-Seo Posted September 16, 2011 Posted September 16, 2011 You have to hit belial edge at just the right height (I believe you need to be just a tiny bit above them for the combo to work?). If you want to make it easier on yourself, you can change that combo to: 5C>5D(1)>214D>5C>sjc>j.C>j.D>j.214C>5D>214A>214D
KayEff Posted September 16, 2011 Posted September 16, 2011 I am working on my corner combos right now, specifically those with Belial Edge in them. I have been doing the second combo of Challenge #5 (Throw, 5C>5D(1)>214D>5C>jc>j.C>jc>j.C>j.214C>5D>214A>214D). I can do it, but sometimes Bang techs instantly upon hitting the ground after the Belial Edge, like before the Belial Edge animation even ends (but the move has connected and dealt its damage). Other times he flies back up into the air as he needs to do in order to land the 5D. I cannot for the life of me figure out the difference between what I'm doing when this happens and when it doesn't. Any ideas? make sure you're not doing high jump after 5C. but yeah there's a better combo than that
DJScrub Posted September 16, 2011 Posted September 16, 2011 Thanks a lot for the tips. I will probably just end up sticking with Seo's suggested combo. It seems much less prone to randomly dropping when I'm under stress than the Challenge Mode version. How high a priority, in the grand scheme of Ragna play, would you say I should place on mastering the 236C mini-loop dash-under ender instead of the Hell's Fang ender?
KayEff Posted September 16, 2011 Posted September 16, 2011 i'd say quite high, though not as high as certain other things, but still pretty high
Sekusen_Crimure Posted September 16, 2011 Posted September 16, 2011 How high a priority, in the grand scheme of Ragna play, would you say I should place on mastering the 236C mini-loop dash-under ender instead of the Hell's Fang ender? If you can manage to do it twice at the end, it's definitely better than Hell's Fang. It's quite a bit more work though.
DJScrub Posted September 16, 2011 Posted September 16, 2011 If you can manage to do it twice at the end, it's definitely better than Hell's Fang. It's quite a bit more work though. Yeah, that's kind of why I ask. Hell's Fang seems like guaranteed, easy damage on the end. I am having a lot of trouble with the 236C version, and my inclination is to set it aside for awhile and just go back and learn it once the rest of the combo is a part of my standard routine in actual matches. I have seen even really superb Ragnas finish this combo with Hell's Fang, as in this video at 3:30. But if the consensus here is that 236C is really crucial, I can work on it some more. I do feel like my corner game currently needs more work than my midscreen game, so it's fine to focus there for a while. I really do appreciate all the advice.
KayEff Posted September 21, 2011 Posted September 21, 2011 first post updated with combos, will get to damage and heat gain some other time
Famhuss Posted September 23, 2011 Posted September 23, 2011 Hey a quick question, are the BK comboes on the first page all of the BK comboes ever posted in this thread? I thought of asking ahead since it would save me or reading through 9 pages. I'm particularly looking for pratical corner BK comboes starting off with 50 heat and yami enders.
KayEff Posted September 23, 2011 Posted September 23, 2011 those aren't the only combos that you can use, as you can start off with different moves and different ways to go into BK and the combo would still work. the ones i listed are only the basic starters that use the only two blood kain combo strings that are practical and optimal. starters for example would be both throws, CH 6A, 6B/6C, 5B on crouchers, FC 2C, 6D, basically any combo starter that would normally net you at least 3k in a full corner combo.
Famhuss Posted September 23, 2011 Posted September 23, 2011 (edited) Ok I have been trying to do this combo: 6B, 5C, 6C, 214214D, dash 5D(1), 214D, dash 6D, j.D whiff, 5D(1), 214B -> 214D, dash 6D, 623D -> 236C -> 214D, j.D, j.214C, 5D, 214A -> 214D, 214A -> 214D, 214214D For some reason the second hit of the 1st HF whiffs. Does anybody know what I'm doing wrong? Edited September 23, 2011 by Famhuss
Famhuss Posted September 23, 2011 Posted September 23, 2011 Delaying the Tsuika didn't help, here is a vid. It will probably help in discovering the problem: http://www.youtube.com/watch?v=xJqrFV5DAVQ
-Seo Posted September 23, 2011 Posted September 23, 2011 Delaying the Tsuika didn't help, here is a vid. It will probably help in discovering the problem: http://www.youtube.com/watch?v=xJqrFV5DAVQ Delay the 214A after 5D just a little.
advancedNoob Posted September 23, 2011 Posted September 23, 2011 That combo is hard to connect and is inferior, do this instead: 6b5c6c ds 5c 5d(1) BK 5b 5d(1) ds 6d 5d(1) gh 6d did jd be 5d hf hf dbd. Nets more heat and damage, if u r too close to corner don't dash after 6c, or ds will wiff, wait until he starts falling and do DS.
Tong Posted September 23, 2011 Posted September 23, 2011 The combo is heavily prorated thanks to executing 5D twice.
Raziel1845 Posted September 24, 2011 Posted September 24, 2011 (edited) Ok I have been trying to do this combo: 6B, 5C, 6C, 214214D, dash 5D(1), 214D, dash 6D, j.D whiff, 5D(1), 214B -> 214D, dash 6D, 623D -> 236C -> 214D, j.D, j.214C, 5D, 214A -> 214D, 214A -> 214D, 214214D You are letting the 5D before the gauntlet hades hit twice instead of just once in the video. 5D's second hit (5D(2)) has repeat proration, so when you do the two hit 5D the second time for hell's fang, the proration is so low that they auto tech. Edited September 24, 2011 by Raziel1845
Famhuss Posted September 24, 2011 Posted September 24, 2011 Hey I got it to work, Raziel was right I mistook the 5d(1) for a 5d, it worked like charm afterwards. The damage was 6392 and the heatgain was 53 so now the first page can be updated.
KayEff Posted September 26, 2011 Posted September 26, 2011 if you haven't noticed already i updated the first post with damages and heat gains for the rest of the combos if you guys have any combos that i've forgotten and are practical/optimal, by all means post up
MashThat5A Posted September 26, 2011 Posted September 26, 2011 Midscreen - 6C(2)(DC) -> 5D(2) (DC) -> dash 5B -> 5D(1) -> 214D -> dash 5C (SJC) -> j.C -> j.D (JC) -> j.C -> 623D -> 236C -> 214D Damage - ??? Heat Gain - ???
KayEff Posted September 26, 2011 Posted September 26, 2011 not sure if that'd be a good midscreen option, but it might be good for switching positions in the corner
MashThat5A Posted September 26, 2011 Posted September 26, 2011 (edited) It works fine mid-screen. It's my raw 6C BnB. EDIT: It's best for when you think you can't get to the corner with 5D(1) -> 214D -> dash 5C stuff j.214C for a combo. Edited September 26, 2011 by MashThat5A
advancedNoob Posted September 26, 2011 Posted September 26, 2011 New combo, hakumen/tager only: 5b 5c jc jd 665a 5b 5c jc jd 665a 5b 3c 22c 665a 5b 5c did cross under 3c combo ender. Crazy fun to do. You need to be point blank range with 5b, combo can start with jc.
KayEff Posted September 26, 2011 Posted September 26, 2011 It works fine mid-screen. It's my raw 6C BnB. i meant it in terms of practicality, though i can't see what would be wrong with it unless it does less damage than the 6C dc (5D(1)) 214D combo
MashThat5A Posted September 26, 2011 Posted September 26, 2011 i meant it in terms of practicality, though i can't see what would be wrong with it unless it does less damage than the 6C dc (5D(1)) 214D combo It only does about 50-80 more damage, but the extra 5 heat or so is always nice.
VR-Raiden Posted September 30, 2011 Posted September 30, 2011 Midscreen 6B far hit combo using 50%. Best damage I could find if you realize 6B hit a crouched opponent too far for 6C(2) to connect at midscreen. If this happens in corner, it's better to use a 2D RC combo instead. 6B (far crouch hit) > 5C > 6C(1) RC > dash 5C > 6C DC > dash 5D(1) > dash 5C HJC > j.C > j.D JC > j.C > j.D > ID(D)214D 3616 dmg, 23 heat after RC If it brings them near corner during the combo, you can do BE after the first j.C into 5D > ID > 3C > ender
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