Jump to content

Asdferty

Members
  • Content count

    38
  • Joined

  • Last visited

2 Followers

About Asdferty

  • Rank
    Cool Story Teller

Other Info

  • Location
    Cambridge, Ontario
  • XBL
    BaronVanAwesome
  1. Asdferty

    [CS2] Ragna General Discussion

    If it blackbeats on the ground bounce, not any time. This usually happens when ragna is higher than he should be in relation when doing the BE.
  2. Asdferty

    [CS2] Ragna General Discussion

    CS is probably just a timing issue. Otherwise don't put too many hits before hit, or it won't combo right. GH(2) should work fine, could be a timing issue. You *CAN* delay it too long, but the 5b will still land, the problem is just the 6a won't work because some characters will be too high. Practice and experience etc.
  3. Asdferty

    [CS2] Ragna General Discussion

    Your combo is fine BD. CS ender is fine after a big ol' combo in blood kain, but if you don't you can get 22c ender(s). I actually like the cross-under mixup quite a bit, messes with a lot of wakeup options for the opponent. I actually don't see a lot of double BE blood kain combos (?), I would think it's odd when not fatal as well. Real talk, after you land BE and the end of the combo and you have 100% bar: you better gold burst DBD, and then on their way down you 5b blood kain again and tech chase with 6D. Srs bzns.
  4. Asdferty

    [CS2] Ragna General Discussion

    I don't have an opinion either way, but if WC was better than EC, wouldn't ragna be worse on the WC matchup list? The reason that he drops seems to be his predictable mixups and easily IB'd strings, so if you are better than he should do worse :S. For my opinion on RAMDA RANGNA I would agree with 50/50, seems that way from what I've watched from japan and what I've played myself.
  5. Asdferty

    [CS2] Ragna General Discussion

    Yeah it's more of a letsgetdumb.txt thing, but I figured it was somewhat relevant to the discussion. Thanks for the confirm, just going off memory right now. I enjoy using DbD, but it's pretty terrible in all departments. I consider it like an astral I can use in any round; usually a bad idea but fun to throw around.
  6. Asdferty

    [CS2] Ragna General Discussion

    If you do a 3c > BK activation combo starting with 100% that ends in the corner, you can do the gold burst DbD... rapid and 22c them on the way down. That is better than a carnage scissors ender I'm pretty sure but like... lulz. You can also link a 5b with no rapid after DbD, and go for a 6a tech trap or 623d if you are ballsy. Important thing about DbD for tech traps, you can hit bang, hakumen, and tsubaki from a 22c without moving, so if they like to tech out you can grab em from that. If they don't tech you still get 1.5k~ life and a knockdown (or the trap above). This is not corner specific as the pushback is the same, but it helps in the corner as the can't back up or jump away, only up into your big red glove.
  7. 5D and buffer a 214D. Not bad for snipe pokes and good distance to the corner. 5D does still have a pretty big hitbox and if you get it out is fairly high in priority because of its hitbox. I dunno it isn't great but it can add an unexpected long range poke that does well versus IAD's.
  8. Asdferty

    BB:CS Match-Up Chart

    I'd say ragna jin is ragna's favour, but it isn't the end of the world. You can play footies with ragna, it's just his reward is much higher than yours for the most part. I'd say take to the air, and bait 6a's with ice swords when you can. Once you force him to block an aerial you can do whatever it is you do to win your matches. Jin can hit harder in the corner, (not counting like combo vid shit) so you want to be proficient at IB'ing ragna's (fairly easy to see) blockstrings, and use that meter to push him in the corner. Nothing wrong with being on the defensive for a bit if you know how to block, ragna's mixup is annoying but not impossible to see. Yeah ultimately you want to keep him out of range for 3c combos, and IB lots of stuff, it shouldn't be too bad. From ragna's point of view you want to 6a the aerials and just get in his face, the numbers are in your favour when close for sure. Thanks zidane for backing me up, and yeah I forgot about 5c and 2a as anti airs, they both have their uses too. You can also use the command grab for a nice reset mixup, with a dash(? might not need a dash, not really hard though) 5b and gatling into a 6a or 6b houtenjin for a more scary mixup. That's not airtight or anything, but it's still hard to see coming and the frame advantage is nice on the 5b > X gatling in terms of overheads.
  9. Asdferty

    BB:CS Match-Up Chart

    While his damage is super cool and IB houtenjin is ballin', Hazama's real high tier jump comes probably more from his options. He has so many tools, I don't even know why he has some of them. He has zoning tools, in the form of snakes and some long pokes like 3c and j.b He has the reversal of the century with houtenjin, and his flash kick from stance is also very respectable, along with being incredibly safe (even more so against airborne opponents) He has many different anti-airs, from fast like 5a to invincible like 2c and 214db, to long range with snakes and hunger coils He has very good pressure with 214da being safe on block and continuing pressure, and people are cautious about hitting him out of stance while risking a counter hit 214db, and very good dash 2a's His mixup game is phenomenal between having a normal overhead, a standing low, a stance for high/low, an invincible command grab, a crossup j.2c (and j.b), and fast 2a's for tick throws He has many different resets (lol america) because of his ability for increased mobility with snakes and command grabs He gets knockdowns from almost all his combos, and his meter gain is above average There is other stuff, but the point is that he has options for just about every situation, and it is very easy to find a tool Hazama has that can exploit a weakness in the opponent's character.
  10. Makoto punched so hard she blew up my xbox... and I wasn't even playing!

  11. Asdferty

    [CS2] Ragna General Discussion

    Has anyone checked out the 3v3 XBL same character tournament that's going on in October? Should there be a new thread for that stuff or just continue in general discussion? I need an elite team of crack commando ragnas bent on the destruction of all opponents please :3
  12. Asdferty

    [CS2] Ragna General Discussion

    5D > Carnage Scissors for the kill (and not a double edge, else the second hit won't land. Unless 200 damage is all you need I guess) 5D > GH > look for a tech 5D > dash cancel > look for a tech 3C > Blood Kain > rawr look for techs in blood kain Black Onslaught (yep you can just astral right here if it's a single edge and you do it asap) (dash) 5D > Black Onslaught (probably easier to time, but it may kill them if you are looking for that astral :3) in blood kain; 5D > 22c 6D > JD > jc > JD > DID - axe kick Gold burst > Devoured by Darkness (fuck yeah, does less damage than a normal follow-up but it'll get you 1500 life and the respect of everyone around you) Those are some of the others I could think of.
  13. Asdferty

    [CS2] Ragna General Discussion

    Yeah SCAM 4 LIFE is really good, he was able to do a dash 3c double jayoku combo on me online, seems like he's got his shit together lol. I just really enjoy the character specific music in this matchup, just a badass song. In terms of the actual matchup yeah, if he's good at IB jayoku, just be prepared to ID off of almost any normal in your blockstrings when he's got 50%. When you fight super scrub hazamas though, get ready for goddamn 214db all over the place, and online it's practically unpunishable because of online lag bull. Makes me rage every time . In general when hazama is pressuring you be ready to ID the 214da overhead at all times, this will save you so much hassle in mixups.
  14. Asdferty

    [CS2] Ragna General Discussion

    I agree. (you could try 5d > GH and try for an air throw or something... that's just grasping though :|) I'd say just do your best to use 3c combos as often as possible, I don't really know how you play. I would say if you had the choice of a double edge or a 22c ender, take the 22c ender, so if you are building your combo from whatever proration, do that. I would also advise the use of 5b 3c blood kain and 6b 3c blood kain, works wonders on people who burst when they see the 3c, allows you to follow up from greater distances (I use 6c after blood kain activation, which works against the whole cast), does more damage, nets you more than 50% for the combo still (gold burst DBD ender for the victory fuck year), and a bunch of life gain (not that anyone ever seems to care about life-gain). Makes your second combo super burst safe in general, and just makes things run smoothly.
  15. Asdferty

    [CS2] Ragna General Discussion

    If you come down with a j.b and it misses them because they teched late, you could probably just hit 5b after you land. If the 5b lands go 5c 214a RC 6c blah blah double edge combo. If the j.b hits them 623d RC (delay so you land) grounded GH, delayed follow-up, 5b > 6a blah blah single edge combo. If you think they will back tech in the corner you do j.c but the same j.b combo should work... kinda stupid to back tech in the corner but alas I have seen it. j.c also hits quick techers, but if they choose to just wait and neutral tech, ya got nothing except good old corner pressure. Ultimately the axe kick chase isn't that great, I wouldn't go to it expecting to land one of these punishes; if you can I would vote for 3c 5d(1 hit) 214a 214d as a better ender even in the corner. Then if you smell a forward tech you hit em with 6c and buffer a blood kain; they burst you are safe, they don't blood kain combo anyways. Otherwise RTSD with some overhead-low-throw mixup if they don't forward tech. (all assuming you didn't have the chance to 22c, and I figure by this point ya got 50% heat)
×