Hatred Edge Posted March 7, 2010 Author Posted March 7, 2010 Really great work Ladon. No complaints here. Actually has one of my favorite combo video intros too.
Final Ultima Posted March 17, 2010 Posted March 17, 2010 http://www.nicovideo.jp/watch/sm10046526 New Dora (Bang) vs kaqn (Ragna) match. Let the good times roll.
NoelRin Posted March 17, 2010 Posted March 17, 2010 Youtube links for the lazy. http://www.youtube.com/watch?v=dXhgLkzkG_o Part 1 http://www.youtube.com/watch?v=Nz1Ci4_VUsc Part 2 http://www.youtube.com/watch?v=RdOp8dsuVaI Part 3 74 Minutes of kaqn (Ragna) vs Dora(Bang), enjoy.
Final Ultima Posted March 24, 2010 Posted March 24, 2010 Fine day blue by MSY - YouTube Some parts of this video, goddamn. 5k meterless off of 3C? 6k meterless off of FC 2C? There are no words. Looks like I've got a lot of combo transcribing to do. Edit: Or at least I would if the video quality was good enough to permit me to see every digit of the damage figures clearly. Oh well, I'll do what I can.
Safetyman Posted March 24, 2010 Posted March 24, 2010 Very impressive~ Offspring at the end made my day
-Ladon- Posted March 24, 2010 Posted March 24, 2010 man that video shocked me, I knew 22c's new stagger time was pretty rediculous, but that was outright insane
ZONG_one Posted March 24, 2010 Posted March 24, 2010 Very impressive~ Offspring at the end made my day I heard that, and I was like ... ... Seriously? Ok, it is serious..
VR-Raiden Posted March 25, 2010 Posted March 25, 2010 Fine day blue by MSY - Nico Nico Douga What the fuuuuuuuuuck at the damage on those FC 2C combos...lol Can't believe some of the stuff you can do, that was insane.
Final Ultima Posted March 25, 2010 Posted March 25, 2010 What the fuuuuuuuuuck at the damage on those FC 2C combos...lol Can't believe some of the stuff you can do, that was insane.I know, it was awesome... and by awesome, I don't mean "very impressive", I literally mean something that inspires awe. So much awe in fact, that I had to amend a little note to the damage of one of the combos in the combo thread. (corner) FC 2C, 3C (JC), j.214B, 22C, dash 5B, 2C, 6C (DC), 6B, 22C, dash 2B, 2C, 6C (DC), j.C (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 6163 (you heard me), Difficulty: *****
SuperKawaiiDesu Posted March 25, 2010 Posted March 25, 2010 that was definitely awesome. Finally some more combos to work on i thought that most of the combos already being used were pretty optimal, nice to see something just blow those out of the water. i was worried about combo depth in ragna but YESSS i cant explain how happy i am about this.
Zero000 Posted March 26, 2010 Posted March 26, 2010 holy shit here i am doing 2700-3500 ish combos I'm transcribing these combos right now, on paper. Cause I'm going straight to the arcade after I finish writing thist stuff down. I'll type them up when I get home
lolo Posted March 26, 2010 Posted March 26, 2010 how 22c 6b 3c works??? is 22c dash cancelable, cuz if its not must be a pain in the @$$.
Final Ultima Posted March 26, 2010 Posted March 26, 2010 holy shit here i am doing 2700-3500 ish combos I'm transcribing these combos right now, on paper. Cause I'm going straight to the arcade after I finish writing thist stuff down. I'll type them up when I get homeI've already transcribed most of them in the combos thread, if it helps any. Just look for the combos with large numbers and you're set. Also yeah, seriously, can't wait to get my hands on Continuum Shift to try those combo out. I think the 6.1k one may be Rachel only though, I don't know if that TK j.214B would land on people with smaller hitboxes during knock-down (people with Continuum Shift, test this). Even still, you can probably squeeze 5.8-5.9k out of something similar. how 22c 6b 3c works??? is 22c dash cancelable, cuz if its not must be a pain in the @$$.You mean 22C into dash 5B? 22C gives you... I believe... 9 frames of advantage on hit. 5B takes 8 frames to start-up and dashing takes one frame to establish momentum, so it's just barely possibly to land in Continnum Shift (unlike in Calamity Trigger when 22C had a frame less of advantage on hit). Fatal Counter helps because it gives you an extra two frames to work with.
Zero000 Posted March 26, 2010 Posted March 26, 2010 how 22c 6b 3c works??? is 22c dash cancelable, cuz if its not must be a pain in the @$$. What are you talking about 6b 3c, unless you're talking about 5b 3c. If so, you answered your own question. It's a pain in the ass. I got it down like 1/5 times, but sometimes they wouldn't tech out so I'd get the blue beat combo. It takes practice, but one thing is for sure. It's a hell of a lot easier than CT. The untechable time for CS is crazy. Just practice But 6b 22c works on Rachel in that Fatal Counter combo cause 6b actually knocks them down to the floor.
Zero000 Posted March 26, 2010 Posted March 26, 2010 I've already transcribed most of them in the combos thread, if it helps any. Just look for the combos with large numbers and you're set.with. I'll guess I'll finish up what I have. And I guess format it so it's similar to your combo format. It'll be nice to have a transcription list of the two combo videos organized in two sections. Also that backthrow combo against litchi is super funny. Builds tons of meter and has a long tekken wall carry (corner to other corner)
lolo Posted March 26, 2010 Posted March 26, 2010 sorry for the 6b mistake, its 22c 5b 3c, however now that i know a bit about the frame shit i realice that is a pain in the ass , as much as a prostate exam, hope i can master that btw i made this combo its nothing new but probably youll like it 6b, 5c, 6c, gh, keri age, 5b, 6a, hj c, d, jc, be, 6d, d, jc, be, 5d, inferno divider( complete) its like 30 hits,builds a lot of meter, deals like 4.2 k, and u regain like 800 hp(i think)
-Ladon- Posted March 26, 2010 Posted March 26, 2010 Yeah in all honesty I would've had more 22c looping in my video but since I was learning stick and teaching someone how to pull off certain combos it really limited the ability, but I wouldn't have imagined anything near what MSY was able to pull off
lolo Posted March 27, 2010 Posted March 27, 2010 Yeah in all honesty I would've had more 22c looping in my video but since I was learning stick and teaching someone how to pull off certain combos it really limited the ability, but I wouldn't have imagined anything near what MSY was able to pull off dont worry, now that youve seen the msy video youll be able to combine that with your own ideas, and your video was pretty sick too, being honest your video got me hype a lot, the music, combos, so much action, but on the msy i only liked the combos, edition and music didnt surprise me btw if u r making another ragna combo video please use this song inflames-episode 666 thats a badass song for ragna
Spirit Juice Posted March 27, 2010 Posted March 27, 2010 You guys shouldn't really get your pants tight and expect to pull these combos off in a real match. Most combo videos don't have anything very practical that you'd be able to pull on in a real match due to absurd difficulty.
KayEff Posted March 27, 2010 Posted March 27, 2010 People want more damage from already-dealing-enough-damage-as-is Ragna. It's the nature of progression.
-Ladon- Posted March 27, 2010 Posted March 27, 2010 You guys shouldn't really get your pants tight and expect to pull these combos off in a real match. Most combo videos don't have anything very practical that you'd be able to pull on in a real match due to absurd difficulty. tbh most of the 22c combos can be replaced with 5a instead of 5b on some characters for forgiveness sake and then it becomes less dependent on timing, although I don't know what his frame data is 5a is definitely at least a couple frames of extra forgiveness. I just never thought the stagger time was as amazing as this video shows, it could be very well possible to do 7-8k corner combos.
Zero000 Posted March 29, 2010 Posted March 29, 2010 Fine day blue by MSY - YouTube goddamn 1. Bang 5B>2C>3C>5D>Dash cancel>6A>Normal jump JC(jc)>JC>BE>Dash 5D>22C>Dash 5B>3C>22C Notes: Should work on anybody near the corner 2. Lambda 2D>5C>5D(1 hit)>HF>22C>Dash 5B>6A>Normal jump JC>JD(jc)>JC>BE>22C>Dash 5B>3C>22C>Rapid>3C>22C>Rapid>3C>22C Notes: Does about 4000 damage meterless 3. Arakune 2C>3C>GH>Follow up>5B>6A>HJ JC(jc)>JC>BE>Slight dash 6D>JD(jc)>JC>BE>5D>GH>Follow up Notes: Arakune is a small little bitch, JC(jc)>JC is the preferable thing to BE him with 4. Carl 2B>3C>22C>Dash 5B>5D>Dash cancel>6A>HJ JC>JD(jc)>JC>BE>Dash 22C>Dash 5B>3C>22C Notes: Should work on everybody if it works on Carl 5. Hakumen Back Throw>Blood Kain>HJ JD>JD(jc)>JD>5D(1 hit)>CID>Knockdown>Falling JD(jc)>JC>JD>BE>6D>JD>5D>22C Notes: That falling JD might be a Hakumen/Tager/Rachel only thing. Time to find out 6. Hakumen 5B>3C>5D(1 hit)>CS>Dash 6A>HJ JC>JD(jc)>JC>BE>5D>CS Notes: Why. Seems like a waste of meter for the same damage you could be doing meterless 7. Noel 5B(Not shown in vid)>3c>Blood Kain>HJ JD>JD>6D(jc)>Falling JD>HJ JD>JD>Jump JD(jc)>JD>BE>GOLD BURST>DBD Notes: ahahahahah oh man. Gold burst into DBD. The BK combo itself is ok, probably better off doing the other BK combo a little down the list 8. Tsubaki 6B>5C>2D>Dash 2B>5C>HJ JC>JD(jc)>JC>BE>Dash 3C>5D>22C Notes: Pretty important if you hit them with 6B and they're too far away to launch up with 6C or hit them with a 3C. It's better than 6B 5C 9. Litchi 6B>3C>22C>Dash 5B>5D>Dash cancel>6A>Normal jump JC(jc)>JC>BE>Dash 5D>22C>Dash 5B>3C>22C Notes: It seems to be pretty important to drop the typical JC>JD(jc)>JC>BE combos and just go for the JCx2 so I guess you can do two 22c pickups 10. Litchi 3C>5D>Dash cancel>2C>5D>Dash Cancel>6A>JC(jc)>JC>BE>Dash 5D>22C>Dash 5B>3C>22C Notes: Hmmmm using 2C in a combo seems kinda funky, may have something to do with Litchi's hitbox (see Omake section) 11. Lambda 5B>5C>HF>Rapid>Dash 6C>HJ JC>JD(jc)>JC>BE>Dash 6D>JD(jc)>JC>BE>Dash 5D>DID Notes: You have 50% meter? Do you want to use it? Do you want to get the 50% meter back when you actually use it? HERE'S A COMBO FOR YOU. I like this combo since if you failed to space correctly while launching with 6c and then dash cancelling, you might of fucked up positioning for the 6A or air combo. 12. Taokaka CID>follow ups>5B>6A>JC(jc)>JC>BE>Dash 6D>JD(jc)>JC>BE>Dash 5D>DID Notes: This is my new CID goto combo, CID prorates a lot already, and this builds more meter then what I used to do. So really you're sacrificing a good Oki (BE>whatever you want) for damage/meter (BE>5D>DID) 13. Tager Back Throw>Blood Kain>HJ JD>JD>Neutral jump JD>dash 6D>JD(jc)>JD>HJ JD(jc)>JD>BE>CS 14. Rachel FC 2C>3C>GH(no follow ups)>22c>Dash 5B>2C>6C>Dash cancel>6B>22c>Dash 2B>2C>6C>Dash cancel>JC(jc)>JC>BE>22C>Dash 5B>3C>22C>Rapid>Dash 3C>22C Notes: Holy shit. 6577~ damage??? I wonder how much of the combo was Rachel specific, maybe GH>22C and 6B>22C where the only Rachel specific part of the combo. 15. Noel In Blood Kain [5D>Dash cancel]x3>DBD Notes: Old stuff, DBD damage is nerfed 16. Hazama FC 2C>6C>Blood Kain>Dash [6D(jc)>falling JD]x3>HJ JD>JD>Neutral JD(jc)>BE>CS>Rapid>5D>DID Notes: That Blood Kain loop might be one of the variations of the most damaging loops out there, I think it may be one of the easier ones too. Corner may be needed for this as well 17. Tager 6D>JD>land>JC>JD>GH>follow up>5B>6A>JC(jc)>JC>BE>5D>CS Notes: That funny Tager specific combo isn't as useful compared to CT, there's no point of doing it anymore. 18. Tager Blocked 5B>6A>IAD Crossup DID>Rapid>GH>follow up>5B>6A>JC(jc)>JC>BE>6D>JD(jc)>JC>BE>Dash 5D>DID Notes: This gimmick was in CT, never really got the chance to sit down and learn it. Lord Knight showed it to me once at NEC, but he did it after a 22C. With all this meter Ragna is getting, why not try it. 19.Rachel Back Throw>Dash 2C>5D (1 hit)>CID>Knockdown>Falling JC(jc)>JC>BE>Dash 5D>22C>Dash 5B>3c>22C Notes: I remember seeing this Rachel specific combo on some Japanese BBS 2 months ago, she got some funny hit box. Corner only 20. Hazama Shrug>DBD through Hazama's super END Omake (extra) 1. Bang DID>236C>236C>CID>236C>236C>CID>236C>236C>Rapid>DID>236C>236C>Rapid>DID>236C>214D Notes: This was in CT, nothing new 2. Taokaka Back Throw>Astral Notes: Corner always works 3. Hazama FC 2C>6D>JD>3C>22C>Dash 5B>2C>6C>Dash cancel>5D>Dash cancel>6A>HJ JC(jc)>JC>BE>22C>Dash 5B>3C>22C Note: Pretty good meterless FC combo 4. Bang 2C>3C>Blood Kain>6C>HJ JD>JD(jc)>JD>6D>JD(jc)>JD>HJ JD(jc)>JD>BE>Dash 5D>22c Notes: 3c>BK>6c might be a Bang only thing 5. Hakumen TK GH>Follow uP>2C>5D>Blood Kain>HJ JD>JD>6D(jc)>Falling JD>Neutral JD(jc)>JD>BE>6D>JD>Land>HJ JD>DID Notes:TK GH is still just as crazy as before (damage wise) 6. Litchi Back Throw>Dash 2C>5D>Dash cancel>JB>JC(jc)>JC>BE>Dash 5D>DID Notes: "Tekken Wall carry," wonder if 2C is litchi only 7. Lambda TK GH>Follow up>5B>5D>Dash cancel>JB>JC(jc)>JC>BE>6D>JD(jc)>JC>BE>5D>DID into Falling JB techtrap>CID>Rapid>GH>Follow up>Dash 5B>6A>JC(jc)>JC>BE>6D>JD(jc)>JC>BE>Dash 5D>DID Notes: wowowowowowowowow, never thought to do a CID Rapid from that tech trap. Definitely a very very scary thing since Ragna always gets 50% from a combo 8. Hakumen 3C>5D>Delayed HF>22C>Dash 5B>6A>JC>JD(jc)>JC>BE>Dash 22c>Dash 5B>3C>22C Notes: I guess it's a funny slow hitconfirm that you can do if you noticed that you hit with 5D 9. Bang 3C>22C>5B>DID>Fast follow up>Very late follow up>22C>Dash 5B>22C>Dash 5B>22C Notes: Quadral MOJZ? Kinda no point of doing this anymore since you can get better damage from 3c. The MOJZ does the same amount of damage from the 22Cs are equivalent to CT, 4 22cs (1600 dmg) =2 22Cs (1600 dmg) Kinda a cute little thing 10. Tager 5B>5C>2C>HF>Follow up Notes: BnBnBnBnBnBnBnBnBnBnB 11. Hazama 5B>5C>Wait for super flash>Blood Kain>FC 2C>6D>JD>6D>JD>6D(jc)>Falling JD>HJ JD(jc)>JD>BE>5D>CS Notes: Oh man, I figured out this little trick when I was playing at CTF. Since Hazamas with 50% meter are just twitching and waiting for you to do something dumb so they can get their FC, just bait it out. If you press 5c in a block string, you are kinda screwred espcially if they instant block since your only options left from 5c all leave you dead. Except for 3 options: Rapid cancel, DP, or Blood Kain (Maybe CS, never tried). I used to rush down with 5B 5C Rapid to try and bait the super, but that was just a waste of 50% if they don't do the super. And since the super freeze trick carries over from CT, you can cancel the 5c into a DP or a Blood Kain the moment you see the super flash. If they do nothing, keep the pressure up. 12. Hakumen Blood Kain (they whiffed some move)>CID>follow ups>5B>6A>HJ JD>JD>HJ JD(jc)>JD>BE>CS Notes: I know you get one full Rep of the three JD loop (HJ JD>JD(jc)>JD) when you're in BK from a CID. Not quite sure which one does more damage Final Notes: Very important things learned: 22C Dash 5B is very cruical to Ragna's crazy damage By reducing the number of hits you do in your combo allows the BE>6D>JD>JC>BE>5D>DID to happen, which builds a hell of a lot more meter Ragna is a meter-building machine I wonder what else Ragna can do
Zero000 Posted March 29, 2010 Posted March 29, 2010 You guys shouldn't really get your pants tight and expect to pull these combos off in a real match. Most combo videos don't have anything very practical that you'd be able to pull on in a real match due to absurd difficulty. This stuff is 100% viable in a real match, it's so easy to do once you get the link down. Except don't do the combos that you can just tell that are useless, cause they are.
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