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Damned Wolfe

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Posts posted by Damned Wolfe


  1. You gotta FD her out. Only Note and HCL FRC can lock you down enough. If she dashes back in you can airthrow her out but problem is that Sol jumps is little high so she can can airthrow you too. And you can try 5K and VV but a blocked VV is really bad. And 5K loses to j.D if I-no does it after you start 5K. You're a Sol player; you don't need tension badly. I find that often people tend not to FD. It's pretty damn good. A solid option. Random tidbit: Fafnir can CH HCL. Sol's hitbox I suspect is lower when he does Fafnir so it goes under some attacks when he advances forward.


  2. As long as Ragna can do big damage without having to depend upon Blood Kain he's good. I don't think he's top. Never have. He's real solid. Save for being able to move in on his opponent undercover like Sol's GF FRC. I'm just waiting until people start effectively zoning him out.


  3. Sol can do the kickdown followup to VV if VV is blocked. I don't recall if he can do it if it whiffs. I would assume the same goes for Ragna. Most games allow you to do additions even if the starting attack whiffs. From what I've seen no one does the additions if ID gets blocked. Guess they think blocked ID=screwed?


  4. After watching a few matches I've seen Ragna combo into ID and then followup with the wallbounce and then combo'd after that. Seen it happen to Taokaka and someone else(Tager maybe?).

    Here: CH Inferno Divider(ID) on Taokaka at midscreen. 9:10

    http://www.youtube.com/watch?v=suwN9X0nR9g

    He does it again at 9:31. Finishes with Soul Eater ID this time.

    I wonder if that can make for a better BnB than whatever>Hell's Fang>followup? Maybe not... Seems to do less damage than BnB>Hell's Fang>followup...

    Here's the CH ID vs Tager. Yeah you can combo after CH ID on him too.

    http://www.youtube.com/watch?v=jicGnWkQMR8 @1:44.

    http://www.youtube.com/watch?v=QPQamr1pO_U @:35. Tao blocks the Hell's Fang followup and Ragna goes for a low and nets the KO. If Hell's Fang and the follow up are safe on block I see Dead Spike losing worth.

    Outside of this:

    The Japanese BlazBlue wiki has a couple of new combos for Ragna, by the way.

    (corner) 2B, 5C, 3C (there's a 3C?), Dead Spike RC, j.C, j.D, JC, j.C, j.D, D Inferno Divider etc

    And there's a 3C?!

    Although there was a match when Ragna "installed" and did Dead Spike and it AAed and got a CH. Don't know if my eyes were playing tricks on me or what but Dead Spike looked larger. IIRC Order-Sol's BHB's hitbox was so big it can hit an aerial opponent.

    Friggin edited my post like 8 times.:v:

    Gonna compile all the vids I can find on Ragna tommorrow and edit it into the first post.


  5. Any use for Dead Spike?

    Whenever I see it in action, either A)he tries to do it in a block string and gets punished between attacks, B)does it at a distance in which the attack whiffs or C)throw it out in the corner far away from his opponent like Sol players do with GF.

    Also,

    http://www.nicovideo.jp/watch/sm5333374

    @1:39 I believe that's a CH Hell's Fang. If so, looks like Ragna can combo after it. I wonder how useful this would be as a stand alone attack if it's safe on block.


  6. Posted ImageWelcome to Ragna the Bloodedge General Discussion. All posts regarding Ragna's general game play go here. If you wish to discuss Ragna in the context of the story, please go to the appropriate storyline thread in BlazBlue General.

    Read the Ragna the Bloodedge 101 thread before posting, and make sure to check the Frequently Asked Questions section before asking for help. If you wish to post a new combo, please post it in the combos thread, but all combo discussion goes here. There is no need to make a new thread for a single question. Thank you.

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