DogsofWar Posted December 12, 2012 Posted December 12, 2012 http://www.youtube.com/watch?feature=player_embedded&v=RGfNuMKzwIE#at=9410 around 2:25:43 air throw> BE> 5B> 5D> 632146D (-50% heat) Damage 3198 around 2:36:40 air throw> BE> 5B> 6A> sj.C> j.D> jc> j.D> 623D + Ax kick (18 heat gain) Damage: 2626 I'm sure they'll figure out better airthrow combos, but the second one gives back a decent amount of health,
Fistmaster049 Posted December 15, 2012 Posted December 15, 2012 (edited) Not bad damage off of crossup divider Crossup ID > 66 3C > 22C > DS > d.c > 5C > j.c JC > BE > 5C > 5D(2) > DID - axe kick = 4358 damage, 15 heat gain and of course requires 50 meter for the RC https://www.youtube.com/watch?feature=player_detailpage&v=_Gx4JNfEfjs#t=167s Also is it me or is GH becoming more practical in combos? Edited December 15, 2012 by Fistmaster049
Tong Posted January 7, 2013 Posted January 7, 2013 http://cmbpad.rosx.net/search.shtml?char=ragna&stts=0&cnd=0&page=1&rt=0 Combo compilations in japanese.
Fistmaster049 Posted September 4, 2013 Posted September 4, 2013 https://www.youtube.com/watch?v=-dRfGQR46I8 some throw combos and some 6B - 5D(1) combos some pretty neat stuff here actually
Fistmaster049 Posted September 26, 2013 Posted September 26, 2013 https://www.youtube.com/watch?v=oET56eOBP8c Ooo an encyclopedia, some pretty decent stuff here
Gramas Posted October 1, 2013 Posted October 1, 2013 yes °§ç°§@#@!!!! optimal combos from 2D RC? also grounded CID p1 is nerfed..no more worth rcing it unless you gonna kill
KayEff Posted October 1, 2013 Author Posted October 1, 2013 ground CID's P1 got buffed. from 70 to 80.
Gramas Posted October 1, 2013 Posted October 1, 2013 so why the damage is so bad?I think you cant break 2.5k of a ground CID rc in the corner...I guess this is because of the new combo engine where each starter has a "timer"
Gramas Posted October 1, 2013 Posted October 1, 2013 FHOLY SHIT!!! they nerfed it from 85% to 70% I get it now lol
Gramas Posted October 25, 2013 Posted October 25, 2013 I was messing with the jump cancel OD and you can combo ch 5C into jc OD 5C 2D etc
thines12 Posted October 26, 2013 Posted October 26, 2013 Is this thread updated because I'm trying to find my main b&bs (midscreen/corner meterless/meter) to perfect right away now I have it?
KayEff Posted October 26, 2013 Author Posted October 26, 2013 it'll probably update once i get a copy.
Gramas Posted October 26, 2013 Posted October 26, 2013 any tips to get 6A tk BS? I dont know why the opponent goes behiend me 90% of the time after he got hit by BS is this related to a normal jump cancel or a superjump cancel?
xlolxlolx Posted October 26, 2013 Posted October 26, 2013 (edited) ^depends on how close you are and how high they are when you hit the 6a, j.2147 usually gets it correctly or 27j.214 some basic combos midscreen: 5b>(5c)>6a>hf>delay 5b>5c>5d(2)>gh>followup>6a>tk bs>dash 5b>5c>5d(2)>DID kick 3289/23, with 5c: 3572/25 -6a>hf doesn't work on amane, nu. mu, bullet, izayoi, makoto, bang, and tager 5b>(5c)>6a>gh>5a>5b>5d(2)>delay hf>(dash)5b>6a>tk bs>dash 5b>5c>5d(2)>DID kick 3032/21, with 5c: 3337/23 -6a>gh>5a doesnt work on tager, arakune, hakumen, carl, and relius if too close so throw in a 5c or something 5b>5c>j.a>j.c>j.d>5b>5c>j.a>j.c>j.d>dash 5b>5c>j.a>j.c>j.d>dash 5b>3c>madao>hf followup/DID kick 2967/21, 2977/21 -tager special can replace first rep with delay j.c>delay j.d>dash 5a for more damage 5b>5c>delay j.c>delay j.d>dash 5a>3c>madao>dc>dash 5c>hf>dash 5b>5c>DID kick 3409/22 -tager, hakumen, amane, and relius only crouching 5b>5c>6c>6d>air bs>dash 5b>5c>5d(2)>delay hf>dash 5b>5c>5d(2)>DID kick 4154/29 5b>5c>2d>rc>(dash)6c>delay 6d>air bs>dash 5b>5c>5d(2)>delay hf>dash 5b>5d(2)>DID kick 4320/19(-50) -universal? 5b>3c>madao>dc>dash 5c>hf>5b>5c>hj.b>j.c>dj.c>j.d>DID kick 3879/23 -don't exactly how character specific madao>dc>dash 5c is 5b>3c>madao>dc>dash 5c>hf>(dash)5b>6a>tk bs>dash 5b>5c>5d(2)>DID kick 3945/24 -more of everything near corner-corner: 5b>5c>3c>DID delay punch>dash 3c>madao>ds>delay 2c>5c>5d(2)>hf>followup 4056/27 -possible from 2p position crouching 5b>5c>6c>6d>air bs>dash 5b>5c>j.c>dj.c>be>dash 3c>madao>ds>5b>DID kick 4488/30 -possible from 2p position 5b>5c>hf>followup>rc>dash 3c>madao>ds>5c>j.c>be>5c>5d(2)>DID kick 4515/26(-50) -possible from slightly beyond 2p position 5b>5c>2d>rc>dash 3c>madao>dc>ds>dc>delay 2c>5c>hj.c>be>5c>5d(2)>hf followup/DID kick 4771/24(-50), 4822/25(-50) -possible from 2p position corner: 5b>3c>madao>ds>delay 2c>5c>j.c>dj.c>be>5c>5d(2)>hf followup/DID kick 4458/29, 4513/28 5b>5c>6c>[6d>jc] or [hj.c>dj.c]>be>dash 3c>madao>ds>delay 2c>5c>5d(2)>hf followup/DID kick 6d route: 4497/30, 4548/30 hj.c route: 4394/30, 4405/29 5b>5c>6c>6d>air bs>madao>ds>5c>j.c>be>5d(2)>hf followup/DID kick 4365/29, 4410/29 Edited October 26, 2013 by xlolxlolx
LuminAbyss Posted October 26, 2013 Posted October 26, 2013 (edited) any tips to get 6A tk BS? I dont know why the opponent goes behiend me 90% of the time after he got hit by BS is this related to a normal jump cancel or a superjump cancel? It's related to height and positioning, whenever the opponent does that. Midscreen (crouching, works on everyone) 5B > (2C)* > 5C > 6C(2) > 6D > 214D > dash 5B > 5C > 5D(1) > 214B > delay 214D > dash 5D(2) > 623D > 236C > 214D Damage: 4067 (4140) Heat: 28/29 *Only include if 5B hits point blank, if spaced out then omit. Corner variation (crouching, works on everyone) 5B > 5C > 6C(2) > 6D > j.214D > 22C > 236D > 5C > j.C > j.214C > 5D(2) > 623D > 236C > 214D Damage: 4410 Heat: 29 Edited October 26, 2013 by LuminAbyss
Gramas Posted October 26, 2013 Posted October 26, 2013 It's related to height and positioning, whenever the opponent does that. it seems to me that its related to wich direction you use to TK the move. You are force to use 7 after the 6A :/ I always used 9 to tk GH in CS2/EX ^depends on how close you are and how high they are when you hit the 6a, j.2147 usually gets it correctly or 27j.214 I dont get why you are force to use that direction...should'nt the move cancel during the prejump frames?The game should not care about the direction you give Anyway I get it down by using 7214
Gramas Posted October 26, 2013 Posted October 26, 2013 Corner variation (crouching, works on everyone) 5B > 5C > 6C(2) > 6D > j.214D > 22C > 236D > 5C > j.C > j.214C > 5D(2) > 623D > 236C > 214D Damage: 4410 Heat: 29 This combo doesn't work if you start it with a J.C you can tech before the j.214C connect You can combo 2c 5C 5D HF fo after the dead spike(3800dmg) but there is no reason to do the crouching only since you can do more damage using 5B 3C 22C 236D 2C 5C j.C jc j.C 214C 5C 5D HF (4000)
LuminAbyss Posted October 26, 2013 Posted October 26, 2013 1. Every bit of damage is better 2. It's easier to confirm then point blank 5B > 3C so if they're crouching, why wouldn't you go for an easier combo? I'm also aware it doesn't work off j.C, a lot of longer combos don't work off extra starters like that.
capsuletoyco Posted October 27, 2013 Posted October 27, 2013 (edited) Corner combo on crouchers 5b, 5c, 6c, 6d, bloodscythe, 5b(delay slightly) 5c, JC, JC, Berial Edge, dash, 5c, 5d, 22c, Hell's Fang 4338 dmg +30 heat 5b, 5c, 6c, 6d, BS, 5b,delay, 5c, JC, JC, BE, 5d, 22c, HF 4223dmg, +30 heat Those are the two best corner combos I've found so far. They net the most damage and heat for pretty minimal effort provided you get the right starter. You could probably throw crush trigger in there somewhere to get a little more damage too. Edited October 27, 2013 by capsuletoyco
Gramas Posted October 27, 2013 Posted October 27, 2013 1. Every bit of damage is better 2. It's easier to confirm then point blank 5B > 3C I think you can go point blank using micro dash after j.C because crouching still give you more frame to do that(cant test it now) it should be basic hitconfirm like j.c 5B 6A tk GH in cs2/ex
Cheefoo Posted October 27, 2013 Posted October 27, 2013 Can someone see how much damage they can get off of midscreen 6B>5D(2)>OD>5C>2D>dc etc. at full health?
Lucalibur Posted October 27, 2013 Posted October 27, 2013 Can someone see how much damage they can get off of midscreen 6B>5D(2)>OD>5C>2D>dc etc. at full health? I got 3496 off 6B>5D(2)>OD>5C>2D>Dc>5C>5D>214A>5B>5C>jc>J.C>jc>J.C>J.214C>5D(2)>22C>623D ender However, I got 3960 off the same by using 6B>5D(1)>OD instead, which also allowed me to use 5C>5D(2) after J.214C at the end of the combo rather than have to go straight into 5D.
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