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KayEff

[CS2] Ragna Tutorial Video

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Since Titanium and Final Ultima haven't started this much less posted about it, might as well get the jump-start on it.

1) Introduction

Breakdown

Ragna is a rushdown character that has great emphasis on the high risk, high reward axiom. He possesses some great tools to control the momentum of the match, but the lack of tools in other categories hinders his potential. Nevertheless, Ragna is still a viable and can win any match when played right.

Strengths

  • Great footsies with sub-par abare and easy hitconfirms
  • Mid-high damage output with basic BnBs
  • Good and reliable meter gain
  • Easy to understand combos, making him easy to pick up
  • One of the best DPs in the game
  • Decent anti-air game
  • Very reliable fatal counter that leads into good damage
  • Blood Kain combos further increase damage potential


    Weaknesses
    • Very weak pressure with very few ways to enforce it
    • Straightforward gatlings results in poor mixup that is easily telegraphed
    • Relies heavily on gimmicks
    • Poor meterless damage output at maximum footsie range
    • Most moves in arsenal are unsafe and minus on block
    • Midscreen combos often require a rapid cancel (uses 50 heat)
    • Absolutely no tools to use against zoners
    • Bad matchups against a good portion of the BB cast
    • Requiring knowledge on proration, creativity with mixup, and a good sense of yomi makes him hard to master


      Normals, Specials, Distortions, and Astral

      Normals
      5A (A) - A standing jab. Run-of-the-mill standing poke. Very fast. Self-cancelable even on whiff. Jump cancelable.
      NEW: Cancels into 6A. No more frame disadvantage on block.
      Damage: 200
      5B (B) - A roundhouse kick. Decent speed and good range. Staple combo starter.
      NEW: Cannot be regular blocked in the air. 70% repeat proration removed.
      Damage: 540
      5C © - A forward leaning sword swipe. Very good range. Jump cancelable on hit only. Combos into Hell's Fang at most ranges and combos into 6C on a crouching opponent or on Counter Hit.
      NEW: Cancels into 6A. Cannot be regular blocked in the air. 70% repeat proration removed.
      Damage: 690
      2A (d+A) - A crouching jab. Run-of-the-mill-crouching poke. Self-cancelable even on whiff. Jump cancelable.
      NEW: No more frame disadvantage on block.
      Damage: 150
      2B (d+B) - A crouching kick. Hits low. Your go-to low attack.
      NEW: Cannot cancel into 6A. Cannot be regular blocked in the air.
      Damage: 400
      2C (d+C) - A backwards leaning sword swipe. Combos off of 5B, 6B or 5C. Advantage on block. Has Fatal Counter property. Staggers on Fatal Counter. Can combo into 6C on a crouching opponent or after a Fatal Counter.
      NEW: Cancels into 6A. Cannot be regular blocked in the air.
      Damage: 660
      6A (f+A) - An uppercut. Great anti-air. Jump cancelable. Launches the opponent on hit, allowing for air combos.
      NEW: Cannot be canceled into other normals. Cannot be regular blocked in the air. 70% repeat proration removed.
      Damage: 620
      6B (f+B) - Ragna lifts his foot up high, then drops his heel down. A standing overhead. Slow to start-up. Combos into 5C and 2C.
      NEW: Cannot be regular blocked in the air.
      Damage: 720
      6C (f+C) - Ragna performs a low sword stab, and then with a rigid lifting of his arm, a rising sword slash. Dash cancelable. Special cancelable on hit only. Jump cancelable on second hit only. Large amount of untechable time. Leads into some very strong combos. Only combos properly after a Counter Hit or on a crouching opponent.
      NEW: Cannot be regular blocked in the air.
      Damage: 512+608
      3C (df+C) - Ragna sinks down and sticks his foot out at maximum length. Hits low. Jump cancelable.
      NEW: No longer cancels into 5D. Knocks down the opponent on Counter Hit only. Can combo into "Mada owari ja nee zo" without needing knock down. Cannot be regular blocked in the air. 70% repeat proration removed.
      Damage: 720
      j.A - A jumping punch. Hits high. Run-of-the-mill jumping poke. Self-cancelable even on whiff. Jump cancelable.
      Damage: 180
      j.B - A jumping straight kick. Hits high. Good for hitting quickly after a 5C that hits a high airborne opponent. Useful as a cross-up or an anti-sideways tech option. Jump cancelable.
      Damage: 450
      j.C - A jumping sword swipe. Hits high. Good offensive hitbox for air to ground, but will lose to good anti-airs. Jump cancelable.
      Damage: 620
      Neutral Throw (5B+C or B+C) - Ragna lifts the opponent above his head and stabs them with his sword.
      NEW: No longer special cancelable. Causes new wall bounce in corner.
      Damage: 0+1400
      Minimum Damage: 100%
      Back Throw (4B+C or b+B+C) - Ragna throws the opponent down to the ground, then uppercuts them into the air. Possible to combo after if you dash after the opponent.
      NEW: No longer special cancelable.
      Damage: 0+700
      Minimum Damage: 100%
      Air Throw (j.B+C) - Ragna grabs the opponent at arm's length and then knees them away. Special cancelable after the knee. Wall bounces.
      NEW: Untechable time significantly increased.
      Damage: 0+1400
      Minimum Damage: 100%
      Counter Assault (6A+B or f+A+B while blocking) - Whilst in block stun, Ragna retaliates with the same animation as his 5B. Knocks the opponent away.
      NEW: Attack level greatly improved.
      Damage: 0

      Drives
      5D (D) - Ragna lifts his sword above his head, then slams it back down again. Dash cancelable. Very unsafe if not dash canceled. Soul Eater property on second hit only. Second hit removes a Guard Primer on block during Blood Kain.
      NEW: First hit cannot be regular blocked in the air. First hit combos into Dead Spike on air hit, enabling Ragna's standard combos. Second hit has 50% repeat proration.
      Damage: 544+760 (750+1000)
      Health Drain: 0+200 (hit: 0+150, block: 0+120)
      2D (d+D) - Ragna leans in and stabs his sword into the ground. Hits low. Cannot be canceled into another attack. Knocks down the opponent on hit. Ground bounces on Counter Hit.
      NEW: Cannot be regular blocked in the air. No longer removes a Guard Primer.
      Damage: 750 (1050)
      Health Drain: 200 (hit: 150, block: 120)
      6D (f+D) - Ragna hops into the air and strikes with his sword over his shoulder. Ragna becomes airborne. Cannot be regular blocked in the air. Slow to start up. Combos into j.D.
      Damage: 750 (1000)
      Health Drain: 200 (hit: 150, block: 120)
      j.D - Ragna thrusts the edge of his sword upwards. Hits high. Good for following up 6D and for air combos. Jump cancelable.
      Damage: 590 (900)
      Health Drain: 30 (hit: 50, block: 50)

      Specials
      Hell's Fang (214A or QCB+A)
      Ragna dashes at the opponent with a straight punch. Unsafe on block. Has very large stun on block and hit, and massive hit stun on Counter Hit, allowing for dashing combo followups. Maximum range combo part.
      Damage: 730
      Tsuika (214D or QCB+D after Hell's Fang)
      Ragna extends his other arm and strikes the opponent with dark energy. Awful recovery on block. Staple ground combo finisher. Wall bounces on hit during Blood Kain. Removes a Guard Primer on block.
      NEW: 60% repeat proration during Blood Kain.
      Damage: 950 (1200)
      Health Drain: 100 (hit: 400, block: 200)
      Inferno Divider (623C/D or DP+C/D, also works in mid-air)
      Ragna launches himself into the air, striking the opponent with his sword. Basic anti-air special. Ground versions cannot be regular blocked in the air. C version has start-up invulnerability. D version launches Ragna higher into the air. Can hit twice. Easy to punish on block. Whichever hit of the D version connects first removes a Guard Primer on block.
      NEW: D version has no invulnerability. D version has 60% repeat proration during Blood Kain.
      Damage: 420+460 ©, 600+600 (650+650) (D)
      Health Drain: 50+50 (hit: 100+100, block: 60+60) (D)
      Upper (236C or QCF+C after Inferno Divider)
      Ragna follows up with an uppercut. Larger hitbox than the uppercut would imply.
      Damage: 310
      Yoko Fukitobashi (236C or QCF+C after Upper)
      Ragna follows up with a quick straight.
      NEW: Old wall bounce removed. Causes new wall bounce in the corner. Has 10% repeat proration.
      Damage: 400
      Kakato Otoshi (214D or QCB+D after Upper)
      Ragna follows up with a quick heel drop. Knocks down the opponent. Deceptively large hitbox. Staple air combo finisher. Ragna can attack again on the way down, but he will still have recovery time when he hits the ground.
      NEW: Causes floor bounce. In Blood Kain, this is significant enough to combo after.
      Damage: 480 (1000)
      Health Drain: 100 (hit: 150, block: 120)
      Gauntlet Hades (214B or QCB+B, also works in mid-air)
      Ragna hops into the air and delivers a fierce, spinning hook to the opponent. Hits overhead.
      NEW: No longer in Counter Hit state for entire duration.
      Damage: 800, 700 if performed whilst airborne
      Keri Age (214D or QCB+D after Gauntlet Hades)
      Ragna follows up with a spinning kick. Can lead into a follow-up combo if delayed. Awful recovery on block. Removes a Guard Primer on block.
      NEW: Untechable time greatly increased.
      Damage: 550 (1100)
      Health Drain: 100 (hit: 400, block: 200)
      Dead Spike (214D or QCB+D)
      Ragna releases dark energy from his sword in the shape of a beast's mouth. Slow to start-up, but gives advantage on block. Hits up to three times during Blood Kain. Removes a Guard Primer on block.
      NEW: Now a staple combo part. Special launch on air hit. Blood Kain version now at advantage on block. Has 60% repeat proration.
      Damage: 1000 (600*3)
      Health Drain: 100 (hit: 100*3, block: 100*3)
      Mada owari ja nee zo (22C or d, d+C, on downed opponent)
      Ragna picks his opponent up off the ground and punches them in the gut. Good for ending combos and for reset pressure.
      NEW: Advantage on hit significantly decreased. Now combos after a 3C regardless of knock down. Has 120% bonus proration and 10% repeat proration.
      Damage: 0+400
      Minimum Damage: 100%
      Belial Edge (j.214C or j.QCB+C)
      Ragna rears back before diving down sword-first diagonally at the ground in front of him at high speed. Allows an airborne Ragna to end his combos on the ground. Staple air combo move in corner.
      NEW: Slower start-up. Fewer active frames. Less untechable time. Has frame advantage on block. Repeat proration reduced to 10%.
      Damage: 600*N+100

      Distortion Drives
      Carnage Scissor (632146D or HCB,F+D, hold D to cancel second hit)
      Ragna performs a very fast, dashing sword strike, then releases a huge amount of dark energy from his sword. Covers a lot of ground very quickly, but the invincibility is very short. Deceptively large hitbox. Very unsafe on block. Soul Eater property on second hit only. The second hit removes two Guard Primers on block.
      NEW: Recovery significantly increased. Untechable time significantly increased. Wall bounce lost.
      Damage: 1000+2300
      Minimum Damage: 30%
      Health Drain: 0+300 (hit: 0+400, block: 0+200)
      Blood Kain (214214D or QCBx2+D)
      Ragna's body emits a black aura. This enhances all of Ragna's Soul Eater moves, greatly increasing their hitbox as well as improving their damage, health drain and untechable time. Ragna is constantly losing health whilst in this mode, losing up to 3000 in total. Lasts for 10 seconds.
      Yami ni Kuwarero (214214D or QCBx2+D during Blood Kain)
      Ragna's hand turns into a claw as he snatches the opponent, lifts them up over his head and bombards them with dark tendrils, dealing a total of 70 hits. The start-up for this Distortion Drive is rather slow and easy to counter-poke, but Ragna regains a large amount of health if he connects. Automatically ends Blood Kain on use.
      NEW: Actually worth using in combos now.
      Damage: 0+6000
      Minimum Damage: 25%
      Health Drain: 0+1500

      Astral Heat
      Black Onslaught (2141236C or QCB,HCF+C)
      Utilizing the power of the Azure Grimoire, Ragna strikes the opponent, then turns his sword into a scythe and slashes the opponent repeatedly, draining their soul almost entirely before disintegrating them with a final stab. Completely invincible start-up, but takes a while to become active. Recovery is reasonably fast, difficult for close ranged characters to punish on block. Hits 2 to 15 have Soul Eater properties.
      Damage: 15*1000+1
      Minimum Damage: 100%
      Health Drain: 1640 total

      2) Combos
      Basic
      • (2A * N) - 5B - 5C - 214A - 214D
      • 5B - 5C - 2C - 3C - 214A
      • (2A * N) - 5B - 3C - 623D - 236C - 214D
      • (crouch) 5B - 5C - 6C - dc 214D - dash 5C - sjc j.C - j.D - j.C - 623D - 236C - 214D
      • (corner) 623C - 236C - 236C - (crossunder optional) 5C - 5D(1) - 214D - 5D - 214A - 214D
      • 214B - 214D - sjc j.C - j.D - j.C - 623D - 236C - 214D
      • (corner) 5B - 6A - j.C - j.D - j.C - 214C - dash 5D(1) - 214D - 5D - 214A - 214D
      • 4B+C - dash 5D - dash 5C - sjc j.C - j.D - j.C - 623D - 236C - 214D

      Intermediate/Advanced

      [*](corner) 5B+C - 5C - 5D(1) - 214D - dash 5C - sjc j.C - j.D - 214C - 5D - 623C - 236C - 236C - crossunder 3C

      [*](corner, crouch) 5B - 5C - 6C - dash 6D - jc j.C - 214C - delay 5C - 5D(1) - 214D - 5C - 5D - 623C - 236C - 236C - crossunder 3C

      [*]6B - 5C - 6C - dash (optional dash 5D(1)) 214D - dash 5C - sjc j.C - j.D - j.C - 623D - 236C - 214D

      [*](midscreen) aerial CH 6A - dash 5C - 5D - dc, dash 5B - 5D(1) - 214D - dash 5C - sjc j.C - j.D - 623D - 236C - 214D

      [*](midscreen) aerial CH 5B - dash 5B - 5D - dc, dash 5B - 5D(1) - 214D - dash 5C - sjc j.C - j.D - 623D - 236C - 214D

      [*]4B+C - dash 5D(1) - 214D - dash 5C - sjc j.C - j.D - j.C - 623D - 236C - 214D

      [*](back against corner) 4B+C - delay 6D - jc slight delay j.C - 214C - dash 5D - 214D - 5C - 5D - 623D(1) - 236C - 236C - crossunder 3C

      [*](corner) 6C - 214214D - dash 5D(1) - 214D - dash 6D - 623D - 236C - 214D - delay j.214B - j.214D - dash 6D - jc delay 214C - dash 5D - 214A - delay 214D - dash 3C - 214A - 214D - 214214D (requires at least 60 heat)

      [*](corner) 6C - 214214D - dash 5D(1) - 214D - dash 6D - j.D whiff - 5D(1) - 214B - 214D - dash 6D - 623D - 236C - 214D - slight delay j.D - 214C - dash 5D - 214A - delay 214D - 214A - 214D - 214214D (requires at least 55 heat)

      Fatal Counter

      [*](near corner) FC 2C - 5C - 6C - (optional dash 5D(1)) 214D - dash 5C - sjc j.C - j.D - 214C - delay 5C - 5D - 623C - 236C - 236C - crossunder 3C

      [*](corner) FC 2C - 5C - 6C - dash 6D - jc j.C - 214C - 5C - 5D(1) - 214D - 5C - 5D - 623C - 236C - 236C - crossunder 3C

      [*](corner) FC 2C - 5C - 6C - 214214D - dash 5D(1) - 214D - dash 6D - 623D - 236C - 214D - delay 214B - delay 214D - delay 6D - jc delay 214C - dash 5D - 214A - delay 214D - slight delay dash 3C - 214A - 214D - 214214D (requires at least 60 heat)

      3) Strategy

      Mixup

      - Ragna's straightforward gatling options give him a very weak mixup game. Most Ragna players who start out tend to use gatling paths that are not only easy to read and see, but are also used so often that most seasoned players expect them. Fortunately, while Ragna's mixup options are weak, they are still viable if utilized correctly. He can apply mixup in the same way that any other character would, in that you can keep people guessing. Using lows, highs, and throws all in conjunction with your approach can really improve your mixup game.

      - There are only two overheads in Ragna's moveset: 6B and Gauntlet Hades. Both of them are slow and can be easily blocked. Gauntlet Hades (214B) is not only slow at 24F, but it is incredibly unsafe whether you do the move raw or follow up with Keri Age (214D after). The only times you should use Gauntlet Hades is if you absolutely know that you will hit the opponent or if you have 50 meter to Rapid Cancel and thus make the move safe. Of course, those situations aren't common at all and thus you should use the move very sparsely, lest you have 50 meter.

      6B, however, is very valuable. While it is just as slow as Gauntlet Hades (24F), it is a little harder to see than Gauntlet Hades and can also lead into good damage without spending meter. A combo with Gauntlet Hades starter nets at least 2.2k anywhere without using any meter, but a combo with 6B starter can break at least 3k anywhere with no meter, which is about standard corner combo damage. Using 6B in gatlings can work, but there's not a whole lot of moves that can gatling into 6B, so these kinds of strings tend to be easy to block, and therefore punished. Standalone 6Bs are a lot stronger tool for mixup than gatlinged 6Bs, and are best used when the opponent doesn't expect it.

      Overheads shouldn't be spammed, however. They are slow and if you do it too often, you can get punished for them. Again, keep the opponent guessing.

      - While there's only one gatling from 6D, you can utilize 6D > j.D whiff to open up more mixup opportunities. From 6D > j.D whiff, you can either go into a low using 2B or 3C, an overhead (primarily 6B), a throw, or even a TRM setup. This is only to use against people who are respecting your pressure; Ragna is already at -1 when you try starting another move, and most moves can beat out whatever you're throwing out afterwards.

      Pressure

      - With 2A being zero on block in this rendition of BB, it is a much more useful tool to enforce pressure. Don't be afraid to use it. 2A can gatling into just about every type of move that Ragna has, so it can be powerful if you force the opponent to respect your pressure.

      - Dead Spike's frame advantage on block (+3) may sound like a ticket to free mixup, but unfortunately most characters have ways around that can automatically turn the tides around to their favor. The fact that you are plus on block doesn't necessarily mean that the opponent will respect it. However, you can easily force the opponent to respect it. Any move that they do will more likely than not be beat out by a 5B, a backdash can easily bait out any DPs, and an airthrow can cover any attempts to jump out. Be smart in handling your Dead Spike pressure.

      - Be sure to use Dead Spike in places where opponents won't expect it; opponents can jump to avoid the attack, and in most cases will result in a free high-damage punish.

      - Meaty Dead Spike is a very strong tool, and can even be more plus the later it hits the opponent. The strategy remains the same with meaty Dead Spikes: be smart about what you do after.

      - Ragna's pressure also excels at footsie range. The speed and hitconfirming ability of 5B makes him a dangerous foe at a certain range. When at this range, you can use 5B to keep the opponent in check, or use it to advance further to apply better pressure and better mixup. 5C and 2D also serve as great footsie pressure tools. On CH, these can both lead into great damage. You'll want to be careful with reckless footsies however. While they may be fast and reach far, they aren't by all means safe.

      Meaty Dead Spike is a very strong tool, and can even be more plus the later it hits the opponent. The strategy remains the same with meaty Dead Spikes: be smart about what you do after.

      - 2C is also another one of Ragna's moves that have plus frame advantage (+1). However, unlike Dead Spike, it has a 12 frame startup which makes it reliable to add to your gatlings. Pressure after 2C is about the same as with Dead Spike, but you can choose to chain/late chain into over moves as well to enhance your pressure or go into mixup.

      Okizeme

      - When in midscreen, 3C > 214A is good for when there is no corner nearby in the direction you're facing. This setup gives the most plus frames to let you do something. You can also perform a cross-under if they tech immediately.

      - 214A > 214D doesn't give as much plus frames as the previous setup, but it's good for if you're near the corner. The corner carry this setup has makes up for the lack of plus frames. It still has quite a number of plus frames, though.

      - When you're performing a corner combo, after performing 623C/D > 236C > 236C > cross-under 3C, you have several options that provide a good amount of oki. The best option for oki would be a late jump after 3C. This gives you room to apply a 3-way mixup afterwards: lows after landing, delay airdash j.C > j.D, throw, or even a TRM setup. You can even branch those off into even more mixup options, such as low > throw, delay airdash j.C > whiff j.D > throw, or an overhead after landing. Be sure to vary it up so that the opponent has a hard time to escape the oki.

      - 2B can be used as an anti-roll move and can combo into 5C.

      - 22A~C can be used on people who try to late tech. The input goes where you input 22A, and then almost immediately after pressing A you press C. The way this option select works is that if you notice that the opponent didn't emergency tech, you try inputting the OS when you're near the opponent. If they are still on the ground, 22C will come out and you'll earn free damage and heat. If they tech while you're doing the OS, you'll instead do 2A, yet you'll at least remain plus and cannot be punished.

      Unfortunately there doesn't seem to be a shortcut of this option select for pad users.

      Typical cases for using this option select are after Inferno Divider "Kakato Otoshi" or Axe Kick and Hell's Fang "Tsuika."

      Misc. Tips and Tricks

      - Ragna relies more on his pressure rather than his mixup to win his battles. Many players tend to underestimate the range and power of Ragna's footsies, so go in with the intention to force people to make mistakes using pressure rather than to confuse them with mixup.

      - Meter gain is very important when it comes to playing Ragna. He becomes doubly dangerous when he gains 50 meter, and should be taken seriously when with 100. With 50 meter, you can make your DP safe, perform BK combos, provide safer and better mixup, enforce pressure, add loads of damage to normally weak combos, or even bait bursts (and thus will put you on the offensive). Each one of these factors will give a decisive edge in the heat of battle, and can be the deciding factor between victory or defeat. The momentum of the battle relies solely on how you handle the situations with and without meter, so be sure to act accordingly to your meter.

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Nice start, even though we are way too late.

Well, Ultima's Ragna 101 covers absolutely everthing the beginner needs to learn. It's very throroughful.

Maybe the beginner player is looking for simplicity, simple stuff like combos and 'spam 6B alot'...

For the moment, let's see what the gais think;

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As a player stuck in limbo between a beginner and an mmm intermediate I feel my time to shine has come with that question lol.

CT was my first FG and that game taught me :

1. You need to know a combo.

2. You need to realise you need to block.

3. The whole notation thing and stuff was picked up here also.

CS1 taught me:

1. You need to know more than 1 combo(for real?)

2. You need to know blockstrings(here I was like, so I can't do 5b>5c>HF on a blocking opponent?!)

3. Learn what reversals are and what wake up means.

2.5 You need to know what hitconfirm means and find ways to use it.(Since I never knew when to use a blockstring or a combo...)

2.5.5 You need to know what mixup means.

3. (pretty close to CS2) You need to know what a frame trap is and why you should use it.

CS2 taught me:

1. Pay attention to where you are on the screen.(and where your opponent is)

2. Unused meter is wasted meter, learn RC's in combo's and blockstrings.

3. Meter management(yeah it took me this long to find out that ragna lived on meter...)

4. Hitconfirm even beter(5c CH> 4k was enough incentive for this)

5. Variate your blockstrings to keep your opponent on his toes.

So these are the points I think need to be covered. The ragna 101 page does give you a run down on ragna's normals and specials and some beginner comboes but in my opinion does lack other aspects like pure FG basics or some of the other points I have mentioned. To me it felt like it was made for people who already played FG's but were just new to Blazblue.

It depends on who your target audience is really.... People migrating from other FGs or total beginners. Don't think this is a to bad a place to go over those things since ragna is kind of the starting point for lots of people in this game.

It might help to say that there is no scene whatsoever where I live and I had to gather everything out of these forums so yeah, I guess your target audience would probably be ppl who are involved in some kind of scene so they would have picked up lot's of these things much faster.

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^ In addition to these things, talking about advanced gimmicks and oki options would be great (though more beginner oriented things have higher priority). Like the CT DVD, we should also include jump start combos, in addition to what the Ragna 101 thread has. You know, things that include the dash under 22C, links after certain specials, things that are useful to know in order to get the most out of his combos. Since this is a complete guide to the character, we should try to include everything we've found out about him, at least enough so that the player can go off that and find suitable playstyles and strategies with him.

Don't forget in-depth explanations of Ragna's tools and neutral game would be awesome. I know the Ragna 101 thread does this basically, but I think more in-depth explanations would really help. How we go about this, we can discuss.

Is it alright if I volunteer myself for getting the video footage done? My scene has high definition video capturing devices, and I've always wanted to take part in a project like this. If we also need to do any voice overs (again, just pulling things from the CT DVD) for explanations, I'm a pretty good speaker and have a high quality microphone.

KayEff, are you planning to make a list on the first post? Like, maybe once we figure out what we should cover, we should organize it on how we're gonna do it in the guide.

EDIT: Man, took too long typing ; __ ; Well, hope this just doesn't sound redundant now.

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Go ahead for the video. PNW's pretty much done in terms of getting stuff recorded, so I won't be able to get anything into the video.

I feel that the layout that the guide's written is good enough in terms of how the video should be organized. Dunno about you guys.

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The layout's fine Kay. People usually start with combos, they just love combos.

I think we should sort it by Levels, like:

Basic BnBs

Lvl1- 5B 5C 214A 214D

Lvl2- 5B 6A~ Air combo

Lvl3- 5B 6A 214B 5A 6A~Air combo.

Slowly, we should give them the feeling of progress/getting better somehow... Yeah every BnB, even Lvl1, are important but I hope the newbies get this idea by themselves. But that's just me I think >:

And let's adopt a cool and easy to understand notation.

For strategies, simple stuff like:

"If you score a knockdown, throw in a 6B since they will be expecting a low attack. In case a reversal owns you, get close and block next time since they will be expecting your 6B..."

Should do for awhile.

Somethings just come with feeling and lots of battles. Yomi and advanced strats are one of them.

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I like that idea. We could always also explain the notation at the start so they could follow it that way, or adopt the traditional arrows and button way that many guides and videos use.

I think starting with a good explanation of his normals and specials would be smarter though, so they can get a good idea of how they're used in neutral game, blockstrings, and combos before we go into actual combo notation. That way, they'll be able to know how to improvise with his abare as the situation needs, and that's a skill many players need to work on (myself included).

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I would suggest having videos from netplay where Ragna players show certain things that are described in the video. For example, if the video describes that "6Bs that are standalone are much stronger than those that are gatlinged into," then you can have video footage of a Ragna player online doing raw 6B on someone and that certain someone getting hit by it.

Of course, there are certain things that are hard to get under this, but you get the idea. What do you guys think?

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A pretty noobish way for mixup would be 5b>5c>2c>6b/6c>...

It is only used really close but more often than not beginners will just have learned stuff like 5b>5c>HF and probably run up 5b>5c.

A little trick I use, making this so easy, is that you still have 5b>5c to confirm wheter you whiffed, the moves hit or if your opponent blocked.

Then you can always add an overhead(GH), a low(2D) or take a primer(DS) when out of range.

@Kayeff, having visual material of doing things sounds good since it adds just that much more power to a statement, wouldn't that also have the risk of the vid getting to long?

Some more DS talk in general couldn't hurt imo, meaty deadspike in the corner is really nice or even that lots of normals gattle into it and it gives you frame advantage.

That or I missed the boat somewhere on how DS suddenly became a bad move...

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If we keep things short and sweet, it shouldn't be too much of a problem.

Besides, the Hakumen video was 16 minutes. I'm sure that even if we made 5 parts, as long as the material's helpful and with meaning, it won't matter how long the video is.

Meaty Dead Spike is nice, but most people have ways around it. You have to be smart on how you handle the pressure after that, as a wrong move will put you on the neutral, or even defense.

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That's true, but it does help people get a basic idea of what they can do in such a situation. As what to do after it, well that's where they can try out things for themselves

imo.

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So I have typed down all the categories and whatever I could think of in my head. Post away.

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What about throwing in a short explanation about the 22A~C OS? Like, how it works, when should/can you use it etc.

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The key to making the video is to remain informative and simple. Not sure if the Inferno Divider crossup will classify as simple.

EDIT: Updated with the 22A~C OS.

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Maybe a "meter usage" section? Namely, "(Wakeup) 623C > RC," "2D > RC > Combo," and "22C > RC > Combo."

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We should put in some real gameplay footage and point stuff, like, "thats how he got asshanded dont do this!"

For that, someone who knows a great deal about Video Editing programs would be very welcome.

The Okizeme/Pressure part is looking very good and detailed. It will look great in video form, but I would emphasize simpler stuff as, Tick-Throwing and anti airing(6A).

I mean, if most newbies start with Ragna, we need to give them a good notion of how the flow is in Blazblue, and fighting games as a whole, is...

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We should put in some real gameplay footage and point stuff, like, "thats how he got asshanded dont do this!"

For that, someone who knows a great deal about Video Editing programs would be very welcome.

I can record some battles with my scene, and I have knowledge of how to work Sony Vegas Studio, so I've got that covered, don't worry. Also, I think for our combos section, we should show a combo that has something we feel they'll need. Like you know, rather than beginner or advanced level, I think something more like:

  • Basic Midscreen BnB [ B > C > Hell's Fang]
  • Basic Midscreen Air Combo
  • Basic Corner BnB
  • Counter Hit 6A
  • Counter Hit Inferno Divider
  • 5B > 5C > 2D > Rapid
  • What to do off overhead (can double for crouching state)
  • Forward/Back/Air throw combo (one of each of these)
  • Meterless Fatal
  • Blood Kain

In other words, give them a combo example from each of these categories, so that they can at least know what to do off these kinds of confirms, confirms a Ragna player would often get in a match. We can note the difficulty/conditions at the start of the combo, show the combo, then show the damage/meter gain at the end of the combo. This way, we can show what's important to know, without making the combo section of the guide overly long or repetitive.

I took the combos KayEff has already written, and added some more that would be like this, so they'd have an idea of what to do, and use that knowledge to make up their own as they need to off these hitconfirms. I'll probably take other examples from the combo thread or make them up if I need to.

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For the sake of consistency, I'd understand following that. I personally just felt it'd be more helpful to divide our combos up like that, doing something similar to Challenge Mode, and teaching them important combo pieces, confirms, and options with heat they'd need to know.

I think we can leave this up to a vote or whatever, I don't mind doing it either way, my idea just made a lot of sense to me, as I had trouble not knowing what to do in certain situations or off certain hits when I first started out that I would have loved having more help with.

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Meter usage may be good for something like the tips and tricks section. Also, we should include dash 5A in the combos section, since the guidelines did mention character specifics.

Lumin, I can help with recording stuff.

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Meter usage may be good for something like the tips and tricks section. Also, we should include dash 5A in the combos section, since the guidelines did mention character specifics.

Lumin, I can help with recording stuff.

I think I should be fine as far as recording goes, but I'll let you know! Thanks a bunch.

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We should put in some real gameplay footage and point stuff, like, "thats how he got asshanded dont do this!"

I have hours of my own footage that could probably accomplish this, lol

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