Tong Posted October 5, 2011 Posted October 5, 2011 Black Onslaught was much more useful in CT. You could actually deathcombo people. http://www.youtube.com/watch?v=2USGSx1gTak
LuminAbyss Posted October 5, 2011 Posted October 5, 2011 You can't death combo into Black Onslaught. Game mechanics won't let you. "Note you CANNOT use your Astral in a combo if the opponent started the combo at > 35% health. " Straight from the system guide.
MashThat5A Posted October 5, 2011 Posted October 5, 2011 Yea, but you can kill everyone except Tager and Hakumen in one combo impractically.
LuminAbyss Posted October 5, 2011 Posted October 5, 2011 Anyone have CS2 U. Ragna? Because I have an infinite idea I want to try. FC 2C > 3C > 22C > dash 2C > 3C > 22C x N I dont' know if 22C had any repeat proration on it in CS1, since that's the 22C U. Ragna has, but if it doesn't, this may work (I don't know how many reps) Note that it's a 1 frame link similar to the dash 5A for CS2 Ragna.
Zeron_X25 Posted October 5, 2011 Posted October 5, 2011 Anyone have CS2 U. Ragna? Because I have an infinite idea I want to try. FC 2C > 3C > 22C > dash 2C > 3C > 22C x N I dont' know if 22C had any repeat proration on it in CS1, since that's the 22C U. Ragna has, but if it doesn't, this may work (I don't know how many reps) Note that it's a 1 frame link similar to the dash 5A for CS2 Ragna. I'll check it out.
Tong Posted October 5, 2011 Posted October 5, 2011 This ain't marvel dude. Eventually the proration will kill the combo.
LuminAbyss Posted October 5, 2011 Posted October 5, 2011 (edited) My idea is that the bonus proration on 22C (I think it was there in CS1?) would help keep the proration from killing the combo too fast. IIRC 2C and 3C didn't have bad proration values either. Problem is, I don't have 1. Access to the game and 2. I don't have CS1 frame data to see if my theory works. Edited October 5, 2011 by LuminAbyss
Sekusen_Crimure Posted October 5, 2011 Posted October 5, 2011 Uhm, you guys talking about Unlimited Ragna in CS2...? Last I checked Unlimited Ragna was unchanged from CS -> CS2. And it wasn't that long ago.
KayEff Posted October 5, 2011 Posted October 5, 2011 it's like this room is full of blades in here i don't approve of it
advancedNoob Posted October 6, 2011 Posted October 6, 2011 (edited) Hmmm, just made up a silly combo. It's very hard to do so GL... Requirements: 23 meter, ~P1 start position to corner, works only with characters who allow 22C 5A link during FC: FC2C 6D jD 665C 6C (DC) 6D jD BE 5C 5D(1) DS 3C 22C...665A 5C 6C "BK" 666D DID(heel drop) jD 5D(1) GH 5D DS 5D(1) HF 3C HF DbD 7985 damage, exchanging DbD for 22C will yield 6885 damage and leave you with 50 meter. Can anyone explain wtf, when I was making this combo up I had it working with 15 meter start up. I did it at least 10 times and it worked... Now I need 23 meter for it to work, WTF!? notes: 1) after DID for jD 5D(1) to work, you have to be bellow your opponent in the air as you connect jD 2) don't delay Axe Kick, that way 5D will pick up your opponent closer to the ground, thus making it easy to connect DS 5D(1) HF Edited October 6, 2011 by advancedNoob
Tong Posted October 20, 2011 Posted October 20, 2011 Unless you get exactly the required heat for BK after Berial, there are better versions around I believe. Anway, I've been playing GG and damn... BB combos are so damn easy in comparison.
LuminAbyss Posted October 20, 2011 Posted October 20, 2011 Is there anything gained in doing 6D > delay j.214C in combos where you would normally do 6D > jC > j.C > j.214C? I've been doing it a lot lately, and it looks cool as fuck, but I don't know how much better it actually is (it's definitely harder, if you mistime it, you will either miss with your Belial or you'll hit them at the wrong time and they'll be able to tech immediately upon landing).
Tong Posted October 20, 2011 Posted October 20, 2011 It *might* make 5D(1) 214D 5D (DC) 3C 22C easier.
LuminAbyss Posted October 20, 2011 Posted October 20, 2011 It *might* make 5D(1) 214D 5D (DC) 3C 22C easier. Nah, this is height dependent (and proration dependent, but only if it was heavily prorated before.) I've used this to try and make BK combos that kinda go off crouching 5B > 5C > 6C > DC > 6D > delay j.214C > 5D(1) > 214D > 5C > 5D(1) > 214214D > BK combo to try and avoid any kind of proration j.C may add to the combo. I've managed to get 7k, but I just wanna know if that BE delay trick is even worth it.
Tong Posted October 21, 2011 Posted October 21, 2011 (edited) I would suggest to not use Berial outside BK, not sure if this is the best-best-best corner option but: xxx 6C *((DC) 5D(1)) 214D 5D(1)* 214214D *5B* 5D(1) 214D 6D whiff j.D 5D(1) 214B delay 214D dash 6D j.623D~Heel Drop j.D j.214C 5D [214A 214D] x2 214214D -Red is optional and probably wont work on some starters. -In the corner, cutoff the first 5D it will seriously hurt the final damage. It's thanks to that final Berial that you can DbD in the end, otherwise you'll be out BK before the final Tsuika. And before going into BK, it would be wise to Deadspike before to add some free damage. Edited October 21, 2011 by Tong
Gramas Posted October 21, 2011 Posted October 21, 2011 How much damage does this combo?If I am 100% sure that Im gonna have the extra 50% meter to DBD I do this one 6C 214214D dash 6D > jump cancel > 214C > 5D(1) > 214D > 5C > 5D(1) > 214B > delay 214D > 5D dash cancel > 6D >623D helldrop falling 214B > 214D > 5D > 214214D 6.2k from a 6B
Tong Posted October 21, 2011 Posted October 21, 2011 (edited) From a 6B... 6C 214D dash 5D(1) 214214D 5B 5D(1) 214D 6D whiff j.D 5D(1) 214B delay 214D dash 6D j.623D~Heel Drop j.D j.214C 5D [214A 214D] x2 214214D Does 6479 damage, didnt check Heat gain. Edited October 21, 2011 by Tong
Final Ultima Posted October 21, 2011 Author Posted October 21, 2011 Black Onslaught was much more useful in CT. You could actually deathcombo people. http://www.youtube.com/watch?v=2USGSx1gTakHuh, I seem to remember the creator of that account asking me if he could re-record my CT combos (seeing as all my combos are recorded through a camera like some kind of YouTube LPer), but I never really responded. Seems he just went through with it anyway. Interesting fact, if you replace the opening 5C with a BK Tsuika (trade), that particular death combo (the second variation at least) is... to my knowledge... the highest damage legitimate combo in the entire series. Of course, that's excluding stuff like DANGER, Negative Penalty and Unlimited characters, but I don't think anyone's beaten me there either... if only I could remember what I did to get 76209. Oh, right... CSII combo thread... uh... carry on.
Gramas Posted October 21, 2011 Posted October 21, 2011 From a 6B... 6C 214D dash 5D(1) 214214D 5B 5D(1) 214D 6D whiff j.D 5D(1) 214B delay 214D dash 6D j.623D~Heel Drop j.D j.214C 5D [214A 214D] x2 214214D Does 6479 damage, didnt check Heat gain. ok this combo is clearly better but god...I cant do 6D whiff j.d Into 5D
MashThat5A Posted October 21, 2011 Posted October 21, 2011 To learn how it works just do a 6D, wait until you are near the ground, and mash on the D button.
Tong Posted October 21, 2011 Posted October 21, 2011 Huh, I seem to remember the creator of that account asking me if he could re-record my CT combos (seeing as all my combos are recorded through a camera like some kind of YouTube LPer), but I never really responded. Seems he just went through with it anyway. Interesting fact, if you replace the opening 5C with a BK Tsuika (trade), that particular death combo (the second variation at least) is... to my knowledge... the highest damage legitimate combo in the entire series. Of course, that's excluding stuff like DANGER, Negative Penalty and Unlimited characters, but I don't think anyone's beaten me there either... if only I could remember what I did to get 76209. Oh, right... CSII combo thread... uh... carry on. Hah, that would be me Ultima. Ironically I failed to accomplish so because my version of Reversal spray lacked the Falling j.D, instead it had Double Jump j.D. And well I gave up on my quest for finding the Max damage... Tetsu will always piss on everyone in the end
Tong Posted November 1, 2011 Posted November 1, 2011 I just uploaded one of my combos for that BK cmv, just for reference I guess... http://www.youtube.com/watch?v=36vQgRMeiKo Yeah, finisher part is lacking, but w/e
WolfCrimson Posted November 9, 2011 Posted November 9, 2011 This question isn't about a combo, but a combo part: For some reason, I can't seem to do ... >6A (launch)> TK GH > land 5B. Is there something specific I need to do for it to work?
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