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Posted

2C(fC)>6C(2)>214214D>66Gold Burst x2>5D(1)>214B~214D>5D(1)>214D>5D(1)>623D(2)~236C~214D>j.6D>[Land]>j.5C>j.6D>dj.5C>j.6D>j.214C>5D(2)>665D(2)>214214D

100% meter, Blood Kain, 8552 Damage

Posted

Hmm,ironically a fatal starter is not very good for BK max damage... I think, maybe there's something to do with airhit 2C 6D FC-only chain.

And no need to notate directions on Ragna's air attacks (j.6D, wut)

Also, you should burst before activating BK, gives more time to fill in more move and consequently damage.

A double burst BK combo implies at least a deathcombo on characters with low HP.

Posted
Hmm,ironically a fatal starter is not very good for BK max damage... I think, maybe there's something to do with airhit 2C 6D FC-only chain.

And no need to notate directions on Ragna's air attacks (j.6D, wut)

Also, you should burst before activating BK, gives more time to fill in more move and consequently damage.

A double burst BK combo implies at least a deathcombo on characters with low HP.

Its a habit from my noobier days. Back then i thought ragna's J.D was actually j.6D. I never broke that habit.

And yeah i guess that combo could use a bit of fixing

Posted
2C(fC)>6C(2)>214214D>66Gold Burst x2>5D(1)>214B~214D>5D(1)>214D>5D(1)>623D(2)~236C~214D>j.6D>[Land]>j.5C>j.6D>dj.5C>j.6D>j.214C>5D(2)>665D(2)>214214D

100% meter, Blood Kain, 8552 Damage

2C 6D Burst 6D burst 6B 214D 5C 5D(1) BK 22C RC 6D jDwhiff 5D(1) 214D 5C 5D(1) 214B 214D 6D 623D 236C 214D jD j214C 5D DC 6DjD 5D 214214D for about 10.8k

Posted
can i start a bk thread? :(

Well, what do you mean, exactly? If it's just for combos, we're gonna keep those in this thread unless there is a HUGE number of them (enough to merit it's own thread).

If it's for tips on use, discussion of burst baiting with it, when to use it, ect, sure, go right ahead. I think that actually would be really helpful for a lot of players, new and old alike. I personally don't use Blood Kain much, if at all, but I know most every other Ragna does.

Posted (edited)

i have a writeup of (relatively close if not!)optimal bk combos (concerning meter, realtively close in damage, much more stable) covering almost every situation. Corner to corner into claw/22C oki, corner to corner after having used GH/air GH, Corner combos after using berial, GH, TK GH, combos after straight punch, etc, whether it be at high, medium, low proration. It covers what to use in what situation and which ender you are going for, with a general amount of meter required (at bk activation) to do the claw variant. i dont list starters (though generally, a good ragna player should know how well the attacks prorate) though i suppose i can give a few easy practical examples of what low/medium/high proration is.

edit: i suppose i can post it here i guess. i dont want to cover like every situation but rather familiarize people with bk combo proration and what works when. because listing things by individual starters becomes so monotonous because there are so many exceptions. i think doing things like that is really pointless, but its always how i see things done. You should know the combos well enough to know when to do them, because you can practically do BK combos /anywhere/ and leave with corner + 22C oki. Instead of just saying "ok, so instead of doing 6B 5D(1) 623C 236C 236C 5D at this, do just 5D(1) 623C 236C 236C 5D" i want to show people /why/ so they can wing bk combos and /not/ look like a fucking idiot while they do. There really isnt a good way of doing this without its own thread (BK tutorial thread? lol). in typing this, i realize a thread is probably the way to go. Also watching people stuck into a situational mindset and trying to do combos at improper proration makes me hate everything. dont be one of those people, plz

Edited by not_lunaris
Posted

I have yet to see a good Ragna that spends heat with BK instead of RC.

It's hella useful, but it's a tool that only and above decent-level players know how to use, and consequently, how to combo with it properly off any situation.

A "beginner" guide on it would just increase and encourage recklessness imo. That's not always true though.

Oh, yes, this thread is kinda empty, more BK combos would be welcome.

Posted
I have yet to see a good Ragna that spends heat with BK instead of RC.

It's hella useful, but it's a tool that only and above decent-level players know how to use, and consequently, how to combo with it properly off any situation.

A "beginner" guide on it would just increase and encourage recklessness imo. That's not always true though.

Oh, yes, this thread is kinda empty, more BK combos would be welcome.

A good Ragna will spend it however he feels best, and will know what to do if his spending was not the right choice to minimize damage. I see plenty of Ragna's go for BKs whenever their opponents can't burst, and it's a good choice, cause it turns 3-4k into 6-7k.

Recklessness will come from beginners regardless.

Anyway, I'm looking forward to this kind of post.

Posted

ill do it in class tomorrow, lol. kinda busy now ;_;

Posted (edited)

Alright, finally managed to pull this off:

Rachel only

FC 2C 5C 2D 5B 5C 5D(1) 214D dash 6B 5C 2C 5D(1) ,whiff 22C, 22C dash 5A 5C 6C (DC) 6B 6D j.214C dash 6B 2C 5D 214A brief delay 214D 623D(1)~Wallbound 5D 22C

Damage:6864 Heat Gain:85

Notes:

-22C dash 5A on Rachel is really odd. Usual "dash 5A" won't work due to the lack of momentum, and consequently, distance required for 5A. The way to make it work is inputting dash during 22C recovery and then, throw out a delayed 5A.

-Tsuika delay must be very brief. Too soon it whiffs, too late it won't hit properly.

Edited by Tong
Posted

meterless 6k fatals/ Hazama and ragna specific

back facing corner: 2c(FC) 5c 6c run under 3c 22c 66 5a 5c 6c DC 6b DS 5c HJC j.c j.d JC j.c j.d BE 5d C.ID 236c 236c 44 3c 22c - 6076

Midscreen: 2c(FC) 5c 6c DC 6b 5c GH 22c 66 5a 5c 6c DC 6d JC J.C BE 6b 5c 5d C.ID 236c 236c 44 3c 22c - 6146

Posted

eh highest on tager is ........

2c>214d>2c>5c>6c>dc>6d>dj.214c>6c>dc>6b>6d>whiff j.d>22c>5a>5c>6c>214a>214d>5b>5d(2)>214a>214d>d dp punch>5d(2)>22c = 6869

highest on others

2c>5c>6c>dc>5c>5d(1)>214d>6b>5c>5d(1)>214b>22c>5a>5c>6c>dc>6d>dj.c>j.214c>6b>2c>5d(2)>214a>214d>d dp punch>5d(2)>22c = 6771

Posted

sort of organized? i have no idea, im really really tired, xbl psr ragna god please check what i posted :( gonna nap, bye~

  • 2 weeks later...
Posted (edited)

messing around after BK activaction with the back in the corner..kinda situational but sometimes happens in a real match,anyone have anything better?

full corner carry 4788 dmg 41 heat

5B > 5C > 2D > dash 5C > 5D(1) > 214B > 214D > microdash 6D > 623D(2) > 236C > 214D > airdash j.D > j.214B > j.214D > microdash 5D(2) > 214A > 214D > 214A > 214D > dash under > 22C

you are close to the corner and you can use 22C oki

variation with 4600 dmg 19 heat and 22C oki in the corner and you lose like 3 or 4% life

5B > 5C > 2D > dash 5C > 5D(1) > 214B > 214D > microdash 6D> 623D(2) > 236C > 214D > j.214B > j.214D > microdash 6B > 623D(2) > 236C > 214D > 22C

Edited by Gramas
Posted (edited)

What's the max we can get from 150% heat combos (no gold bursts)? Been messing around, but can only manage 9.5k atm, so I feel like I'm missing something.

Edited by -Seo
Posted

Depends.

Insta-Barrier can really push you off a standard string, like 5B 2B 3C. Even if 3C hits at max range, you won't be able to 22C.

3C is somewhat predicable, like 6A except that 3C 2D is possible, and that sucks if you're playing against Tager let's say. Not to mention that you're giving up pressure

Yes, 5B 3C 22C RC combos are gdlk but won't happen often.

Posted

2c 5c 2d RC 5c 5d(1) DS 5c HJC j.5c j.5d BE 6b 2c 5c 5d D.ID(1) >follow up > punch > 44 3c 22c

Damage: 6003

Does not work on: Taokaka, Ragna, Carl

Against Mu: 2c 5c 2d RC 5c 5d(1) DS 5c HJC j.5c j.5d BE 66 6b 2c 5c 5d D.ID(1) > follow up > punch > 44 3c 22c

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