LuminAbyss Posted November 29, 2013 Posted November 29, 2013 So here are a bunch of meterless (but still require OD) punishes, good for if you wanna save your meter for reversals, mix-up, confirms, whatever. These are unburstable as well (well, the CH 5C > jcc OD ones are almost unburstable). A lot of these can be done midscreen, either by switching the order of D Divider and Gauntlet Hades or changing the ender (such as 3C ender to HF ender). So yeah. Get hype for damage. RAW OD 50% life or below - 5785, 39 OD > CH 5C > 236D DC > 5B > 5C > 2D DC > 5C > 5D(1) > 214B > 214D > 6D > 623D > 236C > 214D > j.D > j.214D > 3C JC ender 60% life – 5756, 43 OD > CH 5C > 236D DC > 5B > 5C > 2D DC > 623D > 236C > 214D > j.C > 214B > 214D > delay 6D > j.214D > 22C > 214A > 214D 70% life – 5705, 40 OD > CH 5C > 236D DC > 5B > 5C > 2D DC > 623D > 236C > 214D > j.C > 214B > 214D > JC j.214D > 5D(2) > 22C > 214A > 214D 80% life – 5716, 39 OD > CH 5C > 236D DC > 5B > 5C > 2D DC > 5C > 5D(1) > 214B > 214D JC > j.214D > 5C > 5D(2) > 22C > 623D > 236C > 214D 90% life - 5643, 38 OD > CH 5C > 236D DC > 5B > 5C > 2D DC > 5C > 5D(1) > 214B > 214D > hj.C > j.214C > dash 5D(2) > 22C > 623D > 236C > 214D 100% life - 5624, 37 OD > CH 5C > 236D DC > 5B > 5C > 2D DC > 22C > 236D > 5C > j.C > j.214C > 5D(2) > 623D > 236C > 214D THINGS YOU CAN PUNISH WITH THESE COMBOS Ragna: Inferno Divider, Carnage Scissors Jin: C DP Noel: Fenrir Rachel: Cat Chair Valkenhayn: Sturm Wolf (Block all of the initial hits, then OD through the final one) Azrael: Growler Hakumen: Hotaru Hazama: Hotenjin Tager: Magna Tech Wheel Arakune: Bug super Makoto: 623C Platinum: Spin Super Thingy JUMP CANCEL OD 50% life or below - 5145, 36 CH 5C > j.CC OD > 5B > 5C > 2D DC > 623D > 236C > 214D > j.C > 214B > 214D > 6D > j.214D > 3C > 22C > 214A > 214D (out of the corner) 70%-60% life - 5115, 36 CH 5C > j.CC OD > 5B > 5C > 2D DC > 623D > 236C > 214D > j.C > 214B > 214D > 6D > j.214D > 3C > 22C > 214A > 214D 90%-80% life - 4947, 35 CH 5C > j.CC OD > 5B > 5C > 2D DC > 623D > 236C > 214D > j.C > 214B > 214D JC > j.214D > 5D(2) > 22C > 214A > 214D 100% life - 4994, 32 CH 5C > j.CC OD > 5B > 5C > 2D DC > 3C > 22C > 236D > 5C > j.C > j.214C > 5D(2) > 623D > 236C > 214D I assume you all know how to fish for CH 5C's, so I won't list what you can punish for this set.
Onakira Posted December 2, 2013 Posted December 2, 2013 JUMP CANCEL OD 50% life or below - 5145, 36 CH 5C > j.CC OD > 5B > 5C > 2D DC > 623D > 236C > 214D > j.C > 214B > 214D > 6D > j.214D > 3C > 22C > 214A > 214D (out of the corner) 70%-60% life - 5115, 36 CH 5C > j.CC OD > 5B > 5C > 2D DC > 623D > 236C > 214D > j.C > 214B > 214D > 6D > j.214D > 3C > 22C > 214A > 214D 90%-80% life - 4947, 35 CH 5C > j.CC OD > 5B > 5C > 2D DC > 623D > 236C > 214D > j.C > 214B > 214D JC > j.214D > 5D(2) > 22C > 214A > 214D 100% life - 4994, 32 CH 5C > j.CC OD > 5B > 5C > 2D DC > 3C > 22C > 236D > 5C > j.C > j.214C > 5D(2) > 623D > 236C > 214D I assume you all know how to fish for CH 5C's, so I won't list what you can punish for this set. Mid-screen into corner: CH 5C > j.CC OD > 5B > 5C > 2D DC > 3C > 22C > 236D DC > 5C > 5D(1) > 214B > 214D > 5D(2) > 214D > 5D(1) > 623D > 236C > 214D 50% Health - 5737, 38 Heat Gain
xlolxlolx Posted December 2, 2013 Posted December 2, 2013 http://www.youtube.com/watch?v=bhkts2UH3w0 current max damage combo
Elochai Posted December 2, 2013 Posted December 2, 2013 http://www.youtube.com/watch?v=bhkts2UH3w0 current max damage combo This is 3C starter, right? So 3C has the best P1 or something? Sent from my SCH-I535 using Tapatalk
Putin Posted December 2, 2013 Posted December 2, 2013 No, it's 22C starter which has the longest combo time in the game or something. Raw 22C also does 666 damage, letting you know that if you somehow manage to get hit by it, you're screwed
t3hmastaroth Posted December 3, 2013 Posted December 3, 2013 Wow you guys are destroying Ragna... Amazing combmos... Ok I picked up the game not too long ago and got back into Ragna after failing miserably with Amane... So far the best corner combo I could find starting with 5B (which also works from up to 25% screen away) is... 5B, 3C, 22C, 236D, (DC if far from corner), 5C, j.C, 214C, delay 5B, 5D[1], 214A, 5B, 5D, 623D ender or CS... Does 4.5-5.3K... Is there a better one? and for starting the round with max range 5B, 5C hit confirm, I'm doing... 5B, 5C, OD, 5C, 2D, DC, 5C, 5D[1], 214A, 5B, 5D, 236D, 5C, j.C, 214C, 5C, 5D, 623D ender also for 4.5K... Could I be doing something better?
LuminAbyss Posted December 4, 2013 Posted December 4, 2013 That's really the damage you'll be hitting with those type of confirms. That corner combo is basically the BnB. If you wanted to use meter instead of Overdrive in the long range confirm, you can always do something like 5B > 5C > 2D > Rapid > dash 5C > 5D(1) > 214A > 5B > 5D(1) > 214B > delay 214D > dash 5D(2) > 22C > 623D ender or something of that nature, depending on screen positioning (that one is my typical midscreen rapid combo, does about 4.2k) The first post should be getting updated with more as we find out newer combos, so far you're doing well!
xlolxlolx Posted December 4, 2013 Posted December 4, 2013 the only "practical" ways to get a raw madao is pretty much off DID punch or double air bs smp tech trap, and it doesn't exactly net damage anywhere on par with this due to limitations on not being able to get a raw OD without jumping through hoops and doing it off of a BE
Onakira Posted December 4, 2013 Posted December 4, 2013 5B, 5C, OD, 5C, 2D, DC, 5C, 5D[1], 214A, 5B, 5D, 236D, 5C, j.C, 214C, 5C, 5D, 623D ender also for 4.5K... Could I be doing something better? At start-of-round location you could go for: 5B > 5C > OD > 5C> 2D DC > 5C > 5D(1) > 214A > 5B > Delay 5C > j.C > jc.C > 214C > 5C > 5D > 22C > 623D > 236C > 214D for almost 4.8K Anybody have tips for consistently connecting 5B > 5D > 623D > etc. after using 5B > 5D(1) > 214A in the corner? I end up crossing-up the opponent most of the time instead of it connecting. This makes me wonder if it's my actual timing, or Ragna's positioning after 214A in the corner. I've been using 2B > 5B > 5D > 623D > 236C > 214D instead. It's been consistent against all the characters I've come across so far, but I'm not really sure how much damage I'm sacrificing by adding 2B in there.
xlolxlolx Posted December 4, 2013 Posted December 4, 2013 you dont use 5d(1)>214a in the corner, just go straight into BE
Onakira Posted December 4, 2013 Posted December 4, 2013 you dont use 5d(1)>214a in the corner, just go straight into BE I'm talking about after BE. Such as: j.C > BE > 5B or 5C > 5D(1) > 214A > 5B> 5D> 623D > 236C > 214D I've only been able to prevent Ragna from crossing-up and connect the 5B> 5D> 623D > 236C > 214D part by starting with 2B before 5B.
Callisto Posted December 4, 2013 Posted December 4, 2013 Yeah using the 2B in there is the only way to do it that I've found.
t3hmastaroth Posted December 4, 2013 Posted December 4, 2013 (edited) I'm talking about after BE. Such as: j.C > BE > 5B or 5C > 5D(1) > 214A > 5B> 5D> 623D > 236C > 214D I've only been able to prevent Ragna from crossing-up and connect the 5B> 5D> 623D > 236C > 214D part by starting with 2B before 5B. Same problem with me... However, I found that if i hold back and wait just a little bit then Ragna doesn't cross-up... Still trying to make this consistent... Thanks for the OD combo... I have problem sometimes connecting 5D, 22C... It doesn't come out... Mind explaining why? Another corner carry one I'm using is 5B, 5C, 623D, 236C, 236C, dash 3C, 22C, 236D, 5C, j.C, 214C, 5C, 5D, 623C, 236C, 214D... Does about 3.7K and works off of far range 5B... Edited December 4, 2013 by t3hmastaroth
LuminAbyss Posted December 4, 2013 Posted December 4, 2013 I have problem sometimes connecting 5D, 22C... It doesn't come out... Mind explaining why? There are a few characters that it doesn't work on midscreen, due to hitboxes, though it's a small number so I never wrote which characters down.. You just have to make sure you connect the 5D really close to them so that their hitbox will connect with 22C.
Elochai Posted December 4, 2013 Posted December 4, 2013 You can only use 22C in combos if you've used a move that "enables" it. For example, air hit 6B, 3C, j.214D, etc. Any move that causes hard knockdown works iirc. In regards to 214A corner route, I just do 214A > 5A > stuff. Kinda hurts damage, but it's not too harsh. Sent from my SCH-I535 using Tapatalk
Lucalibur Posted December 4, 2013 Posted December 4, 2013 So I noticed pretty much all Ragnas uses Throw>236D>DC>3C>22C>DC>5B>5C>5D(2)>214A>214D as their throw corner combo. I love that combo and everything but I tested on training mode and you can get around 40 more damage if you do Throw>236D>5C>jc>J.C>jc>J.C>J.214C>5C>5D(2)>214A>214D So the question is, do people don't go for this route for some reason? Char specific? Timing is too strict?(I've noticed you can't really delay anything after Dead Spike or else 5C>5D doesn't combo) Just wondering why.
floatwater Posted December 4, 2013 Posted December 4, 2013 Matter of preference at this point. People do whatever really.
Callisto Posted December 4, 2013 Posted December 4, 2013 So I noticed pretty much all Ragnas uses Throw>236D>DC>3C>22C>DC>5B>5C>5D(2)>214A>214D as their throw corner combo. I love that combo and everything but I tested on training mode and you can get around 40 more damage if you do Throw>236D>5C>jc>J.C>jc>J.C>J.214C>5C>5D(2)>214A>214D So the question is, do people don't go for this route for some reason? Char specific? Timing is too strict?(I've noticed you can't really delay anything after Dead Spike or else 5C>5D doesn't combo) Just wondering why. I was trying something similar but a lot of times had characters fall out of the BE, the 22C DC version is just very reliable in my experience.
xlolxlolx Posted December 4, 2013 Posted December 4, 2013 I'm talking about after BE. Such as: j.C > BE > 5B or 5C > 5D(1) > 214A > 5B> 5D> 623D > 236C > 214D i do 5b>3c>madao>ds>2c>5c>j.c>dj.c>be>5c>5d(2)>hf, personally i wouldnt give up hf knockdown in the corner for a measly 100 damage Another corner carry one I'm using is 5B, 5C, 623D, 236C, 236C, dash 3C, 22C, 236D, 5C, j.C, 214C, 5C, 5D, 623C, 236C, 214D... Does about 3.7K and works off of far range 5B... not a real combo, take out 5c after be and it does 3.9
t3hmastaroth Posted December 4, 2013 Posted December 4, 2013 So I noticed pretty much all Ragnas uses Throw>236D>DC>3C>22C>DC>5B>5C>5D(2)>214A>214D as their throw corner combo. I love that combo and everything but I tested on training mode and you can get around 40 more damage if you do Throw>236D>5C>jc>J.C>jc>J.C>J.214C>5C>5D(2)>214A>214D So the question is, do people don't go for this route for some reason? Char specific? Timing is too strict?(I've noticed you can't really delay anything after Dead Spike or else 5C>5D doesn't combo) Just wondering why. I do B+C, *slight delay* 236D, 5C, sj.C, 214C, 5C, 5D, 623D ender... Simple and does 3.5K... How much do those other ones do that you mentioned?
Lucalibur Posted December 4, 2013 Posted December 4, 2013 3502 and 3542 or some shit like that, don't remember off of the top of my head but if I'm wrong then only by a few single digits. That is because they go for Hells Fang ender which gives better oki at cost of some damage. ID ender they can go up to 3.6K, maybe 3.7K? Haven't tested since I don't think it's worth going for it.
Callisto Posted December 4, 2013 Posted December 4, 2013 I think it was 3.6, I remember it being negligible enough to not warrant using it over HF.
LuminAbyss Posted December 5, 2013 Posted December 5, 2013 (edited) Speaking of throws. 50% life B+C > CT > 236D > 5C > 5D(1) > ODC > 623D > 236C > 214D > falling j.D > j.214B > immediate 214D > j.214D > 214214D Damage: 5804 Heat used: 75 This is like, our only TURNT UP throw combo, I honestly cannot find anything else to do that won't just force insta tech before you have time for a super. Edited December 5, 2013 by LuminAbyss
Onakira Posted December 5, 2013 Posted December 5, 2013 i do 5b>3c>madao>ds>2c>5c>j.c>dj.c>be>5c>5d(2)>hf, personally i wouldnt give up hf knockdown in the corner for a measly 100 damage Thanks. I was using this combo for a while, but I was having problems with the 2C > 5C after 236D against some characters. Maybe I just need to get accustomed to delaying 5C more in CP...
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