Final Ultima Posted December 4, 2009 Posted December 4, 2009 (edited) Note: This thread is purely for the posting of combos only. Any discussion beyond the immediate post pertaining to said combos can be directed to Ragna the Bloodedge General Discussion. All combos posted must be red heat combos only, no blue heat combos allowed. That means no missed tech opportunities and no purple throw attempts. Damage should also be posted, exact if possible. Notes regarding combos are encouraged, even if the combo has already been posted. Ragna Continuum Shift Combos Notation CH = Counter Hit FC = Fatal Counter - new to Continuum Shift JC = Jump Cancel JCC = Jump Cancel Cancel HJC = High Jump Cancel DC = Dash Cancel RC = Rapid Cancel (attack or dash) = The attack or dash is optional. (nth hit) = Only let the nth hit of the attack connect. [???] xN = Repeat ??? N amount of times. Bread and Butter Level Practicality 5B, 5C, (2C), 214A -> 214D Damage: 1942 (without 2C), 2308 (with 2C), Difficulty: * (not in corner) 623C -> 236C -> delay 236C, (dash) 5B, 6A (HJC), j.C, j.D (JC), j.C, j.214C, 6B Damage: 2186, Difficulty: * (anti-air) (CH j.C), 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D Damage: 2217 (without CH j.C), 3066 (with CH j.C), Difficulty: * 5A/2A, (5A/2A), 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 2291 (2A, 2A), 2327 (2A, 5A), 2348 (5A, 2A), 2373 (5A, 5A), 2770 (5A), Difficulty: ** [Details] CH 6A, dash 5B, 6A (HJC), j.C (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 2365, Difficulty: ** CH 2A/2B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D (1st hit), 214A -> 214D Damage: 2372 (start with 2A), 2814 (start with 2B), Difficulty: ** (mid-screen) 623C -> 236C -> delay 236C, (dash) 5B, 6A (JC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 2405, Difficulty: ** (crouching opponent only) 2B, 5C, 2D, 5C (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 2623, Difficulty: ** (crouching opponent only) 2A, 5B, 5C, 6C (DC), 6A (HJC), j.C (JC), j.C, j.214C, delay 214A -> 214D Damage: 2724, Difficulty: ** 2B/6B/5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C Damage: 2808 (start with 2B), 3709 (start with 6B), 3827 (start with 5B), Difficulty: ** 5B+C, 214B -> delay 214D, dash 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D (1st hit), 214A -> 214D Damage: 3029, Difficulty: ** 4B+C, 214B -> delay 214D, (dash) 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D Damage: 3071, Difficulty: ** 5A, 5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 3203, Difficulty: ** [Details] 2D, 5C (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 3311, Difficulty: ** 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 214A -> 214D Damage: 3460, Difficulty: ** (crouching opponent only) 6B, 2C, 6C (DC), delay 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D (1st hit), 214A -> 214D Damage: 3574, Difficulty: ** (crouching opponent only) 6B, 5C, 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, 5D, 214A -> 214D Damage: 3733, Difficulty: ** (crouching opponent only) j.C, 5B, 5C, 6C (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, delay 214A -> 214D Damage: 3903, Difficulty: ** 5B, 3C, 5D (DC), 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 4010, Difficulty: ** [Details] j.C, 5B / 2C, 3C, 2B, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 4158 (off of j.C, 5B), 4318 (off of 2C), Difficulty: ** j.C, dash 2C, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 4513, Difficulty: ** 50% Heat Gauge Required 5B, 5C, 214A (RC), dash 6D, delay j.D, dash 5B, 3C, (5D), 22C Damage: 2781 (without 5D), 3030 (with 5D, corner only), Difficulty: *** CH j.C, 5C, 214A (RC), dash 6D, delay j.D, dash 5B, 5D, 214A -> 214D Damage: 3217, Difficulty: *** 5B, 5C, 214A (RC), 6C (DC), hj.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3364, Difficulty: ** (near corner) j.C, 5B, 5C, 214A -> 214D (RC), dash [6D, j.D (JC) j.C, j.214C] x2, 5D, 623D -> 236C -> 214D Damage: 3794, Difficulty: ** j.C, 5B, 5C, 6C (DC), 5D, 632146D Damage: 3962, Difficulty: * 4B+C, 214214D, [hj.D, falling j.D (JC), delay j.D, land] x2, j.D (JC), j.D, j.214C, 6D, j.D (JC), j.D, 623D -> 236C -> 214D Damage: 4300, Difficulty: ** 4B+C, 214214D, hj.D, falling j.D (JC), delay j.D, 5D (1st hit), 623C -> instant 236C -> instant 214D, j.D (JC), j.C, j.D, j.214C, 6D, j.D, 5D, 22C Damage: 4533, Difficulty: ** [Details: Tager and Haku-Men only?] (corner) 5B+C, 214214D, 5D (1st hit), 214B -> delay 214D, hj.D, falling j.D, 6D, delay j.D (whiff), j.D (JC), j.D, j.214C, 6D, j.D (JC), j.D, 623D -> 236C -> 214D Damage: 4535, Difficulty: ** j.C, 5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C (RC), dash 3C, 22C Damage: 4680, Difficulty: ** 5B, 5C, 3C, 214214D, 5C (HJC), j.D, falling j.D, 6D, delay j.D (whiff), hj.D, falling j.D, hj.D (JC), j.D, j.214C, dash 5D, 22C Damage: 5155, Difficulty: *** FC 2C, 6C, 214214D, [hj.D, falling j.D] x2, hj.D, falling j.D (JC), j.D, 623D -> 236C -> 214D Damage: 5520, Difficulty: ** (crouching opponent only) 6B, 2C, 6C (DC), 214214D, dash [6D, delay j.D (whiff)] x2, hj.D (JC), delay j.D, delay j.214C, 6D, delay j.D, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D, 22C Damage: 5715, Difficulty: **** [Details: Tager and Haku-Men only?] 100% Heat Gauge Required 214214D, 623C -> 236C -> delay 236C, 5B, 6A (HJC), j.D, falling j.D, hj.D (JC), j.D, 632146D Damage: 3402, Difficulty: ** 4B+C, 214214D, hj.D, falling j.D (JC), delay j.D, 6D, j.D (JC), delay j.D, hj.D (JC), j.D, j.214C, 632146D Damage: 4977, Difficulty: ** Practical CH 214A, dash 5B, 2B, 3C, 22C, 5B, 214A -> 214D Damage: 2255, Difficulty: * CH 214A, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D Damage: 2380, Difficulty: * (airborne opponent) j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 2629, Difficulty: * [Details] (corner) j.B+C, j.B, j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 2960, Difficulty: ** [Details] 2B, 5C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 2936, Difficulty: ** [Details] CH 214A, dash 3C, 22C, dash 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C Damage: 3103, Difficulty: *** 4B+C, dash 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, 6D, j.D, (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3252, Difficulty: ** 4B+C, dash 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, 5D, 214A -> 214D Damage: 3278, Difficulty: ** [Details] (not in corner) j.B (RC), 623C -> 236C -> delay 236C, (dash) 5B, 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3298, Difficulty: ** [Details] (mid-screen) j.B+C, j.214C (whiff), 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 3460, Difficulty: ** [Details] 214B -> delay 214D, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 214A -> 214D Damage: 3498, Difficulty: ** 2B, 3C, 22C, dash 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 3636, Difficulty: **** 3C, 2B, 5C (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C Damage: 3684, Difficulty: ** 214B -> delay 214D, dash 5B, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3970, Difficulty: ** 2B, 3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 4008, Difficulty: **** (corner) j.214B -> delay 214D, 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 4054, Difficulty: ** j.214B -> delay 214D, dash 5B, 5D (DC), j.B, j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 4054, Difficulty: *** [Details] CH j.214B, dash 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D Damage: 4075 (j.214C = 7 hits), 4138 (j.214C = 8 hits), Difficulty: *** 2D, 5C, 5D (1st hit), 214A, 22C, dash 5B, 6A (JC), j.C, j.D (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 4157, Difficulty: **** CH 214B, 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 4378, Difficulty: ***[Details] (mid-screen to corner) 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, 6D, j.D (JC), j.C, dash 5D, 22C Damage: 4396, Difficulty: ** CH 5D (DC), 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 4449, Difficulty: ***[Details] 3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 4486, Difficulty: *** (corner) 6B, 3C, 22C, dash 5B, 5D (DC), 6A (JC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 4492, Difficulty: **** 3C, 5D, 214A, 22C, dash 5B, 6A (JC), j.C, j.D (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 4643, Difficulty: *** FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 4934, Difficulty: *** [Details] FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 4993, Difficulty: *** [Details] 3C, 5D (DC), 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 5043, Difficulty: **** [Details] FC 2C, 3C, 2B, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C, [dash 5B, 3C, 22C] x2 Damage: 5125, Difficulty: *** FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 2C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 5131, Difficulty: *** [Details] 2C, 3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 5264, Difficulty: **** [Details] FC 2C, 3C, 22C, dash 5B, 2C, 6C (DC), 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 5777, Difficulty: *** [Details] 50% Heat Gauge Required (corner) 623C -> 236C (RC), j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 2877, Difficulty: ** [Details] (corner) 623C -> delay 236C (RC), delay j.214B -> delay 214D, 5B, 6A (HJC), j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 2989, Difficulty: ** [Details] (not in corner) j.B (RC), 623C -> 236C -> delay 236C, (dash) 5B, 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3298, Difficulty: ** [Details] 5B+C, 214B -> delay 214D, 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D, 632146D Damage: 3595, Difficulty: ** (max range) 2D, 5C (JC), j.C, j.D, j.214B (RC), 9, j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 3734, Difficulty: ** [Details] 5B, 5C, 632146D, dash 6A (HJC), j.C, j.D, j.214C, 5D, 214A -> 214D Damage: 3996, Difficulty: ** 214214D, 214B -> delay 214D, j.D (JC), delay j.D, land, j.D (JC), j.D, 623D -> 236C -> 214D Damage: 4281, Difficulty: ** (corner) 3C, 5D (DC), 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, 5D, 632146D Damage: 4693, Difficulty: ** (corner) 214B -> delay 214D, 2C, 5D, 214214D, 6A, 6D, delay j.D (whiff), hj.D (JC), delay j.D, delay j.214C, 6D, delay j.D (whiff), 5D, 632146D Damage: 5216, Difficulty: *** (corner) j.214B -> delay 214D, 2C, 5D, 214214D, hj.D, falling j.D, 6D (JC), delay j.D, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, hj.D (JC), j.D, 623D -> 236C -> 214D Damage: 5222, Difficulty: *** FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 6A (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 632146D Damage: 5438, Difficulty: *** [Details] FC 2C, 3C, 22C, dash 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C (RC), dash 3C, 22C Damage: 5566, Difficulty: *** [Details] 4B+C, 214214D, dash [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D (1st hit), 214B -> delay 214D, 5D, 632146D Damage: 5599, Difficulty: *** 2C, 3C, 214214D, 6C (delay HJC), j.D, falling j.D (JC), delay j.D, 6D, j.D (JC), delay j.D, land, j.D (JC), j.D, j.214C, dash 5D, 22C Damage: 6090, Difficulty: *** (corner) CH j.214B, 2C, 5D (1st hit), 214214D, 5B, 6A, 6D, delay j.D (whiff), hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D (1st hit), 214B -> delay 214D, 5D, 632146D Damage: 7205, Difficulty: *** 100% Heat Gauge Required (mid-screen) j.B+C, j.214C (whiff), 2C, 5D (1st hit), 214214D, 5B, 6A, 6D, j.D (whiff), hj.D (JC), j.D, j.214C, 6D, j.D, 5D, 632146D Damage: 5266, Difficulty: *** [Details] FC 2C, 6C, 214214D, dash 6D, delay j.D (whiff), 6D (JC), delay j.D, 6D, delay j.D (whiff), 214B -> delay 214D, 6D (JC), delay j.D, hj.D (JC), j.D, j.214C, 632146D Damage: 7525, Difficulty: *** 214214D, FC 2C, [6D, j.D] x2, 6D (JC), delay j.D, hj.D (JC), j.D, j.214C, 5D, 632146D Damage: 7527, Difficulty: *** FC 2C, 6C, 214214D, dash 6D, delay j.D (whiff), 6D (JC), delay j.D, [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D (JC), delay j.D, 5D, 632146D Damage: 8018, Difficulty: *** 150% Heat Gauge Required (Extra 50% Earned) FC 2C, 3C, 214214D, 6C, 214A (whiff) -> 214D, 6A, [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D (JC), delay j.D, 5D, 214214D (RC), dash 22C Damage: 7068, Difficulty: *** FC 2C, 6C, 214214D, dash [6D (JC), delay j.D] x3, hj.D, falling j.D, land, j.D (JC), j.214C, 632146D (RC), 5D, 623D -> 236C -> 214D Damage: 7445, Difficulty: **** Astral Heat Requirements Fulfilled 2A x2, 2B, 3C, 2141236C Damage: 762 into 15763, Difficulty: * 5B+C/4B+C, 2141236C Damage: 800 into 15801, Difficulty: * Impractical CH j.214B, dash 5B, 5D (1st hit), 214B -> delay 214D, 5B, 623C -> 236C -> 214D Damage: 3354, Difficulty: *** (corner) 6D, delay j.D, land, j.C, j.D, j.214B -> delay 214D, 5B, 6A (JC), j.C (JC), j.C, j.214C, 5D, 632146D Damage: 4001, Difficulty: ** [Details: Tager only] 4B+C, dash 2C, 5D (1st hit), 623C -> instant 236C -> instant 214D, j.C (JC), j.C, j.D, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 4072, Difficulty: **** [Details: Rachel (and Tager?) only] FC 2C, 3C, 22C, dash 5B, 2C, 6C (DC), 5D, 22C, dash 5B, 6A (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 5295, Difficulty: **** FC 2C, 6D, j.D, dash 3C, 22C, dash 5B, 2C, 6C (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 5651, Difficulty: **** FC 2C, 3C, 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: 6030 (j.214C = 5 hits), 6055 (j.214C = 6 hits), Difficulty: **** [Details] Break Burst Required A+B+C+D, 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 2761, Difficulty: ** [Details] 50% Heat Gauge Required 2A x3, 5B, 3C, 5D, 632146D Damage: 1909, Difficulty: * 2A, 2B, 3C, 2B, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C (RC), dash 5D, 22C Damage: 3140, Difficulty: ** j.214B -> 214D (RC), hj.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D Damage: 3472, Difficulty: * 214214D, FC 2C, 6C (1st hit), 214A -> 214D, 2A, 5B, 5D, 214A -> 214D Damage: 3679, Difficulty: * 214B (whiff) -> CH 214D (RC), dash 5B, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3769, Difficulty: ** CH 5B, 2D, 5C (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C (RC), dash 5D, 22C Damage: 3927, Difficulty: ** CH 214B, dash 5B, 5D (1st hit), 214B -> delay 214D, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 632146D Damage: 5035, Difficulty: *** 3C, 214214D, 22C, dash 5B, 6A, [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 214B -> delay 214D, 5D, 22C Damage: 6451, Difficulty: **** 3C, 214214D, 6A, [6D, delay j.D (whiff)] x2, 214B -> delay 214D, 6D, delay j.D (whiff), 6D (JC), j.D, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, dash 5D, 22C Damage: 7025, Difficulty: **** [Details: Rachel (and Tager?) only] CH 3C, 214214D, [6D, delay j.D (whiff)] x3, hj.D (delay JC), j.D, delay j.214C, 6D, j.D (JC), delay j.D, 5D (1st hit), 214B -> delay 214D, 5D, 22C Damage: 7137, Difficulty: **** [Details: Tager only] 100% Heat Gauge Required CH 5B, 214B -> delay 214D (RC), hj.C, j.D (JC), j.D, j.214C, 5D, 632146D Damage: 3770~, Difficulty: ** CH 623D (1 hit) (RC), dash 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D, 632146D Damage: 3840~, Difficulty: ** (near corner) 6B, 3C, 214214D, 5C (HJC), j.D, falling j.D (JC), delay j.D, 5D, 214214D Damage: 4404, Difficulty: ** 5B, 3C, 5D (1st hit), 632146D, dash 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 632146D Damage: 4756, Difficulty: ** FC 2C, 6C, 214214D, dash [6D, delay j.D (whiff)] x3, hj.D (JC), j.214C, [6D, delay j.D (whiff)] x2, hj.D, falling j.D (JC), delay j.D, 5D (1st hit), 214B -> delay 214D, 5D (1st hit), 632146D Damage: 8033, Difficulty: ***** 214214D, FC 2C, [6D, delay j.D (whiff)] x3, hj.D (JC), delay j.D, [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D, 632146D Damage: 8649, Difficulty: ***** 100% Heat Gauge and Break Burst Required A+B+C+D, 214214D, 6A, [6D, delay j.D (whiff)] x2, 214B -> delay 214D, 6D (JC), delay j.D, 6D, delay j.D (whiff), hj.D (JC), j.D, j.214C, 5D, 632146D Damage: 5056, Difficulty: **** [Details] 214214D, A+B+C+D, [6D, delay j.D (whiff)] x2, 214B -> delay 214D, 6D (JC), delay j.D, 6D, delay j.D (whiff), hj.D (JC), j.D, j.214C, 6D, j.D (whiff), 5D, 632146D Damage: 5307, Difficulty: **** [Details] 150% Heat Gauge Required (Extra 50% Earned) j.B+C (RC), 214214D, dash 5B, 5D (1hit), 214B -> delay 214D, 6D, j.D (whiff), hj.D, delay j.D, j.214C, 6D, j.D, 5D, 632146D. Damage: 5295, Difficulty: *** [Details] 214214D, FC 2C, [6D, delay j.D (whiff)] x3, 214B (RC), j.D, delay, [6D, delay j.D (whiff)] x3, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D, 632146D Damage: 8969 (j.214C = 5 hits), 9012 (j.214C = 6 hits), 9055 (j.214C = 7 hits) Difficulty: ***** [Details] Hilarious Gimmick Level Practicality (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 (j.214C = 5 hits), 6186 (j.214C = 6 hits) Difficulty: ***** [Details: Works on Ragna, Tager, Taokaka, Rachel, Arakune, Haku-Men] 50% Heat Gauge Required (corner) FC 2C, 3C, 214D, 5B, [5D (DC)] x2, 5B, 632146D (1st hit), 22C Damage: 5300, Difficulty: ** 100% Heat Gauge Required 214214D, 623C -> immediate 236C -> immediate 214D (RC), falling j.D, 6D, j.D, 6D, delay j.D (whiff), hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D, 22C Damage: 4666, Difficulty: *** FC 2C, 3C, 22C, [dash 5B, 3C, 22C] x2, dash 5B, 3C, 22C (RC), dash 3C, 22C (RC), dash 3C, 22C Damage: 4763, Difficulty: **** 150% Heat Gauge Required (Extra 50% Earned) (P2 starting point to corner) 214214D, FC 2C, [6D, delay j.D (whiff)] x3, 214B -> delay 214D, [6D, delay j.D (whiff)] x2, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, walk/dash 5D, 22C, dash 5B, 6A (JC), j.214C, walk/dash 5D, 22C (RC), dash 3C, 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 9152, Difficulty: ***** [Details] (P2 starting point to corner) 214214D, FC 2C, [6D, delay j.D (whiff)] x3, 214B -> delay 214D, [6D, delay j.D (whiff)] x2, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D, 22C, dash 5B, 3C, 22C, dash 5B, 3C, 22C (RC), dash 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 9438, Difficulty: ***** [Details] (mid-screen to corner) 214214D, FC 2C, [6D, delay j.D (whiff)] x2, 6D (delay JC), delay j.D, 6D, delay j.D (whiff), hj.D (delay JC), j.D, delay j.214C, 6D, delay j.D (whiff), 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D (1 hit), delay 22C, dash 5B, 3C, 22C, dash 5B, 3C, 22C (RC), dash 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 9834, Difficulty: ***** [Details] 214214D, FC 2C, [6D, delay j.D (whiff)] x4, j.D (JC), delay j.214C, [6D, delay j.D (whiff)] x2, j.D (JC), delay j.D, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D (1st hit), delay 22C, dash 5B, 3C, 22C, dash 5B, 3C, 22C (RC), dash 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 10176, Difficulty: ****** Astral Heat Requirements Fulfilled (anti-air) CH 623C (2nd hit), dash 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 2141236C Damage: 2613 into 17614, Difficulty: ** Edited November 13, 2010 by Final Ultima
-Ladon- Posted February 12, 2010 Posted February 12, 2010 I'm assuming this is open so we can start posting combos? in which case i'll just re edit this post with anything interesting I find along with meter specifics since it's nice to have that number as well Double BE combo: 5B 3C delay 5D (dash) 5C (HJC) j.C, j.D (JC) j.C, j.214C, 6D, j.D, (JC) j.C, j.214C, (dash) 5D, 22c Damage: 4010 meter: 53 Video released:http://www.youtube.com/watch?v=J8-0yPkLLO8 Combos starting from 0:39: Rachel/Tager specific BK combo, 50% meter CH 3C-214214D-6D-j.D-sjc-j.D-falling j.D-sjc-j.D-falling j.D-sjc-j.D-jc-j.D-214C-dash-5D-22C-5B Double BE combo, Universal 5B 3C delay 5D (dash) 5C (HJC) j.C, j.D (JC) j.C, j.214C, 6D, j.D, (JC) j.C, j.214C, (dash) 5D, 22c Damage: 4010 meter: 53 FC 2C-Astral, Universal, 100% meter, 1 burst required FC 2C-2141236C Carnage scissors 1/4 screen combo, universal, 50% meter note: This can be done from anywhere if the person bounces right, just pay attention to it 2C-3C-632146D-dash(sometimes not required)-5B-6A-j.C-j.D-jc-j.C-214C-dash-5D-22C Tager FC 5D loop 2C FC-6C-dash-5D-dash-5D-dash-5D-dash-6A-j.C-j.D-jc-j.C-214C-5D-623D-236C-214D Burst to Astral, 100% heat, 2 bursts, Hilarity level A+B+C+D-2141236C Corner Rapid-Double BE Hell's Fang combo 5B-5C-214A-214D-RC-6A-j.C-j.D-jc-j.C-214C-dash-6D-j.D-jc-j.C-214C-5D-623D-236C-214D Forward Throw Double BE combo 6B+C-214B-delay 214D-5C-j.C-j.D-j.C-214C-6D-j.D-j.C-214C-5D-623D-236C-214D Fatal Double BE combo note: after the 2nd BE the 5D became techable, probably another way around this 2C FC-6C-dash-2C-5D(1)-214B-delay 214D-5B-6A-j.C-j.D-jc-j.C-214C-6D-j.D-j.C-214C-623D-236C-214D Standard Fatal combo 2C FC-5B-5C-6C-dash-5D-dash-6A-j.C-j.D-jc-j.C-214C-5D-214A-214D Back Throw combo 4B+C-dash-2C-5D(1)-214B-delay 214D-5B-6A-j.C-j.D-jc-j.C-214C-5D-any ender Fatal 22C corner combo note: also many ways to change up the damage in this 2C FC-3C-5D-dash-6A-5D-22C-dash-5A-5B-3C-5D-22C-5B-5C New Rapid HF Combo 2C/5C/5B etc.-214A-RC-3C-5D-dash-6A-j.C-j.D-jc-j.C-214C-dash-5D-22C 2D Double BE Combo 2D-5C-j.C-j.D-j.C-214C-6D-j.D-jc-j.C-214C-5D-22C FC -During- BK combo 214214D activated 2C FC-6D-j.D-sjc-j.D-falling j.D-sjc-j.D-falling j.D-sjc-j.D-falling j.D-sjc-j.D-jc-j.D-214C-6D-j.D-jc-j.D-623D-236C-214D Jump in combo air dash-j.C-j.D-5B-3C-5D-dash-6A-j.C-j.D-jc-j.C-214C-dash-5D-22C Counter DS combo crouching, can do 214D CH-6C though np 214D CH-5B-5C-6C-dash-5D-dash-6A-j.C-j.D-jc-j.C-214C-5D-any ender Fatal combo into Astral 100% heat, blah blah blah 2C FC-5B-6A-2141236C
Mattattatt Posted February 25, 2010 Posted February 25, 2010 4B+C, dash 2C, 5D,(DC) 6A,(HJC) J.C,(JC)J.C, 214C, 5D, 214A->214D tested on Jin, Noel, Hazama, and Carl. Does not work on Carl Damage:3278
CrimsonDisaster Posted March 3, 2010 Posted March 3, 2010 FC 2C > 6C DC 2C > 5D(1) xx 214B > 214D, land, (dash) 5B... 1) (near corner) ... > 6A HJC [hjC JC djC xx 214C], land, 6D > [jD JC djC xx 214C], land, (dash) 5D xx 623D > 236C > 214D - 4993 damage Notes: The [hjC JC djC xx 214C] is kinda hard midscreen but doable, much easier in the corner. Not the most stable combo, unfortunately, but it's more D's for more life steal. Ending with CS instead of DID is ~300-400 damage more IIRC but I don't have the exact numbers so don't quote me on that. This is a combo I freestyled while messing with FC stuff so don't feel obligated to post it, though it might be a nice launching point to start figuring out more optimal life steal combos. 2) ...> 6A HJC [hjC > D JC djC xx 214C], land, (dash) 5D xx 623D > 236D > 214D - 4934 damage Notes: @Wiki combo. Much more consistent combo for not much less damage, at the cost of some life steal. Wiki says CS ender is 5438 damage, I haven't personally tested the CS ender though. If the numbers are right, it's the best damage CS ender I've seen, though it's still only 500 damage for 50% meter. 3) ...2C > 5D DC 6A HJC [hjC > D JC djC xx 214C], land, (dash) 5D xx 623D > 236C > 214D - 5131 damage Notes: Another @wiki combo, 5.1k, welcome to the big leagues. Easier than the multi-22C combos which only do like 80 more damage. Probably the easiest meter-less FC if you want to do 5k. You can skip the 2C (so GH > ender, dash 5B > 5D etc.) if it's giving you trouble, obviously you lose some damage (5053 damage IIRC) 2D RC/CH, dash 6C DC 5D DC 6A -> Aerial to Berial, dash 5D xx 22C Notes: Big damage followup for 2D. If you want more damage/life steal, IIRC you can get [hjC JC djC xx 214C], land, 6D > [jD JC djC xx 214C], land, dash 5D xx 22C, but it's awkward to time everything correctly.
What Posted March 28, 2010 Posted March 28, 2010 Slight edit to belial edge bnb 5b, 3c, 5d, (DC), 6a, (HJC), jc, jd (JC), jc, 214c, dash, 5d, 22c, dash, 5b, 3c, 22c deals 4335 damage gains 46 heat Pretty solid bnb should work on everyone deals almost 300 more than double belial. You could actually add a dash 5b after the last 22c but nothing else after that. I think the last 22c might only work in the corner.
Final Ultima Posted July 7, 2010 Author Posted July 7, 2010 Right, so now that I've finally got my hands on the game, I've been dabbling with a few things and come up with the following. 3C, 5D (DC), 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 5043 Great damage for something that doesn't even require a Counter Hit. You need to be rather close when you land the 3C, but not point blank or anything. Doesn't work on Arakune or Carl. Against Carl, replace 6A (HJC), j.C (JC), j.C with j.B, j.C (JC), j.C for 4972 damage. Both versions earn 50% Heat. 2C, 3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 5264 Need to be reasonably close to land the first 22C. It's got the "22C, dash 5B" link in there twice, but you can't say no to damage like that. Against Tager, you don't need to dash after the first 22C, but you'll need to be near the corner to land the 6A, or else you'll have to replace it with a 5C which prevents the 3C at the end of the combo from comboing. Earns 51% Heat. FC 2C, 3C, 22C, dash 5B, 2C, 6C (DC), 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 5777 A pretty simple Fatal Counter combo. This time you do need to be more or less point blank to land that first 22C. Against Tager, you don't need to dash after the first 22C, but in doing so you will need to dash for the 2C instead. Doesn't work against Arakune or Carl. Against Arakune or Carl, replace 6A (HJC), j.C (JC), j.C with j.B, j.C (JC), j.C for 5721 damage. Both versions earn 60% Heat. Note for reference sake: Against Arakune, any attempt to do 5C or 2C after a non-CH 5D will fail outside of a Fatal Counter combo. First edit: And now for a couple of combos you may have already seen in Japanese combo movies, but I feel need some elaboration anyway. FC 2C, 3C, 22C, dash 5B, 2C, 6C (DC), 6B, 22C, dash 2B, 2C, 6C (DC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 6005 (j.214C = 5 hits), 6030 (j.214C = 6 hits), 6055 (j.214C = 7 hits) This combo is actually not nearly as hard as it looks, dashing links feel a little easier in Continuum Shift thanks to the reduced stagger no longer screwing with your timing. It's still entirely possible to accidentally do 6B when you're going for dash 5B though, so be warned. As for nuances, this combo requires that you be very aware of the amount of hits you've done, which is why you have to do 6B instead of 5D after the first 6C (DC). The dash 2B is also vitally important because attempting to do another dash 5B instead will not only trigger same move proration much earlier into the combo, but it'll also prevent the last dash 5B to 3C from working properly. Earns 62% Heat. Spending 50% of that Heat to add an extra dash 3C, 22C will up the damage to 6440 on the more likely 5 hit Belial Edge version. 214214D, FC 2C, [6D, delay j.D (whiff)] x3, 214B (RC), j.D, delay, [6D, delay j.D (whiff)] x3, hj.D (delay JC), j.D, delay j.214C, delay 6D, j.D, 5D, 632146D Damage: 8969 (j.214C = 5 hits), 9012 (j.214C = 6 hits), 9055 (j.214C = 7 hits) This combo requires 150% Heat, but rest easy, 70% of it is built throughout the combo. There are two particularly finicky parts, the first of which being the initial 6Ds. You have to delay them slightly so that the opponent drops down enough to permit you to land the Gauntlet Hades afterward. After the first j.D connects, wait a bit before continuing the 6Ds or you'll bump into a similar problem later. The second tricky part is landing the Belial Edge properly. The key is to High Jump forward and instantly j.D (if you're near the corner, you can also neutral jump), then wait a tiny amount, backwards jump and j.D (if you're in the corner but not too deep, you can also neutral jump), wait an even tinier amount, j.214C. The reason you need to jump in such a way is to keep you in Blood Kain j.D range, but out of the range of Belial Edge's first hit, which would knock the opponent up too high for the rest of the Belial Edge to connect. Some parts of this sequence you need to feel out the timing before, because you have to ensure that the opponent is level with you or a little higher when the Belial Edge connects. If they drop below you, they're gonna tech. Best thing about this combo? Ragna earns about a third of his entire life back. Second edit: Now with video.
TITANIUM BEAST!!! Posted July 19, 2010 Posted July 19, 2010 I went ahead and transcribed the combos from this video. 1. TK GH (counter), dash 5B-2C-5D(DC), 6A(HJC), j.C(JC), j.C -> BE, 6D-j.D(JC), j.C -> BE, dash 3C-5D -> 623D -> 236C -> 214D Damage: 4813 2. TK GH -> Keri Age, dash 5B-2C-5D(DC), 6A(HJC), j.C(JC), j.C -> BE, 6D-j.D(JC), j.C -> BE, dash 5D -> 623D -> 236C -> 214D Damage: 4312 3. 6C -> BK, dash [6D-j.D(whiff)]x2, GH -> Keri Age, [6D-j.D(whiff)]x2, hj.D(JC), j.D -> BE, 6D-j.D, 5D -> CS Damage: 7073 4. (during BK) FC 2C-6D-j.D(whiff), [6D-j.D(whiff)]x2, GH(RC), j.D, [6D-j.D(whiff)]x3, hj.D(JC), j.D -> BE, 6D-j.D, 5D -> CS Damage: 9055 5. (during BK) Gold Burst, [6D-j.D(whiff)]x2, GH -> Keri Age, 6D(JC), j.D, 6D-j.D(whiff), hj.D(JC), j.D -> BE, 6D-j.D(whiff), 5D -> CS Damage: 5307 6. Gold Burst, BK, 6A-6D-j.D(whiff), 6D-j.D(whiff), GH -> Keri Age, 6D(JC), j.D, 6D-j.D(whiff), hj.D(JC), j.D -> BE, 5D -> CS Damage: 5056 (the fact that he's capable of dealing so much damage from a Gold Burst is insane) 7. FC 2C-3C, 22C, dash 5B-2C-6C -> BK, [6D-j.D(whiff)]x3, hj.D(JC), j.D -> BE, 6D-j.D(JC), j.D, 5D(1) -> GH -> Keri Age, 5D -> 22C(RC), dash 3C-5D(1) -> 22C Damage: 7260 8. FC 2C-6D-j.D, dash 3C, 22C, dash 5B-2C-6C -> BK, [6D-j.D(whiff)]x2, hj.D(JC), j.D -> BE, 6D-j.D, 5D(1) -> GH -> Keri Age, 5D -> 22C(RC), dash 3C-5D(1) -> 22C Damage: 6781 Both of these combos are good examples of how insane Ragna's meter gain is. The first combo only requires you to have 31 Heat to start it, and the second one only 25 Heat, while both combos lead to massive damage. 9. 4B+C -> BK, dash [6D, JC j.D]x2, hj.D(JC), j.D -> BE, 6D-j.D, 5D -> CS Damage: 5538 10. 4B+C -> BK, dash 6D(JC), block opponent Burst, 5D(1) -> GH -> Keri Age, [6D-j.D(whiff)]x2, hj.D(JC), j.D -> BE, 6D-j.D(JC), j.D, 5D -> CS Damage: 7154 Good example of how you can still bait Bursts during BK combos. The damage doesn't include the throw or the first 6D either, so it's more in the 8k to 9k range. 11. FC 2C-6C -> BK, dash 6D-j.D(whiff), 6D(JC), j.D, dash [6D-j.D(whiff)]x2, j.D(JC), j.D, 6D-j.D(whiff), hj.D(JC), j.D -> BE, 6D-j.D(whiff), 5D -> CS Damage: 8181 I didn't include the last combo since it was for Unlimited Ragna. And of course, the video has 4B+C into 5D -> Astral at the end.
Final Ultima Posted July 31, 2010 Author Posted July 31, 2010 Now for some combo video fluff. It's an idea I'd been messing around with a lot lately. About a week ago I claimed to have found a 9.2-9.3k combo, but as it turns out it was impossible outside of Training Mode because I had forgotten that the Blood Kain gauge drains during its own super freeze. Thankfully that does not stop this combo, but damage has suffered a little as a result. (P2 starting point to corner) 214214D, FC 2C, [6D, delay j.D (whiff)] x3, 214B -> delay 214D, [6D, delay j.D (whiff)] x2, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, walk/dash 5D, 22C, dash 5B, 6A (JC), j.214C, walk/dash 5D, 22C (RC), dash 3C, 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 9152 Tested on Haku-Men, probably works on any character with a large hitbox when knocked down. Spends 150% Heat but earns 79% in the process. When landing the 6Ds, it's the same deal as the 9k combo stated earlier. The opponent will be too high for you to land the Gauntlet Hades if you do the j.D whiffs too fast, but if you dawdle, they'll tech. Once you hit with the Gauntlet Hades, make sure to delay the Keri Age as much as possible or else the following 6D won't connect. I find that this part of the combo is actually slightly easier outside of the corner, because then you can also time Keri Age based on Ragna's arc as he travels as opposed to just his height. For the falling j.D, you have to delay it in such in way that it'll connect just before you touch the ground. If you take too long, you'll land before the j.D becomes active and you'll drop the combo. It's honestly not that bad though once you get a feel for it, just remember how long it takes to start up and time your press accordingly. Blood Kain should cease right around the time you recover from the first 22C. As stated in the notation, you can choose to walk forward slightly for the 5Ds instead of dash, but honestly, if you're trying a combo like this in the first place, it shouldn't be an issue to just dash. Finally, the Belial Edge needs to be Tiger Kneed, as any attempt to throw a normal in between 6A and j.214C results in them teching immediately after the Belial Edge. Once you've done that, you're home free. Edit: Damage improved, but slightly less funny to look at. (P2 starting point to corner) 214214D, FC 2C, [6D, delay j.D (whiff)] x3, 214B -> delay 214D, [6D, delay j.D (whiff)] x2, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D, 22C, dash 5B, 3C, 22C, dash 5B, 3C, 22C (RC), dash 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 9438
Mattattatt Posted August 2, 2010 Posted August 2, 2010 TK214B>(delay)214D>dash5b>5d(DC)>j.B>j.C(JC)>j.C>j.214C>dash6D>j.D(JC)>j.C> j.214C>dash5D>623D>236C>214D Damage:4054 Heat:57 Works on everyone, carries from anywhere on the screen to the corner
VR-Raiden Posted August 2, 2010 Posted August 2, 2010 I noticed there weren't any air throw combos listed here yet, here's the best mid-screen one I could find so far: (mid-screen to corner) j.B+C, BE(misses), 2C, 5D(DC), j.B, j.C(JC), j.C, BE, 6D, j.D(JC), j.C, BE, 5D 623D>236C>214D 3460 damage, 56 heat or substitute 2C with 5B for easier timing at the cost of 56 damage and 1 meter. I'll edit later to make sure it works on everyone. EDIT: The above combo works on all characters. Corner one on Ragna/Tager: (corner) j.B+C, j.B, j.C(JC), j.C, BE, 6D, j.D(JC), j.C, BE, 5D, 623D>236C>214D 2960 damage, 44 heat If it's like CT, this will only work on Ragna/Tager. I'll edit later to make sure. EDIT: Yep, only works on Ragna/Tager.
VR-Raiden Posted August 2, 2010 Posted August 2, 2010 Burst combo, no heat: Burst, 6C(DC), 5D(DC), 6A(HJC), jC(JC), jC, BE, 6D, j.D(JC), j.C, BE, 5D, 623D>236C>214D 2761 damage, 55 heat Don't do 5D immediately or the 2nd hit will miss. Wait a bit for them to fall a little. On Carl and Arakune, substitute 6A for j.B j.C(JC) j.C etc.
Final Ultima Posted August 5, 2010 Author Posted August 5, 2010 (edited) Now for a write-up on the recently discovered 9.7k combo, only this time without infinite Blood Kain. (mid-screen to corner) 214214D, FC 2C, [6D, delay j.D (whiff)] x2, 6D (delay JC), delay j.D, 6D, delay j.D (whiff), hj.D (delay JC), j.D, delay j.214C, 6D, delay j.D (whiff), 5D (1 hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D (1 hit), delay 22C, dash 5B, 3C, 22C, dash 5B, 3C, 22C (RC), dash 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 9834 Spends 150% Heat, earning 83-84% of it in the process. Works on Rachel, Taokaka, Tager and Haku-Men. The beginning is pretty standard stuff, but delaying the 6Ds ever so slightly so that the opponent is lower than normal is essential to landing the first j.D and following 6D. Even if you time the 6Ds perfectly, the first j.D may prove troublesome at first. I find it works best if you delay the Jump Cancel for a while, then go for the j.D right as you hit max height so that it lands just as you begin to drop. As with the 9k combo, for the hj.D (delay JC), j.D, do a forward jump then a neutral jump mid-screen, and do any kind of jump into a backwards jump in the corner. Belial Edge can be a bit temperamental with its amount of hits here, but I haven't found a way to consistently get the most hits out of it. I'm sure the extra 58 damage won't come at a huge loss anyway. Now, normally you'd want to do the following 6D straight away to catch the 5D (1st hit) at max height, but strangely it seems that contrary to the usual tactic of trying to land it as high as possible to increase the time it takes for the opponent to land after the Kakato Otoshi, in this situation it is just as effective if not more so to wait it out a little before landing the 6D. Landing the falling j.D can be a huge pain, even more so than the 9.4k combo, due to all the extra hits. As before, try to throw it out as low as possible, and hope that the game feels like letting you land it. If all goes well, during the 5D (1 hit) immediately after that, try to time the 22C so that it connects right before the second hit of 5D becomes active. The rest of the combo involves dashing 5Bs, which honestly should be a breath of fresh air at this point. Although I find that consistency with dashing links drop considerably after a massively long combo, because you get to anxious. Just cool down and it'll happen of its own accord. Edited November 26, 2010 by Final Ultima
Beautiful Death Posted August 9, 2010 Posted August 9, 2010 I noticed that you don't have any jab combos listed. While it may seem obvious what you can get off of jabs, I think it's still important to have them listed anyway because well, where do you think somebody new to Blaz is going to look when looking for combos? And I think knowing that you can get 50 meter off of jabs is prettttttyyyyy important. I feel like a fool for posting these, but whatever. Might make things go quicker. Jab Combo 1 5A/2A>5B>6A>5C>2+9>J.C>J.D>9>J.C>214C>66DD>9>J.C>214C>66>5D>623D>236C>214D Dmg He Life 2770 52 460 -More meter and life. Jab Combo 2 5A/2A>5B>3C>5D>66>6A>2+9>J.C>9>J.C>214C>66DD>9>J.C>214C>66>5D>22C Dmg He Life 3203 49 330 -This one gives quite a bit more damage then the previous but nets less meter and life. Still, it's like what, 500 more damage compared to -3 heat and 130 life, so this is probably the one to go with overall unless you really want a quick-draw RC or super or counter assault. Double Jab Combo 5A/2A>5A/2A>5B>6A>5C>9>J.C>J.D>9>J.C>214C>66DD>9>J.C>214C>66>5D>623D>236C>214D Starter Dmg He Life 5A>5A-2373 54 460 2A>2A-2291 53 460 5A>2A-2348 53 460 2A>5A-2327 53 460 -Above are the damage/meter "differences" you get according to the combinations of jabs you start with. It's really, really minor, but I checked it out, so what the hell. It isn't even that perfectly accurate, since Berial Edge is kinda finicky sometimes. Just know that in order from greatest to least, concerning damage it goes- 5A then 5A 5A then 2A 2A then 5A 2A then 2A There just might be someone out there that cares about that sort of nitpicky, super specific garbage. I haven't gotten down what is best off of 3+ jabs yet, but it will most likely not be anywhere near as awesome as 50 heat off of two or less jabs. So it's probably just whatever.
Seifuuku Posted August 13, 2010 Posted August 13, 2010 tech punish combos forward tech axe kick ender - [5d] -> 623d/c -> 236c -> 214d falling j.B -> 623c -> RC -> 214b (ground) -> delayed 214d -> 5b -> 6a -> j.C -> j.C -> j.214c -> 6d -> jd -> j.C -> j.214c -> 5d -> 623d -> 236c -> 214d -3922 DMG, 50% heat gained after RC- if the falling j.B does not hit, the DP and RC will not come out. afaik falling j.B cannot hit quick/backwards tech. forward/quick tech otg ender - j.214c -> 5d (1) 3c 214a 214d or j.214c -> 3c [dash] 2b -> 2c -> 5d -> 6a -> j.C > j.C -> j.214c -> 6d -> j.d -> j.c -> j.214c -> 5d -> 623d -> 236c -> 214d -3329 DMG 55% heat- basically used for when you get a knock down and they don't emergency tech, and you read a quick/forward tech. backwards tech outside of corner beats this, emergency tech will have 2b whiff but you should be in advantage still. if you get a blue beat 2b because of bad timing, follow up with 623d if you're feeling ballsy to attempt to catch their air tech if they forgot to barrier. quick tech axe kick ender - 623d/c -> 236c -> 214d falling j.C -> j.214c -> 6D -> JD -> j.C -> j.214c -> 5d -> 623d -> 236c ->214d -2629 DMG 34% heat- quick note is that you have to delay the straight (236c) if you want this combo to red beat - if you don't delay it, then chances are it will blue beat. you can purposely try to get a blue beat to get a 22c ender if you wish. blue beat is something like 2898 and 38 heat. for falling j.C, do j.c214c. if j.C doesn't hit, then the belial doesn't come out.
Vardinator Posted August 16, 2010 Posted August 16, 2010 This is probably old, and probably also impractical, but it seems like a good, arrogant way to land an Astral Heat: 6A (jump cancel), jC, jD, jC, j214C, 2141236C Damage: 2069, 17070 after Astral Obviously, it requires Astral Heat conditions before you hit the 6A. I kinda suck at Ragna, so you could probably get j214C to hit a few more times by getting higher in the air. I only ever get like 6 hits off of it. =/
Seifuuku Posted August 17, 2010 Posted August 17, 2010 fatal combo for when you misjudge distance on 2c -> 3c and realize you need to do a 2b combo FC 2C -> 3c -> 2b -> 5c -> j.C -> j.D -> j.C -> j.214c -> 5d -> 22c -> [5b -> 3c -> 22c]x2 5125 damage and 22c ender for oki.
Yggjrasil Posted August 20, 2010 Posted August 20, 2010 Fatal Combo that I've been expermenting with. FC 2C,3C,22C,66 5B,6A,5C,j.c,j.d,j.c,j.214C,66 5D,22C,66 5B,3C,22C,Rapid,3C,22C 5566 damage and 22C oki tried attempting the last 22C without RCing, it just resets the dummy, this combo is very good for finishing off an opponent. You gain 50+% for the rapid.
Leonil_Requiem Posted August 27, 2010 Posted August 27, 2010 214B > 214D > 29 > j.A > j.B > jc > j.C > j.214C > 6 6DD > jc (8) > j.C > 214C > 5D > 623D > 236C > 214D
VR-Raiden Posted September 3, 2010 Posted September 3, 2010 (max range) 2D, 5C (JC), j.C, j.D, j.214B (RC), jump forward, j.C, BE, 6D, j.D (JC), j.C, BE, 5D, 22C Damage: 3734 Heat: 39 (after RC) This combo is for a max range 2D if you don't want to have to go for dash 2B, or when you try the normal 5C combo and notice that they're too far and the BE won't connect. Takes 50 heat, but gets you you're knockdown if you can tell you messed up, and does slightly more damage (roughly 300 more than if you get dash 2B combo).
ioKain Posted September 7, 2010 Posted September 7, 2010 Blood Kain Air Throw combo, need 100 heat to start. j.B+C, RC, 214214D, dash 5B, 5D(1hit), 214B, delay 214D, 6D, whiff J.D, HJ.D, delay J.D, J.214C, 6D, JD, 5D, CS. (5295 dmg) You'll earn 50 for CS, does not work in corner. Height in air doesn't seem to matter, easier at lower heights.
VR-Raiden Posted September 7, 2010 Posted September 7, 2010 CH 5D (DC), 6C (DC), 5D (DC), 6A(HJC), j.C(JC), j.C, BE, 6DD(JC), j.C, BE, 5D, ID(D) Damage: 4449 Heat: 62 or with j.B, j.C(JC), j.C instead of 6A etc: Damage: 4361 Heat: 62 Doesn't happen too often, but it has enough that I figured I would find out the best damage to get off it. Works if 5D hits them grounded or in the air. EDIT: Can do the same combo from CH GH. CH GH, 6C (DC), 5D (DC), 6A(HJC), j.C(JC), j.C, BE, 6DD(JC), j.C, BE, 5D, ID(D) Damage: 4378 Heat: 59 or with j.B Damage: 4280 Heat: 59 EDIT2: Might as well say everything else this works off of. (hits high) CH 6A Damage: 3237 (only works with j.B) CH 2D (with 22C end) Damage: 4030 (with j.B, 3945) CH 6C Damage: 4268 (with j.B, 4182) CH 3C (with 22C end) Damage: 4707 (with j.B, 4602) CH 623C (RC 1st hit) Damage: 3204 (with j.B, 3124)
Seifuuku Posted September 8, 2010 Posted September 8, 2010 Blood Kain Air Throw combo, need 100 heat to start. j.B+C, RC, 214214D, dash 5B, 5D(1hit), 214B, delay 214D, 6D, whiff J.D, HJ.D, delay J.D, J.214C, 6D, JD, 5D, CS. (5295 dmg) You'll earn 50 for CS, does not work in corner. Height in air doesn't seem to matter, easier at lower heights. somewhat improved version j.b+c -> belial whiff > 2c > 5d (1) > 214214d > 5b > 6a > 6d > whiff j.d, land > hjc j.D > j.d > j.214c > 6d > jd > 5d > 632146d 5266~ damage, only 100 meter total used compared to 150, and only need 50 meter for the initial blood kain, the combo builds meter for CS as well.
VR-Raiden Posted September 8, 2010 Posted September 8, 2010 (corner) 623C > 236C (RC), j.C(JC), j.C, BE, 6DD(JC), j.C, BE, 5D, ID(D) Damage: 2877 Heat: 30 (after RC) Best damage I could find off a corner ID when you need to kill off it. Better damage than what I'd seen previously of RCing the last 236C into a j.D/j.C double BE combo. Do the 236C add on fast for the first j.C to connect. also, I added other starters (other than CH 5D) for the same combo I posted in my previous post. EDIT: Well I found a stronger one but it's a lot less practical because of how difficult it is. You'd have to be pretty awesome to land this in a match. (corner) 623C > delay 236C (RC), delay j.214B > delay 214D, 5B, 6A(HJC), j.C(JC), j.C, BE, 6DD(JC), j.C, BE, 5D, ID(D) Damage: 2989 Heat: 47 (after RC)
-Ladon- Posted September 8, 2010 Posted September 8, 2010 150% heat bk 22c ender combos, and they called me mad 2c CH-6c-214214D-dash 6D delay j.d-214b delay 214d-HJC j.D-falling D-6D-j.D-HJC j.D-7jc j.D-214C-5D-214214D-RC first hit-3c-22c (hit count should be 20 before DBD) 6838 damage, universal same combo starting in BK with more damage 214214D-2c CH-6D delay j.dx3-214B delay 214D-HJC j.d-falling j.d-6D-j.D-5D-214214D-RC first hit-3c-22c-5b-3c-22c 7858 damage with 22c oki, universal both of these combos lose no health either, DBD RC standing someone is interesting, maybe someone can explore it more
Beautiful Death Posted September 9, 2010 Posted September 9, 2010 Dunno who cares about these, but it's cool. Blood Kain off of run of the mill ground normals. Stuff you will probably be hitting with. Like, blockstring stuff. We can't ALWAYS get 2C fatals all the time. Because I have the feeling that newer players might get the idea that the Dude Edge can only get off Blood Kain with the help of a Throw, 2C Fatal, or 6B. With all these flashy combo videos showing off the absolute best case scenarios, I mean. So! Not SO! Dudena can get Blood Kain off of nearly any of his A, B, or C attacks providing he is close enough and he has near 50 Heat. Thats probably pretty nice to know. Just make sure your execution is like 99% there or be careful of bursts, because everyone knows that dropping a Blood Kain can hurt really badly. ANYWAY. The basic template is this- XXX>3C>214214D>6C>66>6Dd>6Dd>2+9>JD>7>JD>214C>66DD>5D>632146D Hit them with whatever moves, get the knockdown, then go bloody. Here are the stats on some combinations of starters I've tried out. 5A/2A>5B 4756 4.5+ off of a jab with 50 meter! WOW 5A/2A>5A/2A>5B 4006 Yes! We can't always recognize we are punching the opponent with ONE punch ya know, and in that case, you STILL get 4000! With two jabs the proration is bit nasty, so you have to drop one of the 6Dd's. Oh well. Such is life. 5B>2B 5492 2C 7045 2C's proration is way too awesome. 2B 5131 In case you didn't know 2B has rough proration. Very jab-like. All of the above need around 43-47 meter to begin with and consume exactly 100 heat overall. Of course. And the damage is NOT completely accurate. It should be close enough, though. I'm not going to bother with the life gain this time, because well, uh, apparently there is some kind of multiplier thingie that I had no idea existed. Sooooooo...just damage. You can do that exact combo from a jumping whack too. Same thing. Just plug in the starters and if you have too, drop one of the 6Dd's. May as well explain some various delays and notes. After you activate Blood Kain and do 6C, you want them to fall AS FAR DOWN as they can before slicing them with your 6Dd. What else.....I believe that when you super jump into the first JD, you want to pause when you hit them. You also may need to run before the 5D into Carnage Dudes ender if they are not already in the corner somehow. I don't think I left anything out? AND I forgot to mention, I try to use numbers in combo notation as much as possible. So instead of typing 5D>DC(Dash Cancel) or 5C>JC>J.C I'll type 5D>66 and 5C>9(or 2+7/8/9 for a super jump)JC. Also, when I type a letter in lower case, like say- 6Dd, that means you do not hit with that attack. So. Just to clear some things up. Sorry for mind-boggling anyone out there. It's been nice knowing you, S- Tier Dudena.
Recommended Posts