and I don't really see any input for the piano in there, just follow ups for 3C, so i thought i'd make it clear since it looks more like a gatling chart than a OS. As for the 22C midscreen os for rolls, it doesn't really depend that much on proration-- so long as you do a practical confirm and end it in only one JC JD DID.

Oh and unless you have inhuman speed on the os for 3C 2D, jumpouts work against it since you're taking extra frames to put in 22C; it's just that it's a frametrap enough to catch most pokes unless they're 5f or so... and that's if the person mashing is ON POINT.

Oh also imo, jumping straight up is the best option since you can attack with the tip of ragna JC pretty quickly, making it hard to mash 5A with unless they have fairly good reaction time, however using an AA normal like 6A would be almost impossible unless you really read it far ahead of time. You can also piano I.AD to REALLY catch people off guard, but that input is needless to say, hard to OS within the whole thing.

Nice job though, definitely good writeup.

Share this post


Link to post
Share on other sites

2c > 6b > 2c (whiff)

You're welcome.

Share this post


Link to post
Share on other sites

Another OS would be the what I consider to be mainly the anti-Jin OS, but it works against anything with a slow attack and invul. This OS is actually available to anyone in the game, but hey, why not? Ragnaaaa~

This OS works against goldbursts and slow DPs like Jin's C dp. The OS is as follows.

[ ] indicating held.

2[A] (5) 4 --- higher damage, harder.

2[A] 1 --- easier, lower damage

This will give you 2A 5B or 2A 2B [depending which you did] if your 2A hits. If your 2A whiffs for whatever reason, you end up barriering. the 2A 2B os is easier to do, since to perform the 2A 4B OS, you need to return to neutral-- so 2A (5) 4B, otherwise you'll get gauntlet hades, and you don't want that. The only downside to this OS is that you can't cover roll options or anything like that, you're really assuming/reacting to their emergency tech/neutral tech. Otherwise, this OS is amazing to blow up things like C jin dp and always get a fatal.

Share this post


Link to post
Share on other sites

Another generic universal game OS that's vital to Ragna in some matchups imo is 2A 2AC xN

2A's barely work against rolls now as Ragna, but this OS still has some uses--- for example, it's anti-backdash. Basically, the OS as follows.

2A 2A+C 2A+C 2A+C 2A+C 2A+C 2A+C 2A+C 2A+C .....

If the 2A whiffs for whatever reason, Ragna will keep hitting 2A over and over and over. When 2A finally connects for whatever reason, 2C will come out immediately, leaving you with not only a frametrap should they just block, but a decent combo starter if 2A hits. It leads to combos/blockstrings/anti-backdash in the corner, so this os is really useful against characters with good backdashes.

Speaking of good backdashes--- now I know if you've played a tager online, you've been annoyed the hell out of tagers wakeing up with backdash in the corner. But fear not! With this OS, you blow that up extremely well! Just 2A away,and you'll stuff out anything that's not wakeup 720 or a wakeup roll from tager[lol tager rolling] as soon as you visually see 2C connect, after confiming the backdash, 5D immediately and follow up with the combo of your choice-- One example is as follows.

2A 2C 5D(1) 214D 5C sj JC JD j214C 5D(2) 623C 236C 236C dash under 3C 22C ~3.5k damage I think?

Following up off this idea, you can do the same with Ragna's 5A when people are jumping around badly, so your 5A will combo assuming it hits.

5A 6A 6A 6A 6A 6A ... safer more reliable AA that combos into 6A when 5A finally hits the opponent

5A 5A+D 5A+D 5A+D 5A+D 5A+D .... 5A has to counterhit in order for this to work, but it's high reward and is effective against some of Tao/Bang's movement.

Both just whiff 5A until 5A connects, so I find this useful sometimes as well.

Share this post


Link to post
Share on other sites

I need to steal all this stuff next time I practice.

Here's something a little less involved, but it's low risk and works sometimes:

Basically make it clear that you intend to go for a throw on someone, then TK BE.

If they anticipated a throw and tried to throw break, you'll CH them for a little combo.

If they block, you're safe/at advantage if they didn't IB. It will also go over some low hitbox attacks.

Do it after common throw situations, like after running in their face, HF(1), 2A>5A(whiff), or whatever. You can use it on the defensive too.

Why it's worth mentioning? Any other method of punishing a throw attempt is unsafe on block without meter. It can also start your offensive again.

and yeah, if they properly deal with throws they will be blocking until you actually throw them to input a throw break. Just putting it out there.

Share this post


Link to post
Share on other sites

TK berial is pretty high risk imo, you go from pressuring to blocking. The safer way to blow up people who don't like to os throwtech [uh like everyone that plays bb] is using 6D instead--- it's safe, it leads to massive damage combos, and it's an amazing pressure tool.

A typical setup would be 2A dashhh 6D

Another one that's funny is 2A 5A .... 2C

Now remember kids, os throwtech. It's seriously the way to do things; the risk/reward and any numbers on paper seriously point to this. Don't be one of the people that gets embarassed by LK's throwbaits in tourney that he does all the time since no one actually os throwtechs in america

Edit: Throws will never catch 6D since it's airborne from like frame 2 or something. I've personally embarassed players online with this :kitty:

Share this post


Link to post
Share on other sites

6d is airborne on F20, so the dash is highly unnecessary in most cases you end up getting counter grabbed.

I've eaten more than my fair share of 720s trying that, it's best to not dash in, but instead build it up by 2aaaaaaaaaaaaa, then go for 2a > delay 6d, won't always work, but it's less risky than dashing in.

If you got it made like that, try 2a, dash, TK GH.

Share this post


Link to post
Share on other sites

Oh you're right, my bad. that's odd though, i've had this work pretty consistently. I guess I'm pressuring right if people hestitate that much

Share this post


Link to post
Share on other sites

I didn't even mention 6D since it takes so long to become airborne, but yeah it does work if they decided to throw that late...

I'm glad you're updating the first post with stuff for this thread Lumin, so people don't have to sift through the inevitable theory-fighter arguments to find anything in here later.

Share this post


Link to post
Share on other sites
Nice write up.

But on my 3C 22C os, it's primary use is to catch the opponent trying to recover from the stagger late, it just secondarily functions as a low. It's also supposed to be quickly piano'd, otherwise it's useless, and I don't really see any input for the piano in there, just follow ups for 3C, so i thought i'd make it clear since it looks more like a gatling chart than a OS.

I was curious about this part, OS's are something I'm hoping to tackle learning soon in the gaggle of FGs I'm working on atm...how quickly after the A should the C be entered, like two distinct separate tap-taps or something closer to SF plinking?

Share this post


Link to post
Share on other sites

There's no A's involved unless you want to go into hellsfang, which is of course... garbage. Honestly, the faster you do this OS, the better. It's all about speed and accuracy. Hate to tell you to try it in practice mode yourself, but that's really the legit answer here--- Go into training mode, put the bot on random blocking, and just dash 3C~22C~ follow up of your choice over and over until you get it consistently.

Share this post


Link to post
Share on other sites

Oh. Then plink it. You don't even need to piano. just be careful when you plink it and make sure you're not being lazy with the 22 input, and you'll be fine. But remember, this os only works in the corner since you have to literally be right ontop of them.

Share this post


Link to post
Share on other sites

Skye (or anyone else) can you explain the 2C whiff thing? I know it's useful, but I can't properly think of a way to explain it, so I'd like some help so I can add it to the opening post.

Also, updated with the above OS and throw punishing gimmick.

Share this post


Link to post
Share on other sites

Hey Lumin, maybe it would be a lot of work, but it might be nice if we had a link to the post which first described something for each, within the first post. It could prevent misunderstandings if there was something not fully explained about one, people would know who to ask about it, and it would just be nice to see it in people's own words too. I don't mean ones that have been discussed in other threads already just ones in here would be nice.

Share this post


Link to post
Share on other sites

Many of these were taken from the General thread, but I can link to the ones within this thread for that purpose. That's another reason I credited the users, so people would know who to ask if they wanted something explained better than how I worded it.

EDIT: Nevermind, I'm not exactly sure how to go about doing that. If I figure it out, though, I'll definitely do that.

Share this post


Link to post
Share on other sites
-quietly bookmarks- :'|

I don't even understand half of this shit. Go get a PS3 and teach me.

Lern 2 Laguna, and you will understand.

Also, updated with links to the original posts, and I will continue to do so with each update.

Share this post


Link to post
Share on other sites

Teach me anyway. I'm too busy with my Ice Car.

I was going to ask a bunch of questions but I have too many so nevermind.

Share this post


Link to post
Share on other sites

Ask away, though it might be better to go ask in the CS2 General Discussion thread. I don't care how beginner or noobish they might sound in your head, we'll answer to the best of our ability. Just go there and ask~

If they're pertaining to the actual tricks listed here, ask away here.

Share this post


Link to post
Share on other sites

Lol, I had the feeling this thread was going to mindscrew someone.

Anyway, no question is too noobish or simple to ask...

Alright, I'll talk about my untested Reverse 6A Airthrow

After a wallbound divider, instead of finishing with 3C or 5D, Reverse dash 6A (HJC) Airthrow. If it hits good, if it gets teched, airborne Ragna has many ways to continue and counter incoming stuff, like:

-Delay Air Dash j.C j.D

-Delay j.214B(Gauntlet Hades)

-Immediate Air Dash Belial Edge

-Fall, then forward Double Jump j.C/j.D

And I believe Air Dash Divider or Double Jump Divider can beat stuff coming at you.

Again, needs lots of testing yet. Give it try if you may!

Share this post


Link to post
Share on other sites

2A 2C will lose to any legit reversal in the game--- in fact it can even lose to bang 2D if you aren't on point with the timing. also the combo I listed only works on backdashes, on 2A 2C grounded they don't get launched.

As for the universal reversal bait, I fucking wish it worked against cat chair. Cat chair has guard point, not invul, so your 2A never technically whiffs.

Share this post


Link to post
Share on other sites

×