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Posted

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.

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Posted
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

Posted

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

Posted

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?

Posted

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!

Posted

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

Posted

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.

Posted
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.

Posted (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 by t3hmastaroth
Posted
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.

Posted

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

Posted

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.

Posted
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.

Posted
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

Posted
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?

Posted

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.

Posted (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 by LuminAbyss
Posted
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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