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Posted

Iirc, there's a fullscreen carry BK 623C combo.

And well, if you can punish recovering moves with 5A/5B, you might as well throw them backwards to not give up corner.

I think you can crossunder after Hell's Fang -> Tsuika to not sacrifice corner and continue the combo.

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Posted (edited)

Fullscreen BK ID combo I had was CID>falling j.D>66 5D(1)>GH>214D>66 5D(2)>DC>66 DID>236C>214D>GH>214D>66 5D(2)>22C

3575 damage

Back to the wall and whiff punishing after BK I did 5A>5B>5C>2D>6D>Delayed j.D>crossunder 5D(2)>DC>DID>236C>214D>GH>214D>6B>DS>5D(2)>DC>5D(2)>22C

3806 damage and 29 heat

5B Starter: 5B>5C>2D>6D>Delayed j.D>CU 5D(1)>GH>214D>66 6B>DS>66 5D(1)>HF>Tsuika>turnaround 3C>HF>Tsuika>3C>HF>Tsuika>CU 22C

4766 damage and 42 heat.

Better 5A combo: 5A>2C>5C>2D>6D>Delayed j.D>crossunder 5D(1)>GH>214D>66 6B>DS>HF>Tsuika>Turnaround 3C>HF>Tsuika>3c>HF>Tsuika>CU 22C

3939 damage, 42 heat

Edited by Dont_Explain
  • 2 weeks later...
Posted

Kind of just an RC corner combo I thought up and it worked.

3C>22C>RC>6C>DS>6B>5C>5D(both hits)>214D>J.C>J.D>J.C>J.D>623D~(heel drop)

DMG: 4645 Heat gain: 25

Posted
1.) 2nd Hell's Fang -> Tsuika badly timed, need to hit with highest part of the followup. Input DbD as soon Ragna pushes his arm back from Tsuika.

2.) Taking too long, probably in Hell's Fang part

I still can't do his challenge 15. I'm a fraud.

Posted (edited)

It's okay Zeron, Ragna is more advanced than he looks, specially compared to Hazama who has fewer combos.

Honestly? Don't care much about that challenge, there are better, easier, optimized and pratical versions. Here, this is one might be easier for you since it doesn't require Hell's Fang loop:

FC 2C 214D 2C 5C 6C (DC) 6B BK 22C (RC) ,dash 6D whiff j.D, 5D(1) 214D 6D (JC) j.214C dash 5D (1) delay 623D~Heel Drop falling j.D j.214B~214D 5D 214D (dash) 5D DbD

Damage:8923

Notes: D ID must twice. Strict BK timer.

However, if you're doing it for the sake of completion, well... train the loop alot, it's a matter of feeling.

Kind of just an RC corner combo I thought up and it worked.

3C>22C>RC>6C>DS>6B>5C>5D(both hits)>214D>J.C>J.D>J.C>J.D>623D~(heel drop)

DMG: 4645 Heat gain: 25

You can get better mileage off that, like 5K+

2 Deadspikes in the same combo are a no no, except for BK.

Edited by Tong
Posted

optimal combo off of 3C > 22C > RC:

3C > 22C > RC 6C > dc 6B > 5C > 5D(1) > 214D > 5C > jc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C

should be around 5-5.5k and about 30 heat?

Posted
optimal combo off of 3C > 22C > RC:

3C > 22C > RC 6C > dc 6B > 5C > 5D(1) > 214D > 5C > jc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C

should be around 5-5.5k and about 30 heat?

It does 5.4k

Posted
It's okay Zeron, Ragna is more advanced than he looks, specially compared to Hazama who has fewer combos.

Honestly? Don't care much about that challenge, there are better, easier, optimized and pratical versions. Here, this is one might be easier for you since it doesn't require Hell's Fang loop:

FC 2C 214D 2C 5C 6C (DC) 6B BK 22C (RC) ,dash 6D whiff j.D, 5D(1) 214D 6D (JC) j.214C dash 5D (1) delay 623D~Heel Drop falling j.D j.214B~214D 5D 214D (dash) 5D DbD

Damage:8923

Notes: D ID must twice. Strict BK timer.

However, if you're doing it for the sake of completion, well... train the loop alot, it's a matter of feeling.

You can get better mileage off that, like 5K+

2 Deadspikes in the same combo are a no no, except for BK.

Yeah I know he does, I just mess around in training mode when I'm not playing online haha.

  • 4 weeks later...
Posted (edited)

Figured I'd post these variations of a combo I made up. Opinions?

NOTES: These are all in the corner, and they move the opponent out of the corner to midscreen. They all also generate nearly all of the heat needed for their DD finishes.

6C - delay - 214D - 6D - (JC) - j.C - j.214C - 6B - 5C - 5D - 623D - 236C - 236C - 5D - CS

Damage: 5416, Heat Generated: 43, Heat needed to start combo: 7

For when your opponent doesn't wanna tech while lying on the ground:

6C - delay - j.C - (JC) - j.C - j.214C - 6B - 5C - 5D - 623D - 236C - 236C - 5D - CS

Damage: 4753, Heat Generated: 39, Heat needed to start combo: 11

When your opponent is on the ground in the corner:

214D - 5C - (JC) - j.C - (JC) - j.C - j.214C - 6B - 5C - 5D - 623D - 236C - 236C - 5D - CS

Damage: 5909, Heat Generated: 42, Heat needed to start combo: 8

For when you've conditioned your opponent to expect the 6C:

6B - 5C - 6C - delay - 214D - dash - 6D - (JC) - j.C - j.214C - 6B - 5C - 5D - 623D - 236C - 236C - 5D - CS

Damage: 5416, Heat Generated: 43, Heat needed to start combo: 7

I find that the third is ideal for when you've just gotten your opponent into the corner (like with a Hell's Fang) and is an excellent direction to go with a Dead Spike oki.

Please note that all of these combos can be ended with a D Inferno Divider - Uppercut - Heel Drop if you lack the required heat to perform CS. You may replace the first Inferno Divider in each combo with the C version to do a cross-up 3C if you wish to keep them in the corner.

Edited by Ryoto
Posted
When your opponent is on the ground in the corner:

214D - 5C - (JC) - j.C - (JC) - j.C - j.214C - 6B - 5C - 5D - 623D - 236C - 236C - 5D - CS

Damage: 5909, Heat Generated: 42, Heat needed to start combo: 8

if the opponent's on the ground, how do you get from 214D to j.C?

also for 623D >> 236C >> 236C and afterwards, you might just want to use 623D(1) >> 236C >> 236C > crossunder 3C > whatever. if you end up using 5D into either DID or CS, you lose both corner and effective oki afterwards. the only reason you should ever use 5D after 623D wallpunch is when you plan on using carnage scissors, in which case you should only use that if the combo would kill the opponent.

Posted (edited)
if the opponent's on the ground, how do you get from 214D to j.C?

214D - 5C - (JC) - j.C

The 5C, then the jump cancel.

And yeah, I'm aware that while it maximizes damage, CS is usually not the best option, for the reasons you stated. However:

"Please note that all of these combos can be ended with a D Inferno Divider - Uppercut - Heel Drop if you lack the required heat to perform CS. You may replace the first Inferno Divider in each combo with the C version to do a cross-up 3C if you wish to keep them in the corner."

Unfortunately, a cross-up with the D version lets them tech. Edit: Nevermind, it can be done. Harder, in my opinion, but is do-able.

I think he means on the ground as in not ground teching.

The Dead Spike catches people even if they tech so long as you're not too close (unless they time a neutral tech correctly).

Edited by Ryoto
Posted
214D - 5C - (JC) - j.C

The 5C, then the jump cancel.

dead spike doesn't launch opponents into the air.

neither does 5C.

Posted (edited)

If they're laying down on the ground, Dead Spike launches them.

I think you thought I meant crouching.

ADDENDUM TO MY LAST POST: Turns out KayEff was right, you can actually manage a cross-under 3C in my combo with D Inferno Divider. It's harder (in my opinion), but it can be done. Only confirmed for the standard version that starts with 6C, but I'm sure it'd work for the others as well. Guess I just wasn't fast enough before.

Edited by Ryoto
  • 1 month later...
Posted
If they're laying down on the ground, Dead Spike launches them.

I think you thought I meant crouching.

ADDENDUM TO MY LAST POST: Turns out KayEff was right, you can actually manage a cross-under 3C in my combo with D Inferno Divider. It's harder (in my opinion), but it can be done. Only confirmed for the standard version that starts with 6C, but I'm sure it'd work for the others as well. Guess I just wasn't fast enough before.

Cross under 3C is standard...

Posted (edited)

Here is a random BK combo I thought up. Not sure if BK lasts long enough for all of it though

keeping BK completely active it gives about 9K though if BK can last through the full combo normally I'm guessing it will give 8.5K. Not the best damage but its fairly easy.

(Keeping BK active in training ver: 2C(FC)>6D>jc.burst>Burst>6C(2nd hit only)>665D(First hit only)>632146D(First hit only)>5B>5D(1)>214B~214D>5D(1)>214D>5D(1)>623D~236C~214D>Falling j.D>land and jump>j.5C>j.D>dj.D>j.214C>5D>665D>214214D)

MOD EDIT: Combos that literally don't work outside of Training Mode aren't worth posting. This was a bad idea. The posts following this were also bad ideas. They have been rectified. Don't do it again.

Edited by Final Ultima
Posted

I was messing around in training mode after seeing a combo video and found this combo

2C (FC) 6B 5C 6C (DC) 6B 5C 5D1 214B 22C (RC) 6C (DC) 6B 5C 5D1 214D 5C (HJC) jC jD j214C dash 5DD 22C

  • 8 months later...
Posted (edited)

Here is a fun one:

2C(FC)>3C>22C>RC~214D>665B>5C>6C>(DC)>6B>5C>j.C>j.D>dj.C>j.D>j.214C>66B>5D>623C~236C~236C>443C>Carnage Scissors

7K non-BK combo inspired by CP ragna.

Edit: Typed too fast, messed up an input.

Edited by someonewhodied
Posted

Just some optimal combos I never see anyone do:

Corner/Near Corner:

6B > 5C > 6C > dc > 6B > 5C > 5D(1) > DS > 5C > sjc > j.C > j.D > jc > j.C > j.D > BE > 5D* > CID(1) > 236C > 236C > CU 3C > 22C

* If you dash 5D, you'll get 4519 dmg at the end of the combo. If you don't dash 5D, you'll get 4523. The difference in the damage is due to the fact that you get more damage by hitting with the tip of CID when doing only 1 hit, compared to using it up close for 1 hit.

Corner/Near Corner:

5B > 5C > HF(2) > RC > TK GH > 5B > 5D(1) > DS > 5C > sjc > j.C > j.D > jc > j.C > j.D > BE > 5D > DID(1) > 236C > 236C > CU 3C > 22C. (4392/49).

And while I'm here, I'm might as well throw Mash's throw BK combo.

http://youtu.be/3AqEwT-ZC48

Throw > DS > 6D > jc > BE > 6B > BK > 5C > 5D(1) > DS > 2C > 5D(1) > 214B > 214D* > 6B > 6D > DID(2) > 236C > 214D > DID(2) > 236C > 236C > 5D(2) > HF(2) > DbD. (6406 dmg)

* You must delay the second hit of Gauntlet hades in order to get the 6B > 6D > DID to combo. Works on all characters, although on Rachel and Tager, you DON'T have to delay the second hit of gauntlet hades in order to continue the combo, due to their huge ground hitbox.

Credits to MashThat5A for the BK combo.

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