Lucalibur Posted December 5, 2013 Posted December 5, 2013 I've noticed that 2C>5C seems to be harder, if not outright impossible against certain characters. Pretty stupid but when that happens I just skip the 2C.
Onakira Posted December 5, 2013 Posted December 5, 2013 I've noticed that 2C>5C seems to be harder, if not outright impossible against certain characters. Pretty stupid but when that happens I just skip the 2C. Same here. Which led me to compensate with 5C > j.C > BE instead.
LuminAbyss Posted December 5, 2013 Posted December 5, 2013 Shout outs to Liu for maximizing our damage off of a corner throw too, this out does both of the throw combos I've come up with. 60% life or below B+C > CT > OD > 22C > 236D > 623D > 236C > 214D > j.D > j.214B > immediate j.214D > JC > j.214D > 214214D Damage: 6025 Heat used: 75
xlolxlolx Posted December 5, 2013 Posted December 5, 2013 2c>5c is actually pretty consistent on all characters from my experience, i dont recall having dropped it in a pretty long time now
Final Ultima Posted December 6, 2013 Posted December 6, 2013 I've noticed that 2C>5C seems to be harder, if not outright impossible against certain characters. Pretty stupid but when that happens I just skip the 2C.That only really happens if you try to do 5C immediately after 2C. If you delay slightly it should work fine on anyone.
Lucalibur Posted December 6, 2013 Posted December 6, 2013 Yeah I tried and it just seems certain characters require a much larger delay on 5C than others. Some like Azrael require a ridiculous amount of delay in comparison to, say, Bullet. It really does fuck certain combo ideas I had in mind. When's 5C hitbox buff.
Onakira Posted December 9, 2013 Posted December 9, 2013 When's 5C hitbox buff. Wishful thinking for us Ragna players...But probably never for CP ha. On another note, possible max damage 5B > 5C> OD mid-screen combo at 50% Health and no meter?: 5B > 5C > OD cancel > 5C > 2D DC > 5C > 5D(1) > 214B > 214D > 6B > 236D DC > 3C > 22C > 236D > 623D > 236C > 214D = 5350 damage/36 Heat Gain I guess OD 236D and regular 236D doesn't register as "Same Attack Combo" for some reason. Yeah, that's news to me...
MashThat5A Posted December 10, 2013 Posted December 10, 2013 I guess OD 236D and regular 236D doesn't register as "Same Attack Combo" for some reason. Yeah, that's news to me... All BK moves that have different properties from normal Ragna moves don't share SMP iirc
xlolxlolx Posted December 10, 2013 Posted December 10, 2013 that's actually not true, only ds and both DIDs do not share the SMP, everything else does
KayEff Posted December 10, 2013 Author Posted December 10, 2013 that's actually not true, only ds and both DIDs do not share the SMP, everything else does actually DID shares smp, but only with their corresponding version, i.e. ground DID and ground DID (OD) share smp only dead spike and supers do not share smp
Kashou Posted December 21, 2013 Posted December 21, 2013 Mid screen throw-> A+B 214B delay 214D hj.C j.D jc.C j.D j.DSRK - 2743 damage Corner Throw-> A+B 236D 5C j.C j.214C 5C 5D(2) DSRK - 3476 damage OD Corner Throw -> 236D 3C 22C ODc 6D 623D 236C 214D j.D j.214B j.214D jc j.214D 214214D - 5482 damage 50% heat 50% life Mid screen DPS -> 5B 5C 2D RC 5C 214A 5B (5C) 5D(2) 214B delay 214D hj.C J.D jc.C j.D J.DSRK 4000~ Mid screen Range -> 5B 5C 214A RC 6C 214B-214D 6A j.214D dash 5B 5C hj.C j.D jc.C j.D j.DSRK 3427 Corner Combo DPS -> 5B 5C 2D RC dash 3C 22C 236D 5C j.C j.214C 5C 5D DSRK - 4698 damage 50% heat Corner Combo Range -> 5B 5C 214A-214D RC (dash) 3C 22C 236D 5C j.C j.214C 5C 5D(2) DSRK This is my current combo document. I think some of it is repeat stuff because I've been using the OP as reference points. Been staying away from TK Blood Scythe crap cause my failure rate is off the charts.
-Kid Posted December 21, 2013 Posted December 21, 2013 (edited) Just figured i'd post some optimal combos since I don't really see many people using them. Excuse the long post, just trying to make everything clear for people to see properly. Midscreen combos: 5B > 2C > 5C > 2D > Rapid cancel > slight walk forward > 6C > delay 6D > j.214D > 665B > delay 5C > 5D(1) > 214B~delay D > 665D(2) > 22C > D Divider axe kick Damage: 4444 Heat Gain: 21 6B > 6A > 214A > 5B > delay 5C > 5D(1) > 214B~immediate D > 6A > TK 214D > 665B > delay 5C > 5D(2) > D Divider axe kick Damage: 2819 Heat gain: 20 * Combo route to take off a 6B on characters that 6A > HF doesn't whiff on (This can be used on bang if you slightly delay HF) 6B > 6A > 214B~Immediate D > 6A > TK 214D > 665B > 5C > 5D(2) > 214A > 665B > 5C > 5D(2) > D Divider axe kick Damage: 2642 Heat gain: 18 * To be used as an alternative to previous combo if playing against a character that 6A > HF whiffs on (Amane, Bullet, Mu etc) 5B > 3C > 22C dash cancel > 5C > 214A > 5B > delay 5C > 5D(1) > 214B~delay D > 665D > D Divider axe kick Damage: 4091 Heat Gain: 25 * Doesn't work on Kokonoe or Arakune, harder to do on specific characters. B+C > delay 214A > 5B > 6A > TK 214D > 665B > 5C > 5D(2) > D Divider axe kick Damage: 3017 Heat Gain: 21 4B+C > 665C > 214A > 5B > delay 5C > jump cancel j.B > j.C > double jump cancel j.C > j.D > D Divider axe kick Damage: 3174 Heat Gain: 22 2C CH > CT > 3C > 22C dash cancel > 665C > 214A > 665B > delay 5C > 5D(1) > 214B~delay D > 665D(2) > D Divider axe kick Damage: 5041 Heat Gain: 25 2C CH > CT > slight step back (if you're too close) > 6C > 6D > j.214D > 665B > delay 5C > 5D(1) > 214B~delay D > 665D(2) > 22C > D Divider axe kick Damage: 4.8k Heat Gain: 20 * Alternative route to take against Arakune and Kokonoe since 22C dc > 5C doesn't work Corner combos: B+C > CT > 236D > 5C > jump cancel j.C > j.214C > 665D > 22C > D Divider axe kick Damage: 4070 Heat Gain: 18 5B > 3C > 22C > 236D > 2C > delay 5C > jump cancel j.C > double jump cancel j.C > j.214C > 5C > 5D(2) > D Divider axe kick Damage: 4513 Heat Gain: 28 * Found to be the most optimal route even on crouching opponents 5B > 5C > D Divider(1) > straight punch > 3C > 22C > 236D > 5C > jump cancel j.C > j.214C > 665D(2) > 214A~D Damage: 3839 Heat Gain: 26 5B > 5C > 2D rapid cancel > 3C > 22C > 236D > 2C > delay 5C > jump cancel j.C > double jump cancel j.C > j.214C > 5C > 5D(2) > D Divider axe Kick Damage: 4914 Heat Gain: 22 2C CH > CT > 3C > 22C > 236D > 2C > delay 5C > jump cancel j.C > double jump cancel j.C > j.214C > 5C > 5D(2) > D Divider axe kick Damage: 5463 Heat Gain: 25 214D FC > 66CT > 666D > j.D whiff > 3C > 22C > 236D > 2C > delay 5C > high jump cancel j.C > j.214C > 5C > 5D(2) > D Divider axe kick Damage: 5244 Heat Gain: 29 *Meterless version gets 4587 dmg (use normal jump cancel after delay 5C, with an additional j.C before j.214C) and 29 heat. Edited December 21, 2013 by -Kid
Kashou Posted December 21, 2013 Posted December 21, 2013 (edited) Here are some more OD combos with different HP amounts than the ones in the OP. I made a cool combo earlier but turned out it used more OD than you can have and in the end it boiled down to the OD combo we already have. OD Corner Combo -> 5B 5C ODc 5C 2D dc D-SRKCOMBO j.D j.214B-214D jc.214D 214214D - 5614 Damage - Builds 29% Heat - 1-30% hp OD Corner Combo -> 5B 5C ODc 5C 2D dc 5C j.C j.214C D-SRKCOMBO j.D j.214B-214D 214214D - 6047 Damage - Builds 32ish heat (Continuous heat buildup cause 10% hp so more than that) - 1-10% hp It should be right, I got tired of rechecking. Edited this post like 9 times. OD Mid screen -> 5B 5C ODc 5C 2D dc 5C 5D(2) 632146D - 4509 Damage - Builds 22 Heat - 1-80% hp OD Corner -> 5B 5C ODc 5C 2D dc 5C 5D(2) 214214D - 5005 Damage - 22 Heat - 1-80 hp These can be good short OD combos to end the match with if your opponent still has a burst. Edited December 22, 2013 by Kashou
-Kid Posted January 4, 2014 Posted January 4, 2014 Corner combo FC BS > 666D > j.D whiff > 5C > 5D(1) > DS > 663C > 22C dc > 2C > 5C > hjc j.C > BE > 5C > 5D(2) > DID. Damage: 4752 Heat Gain: 31
Callisto Posted January 15, 2014 Posted January 15, 2014 6B > 6A > 214A > 5B > delay 5C > 5D(1) > 214B~immediate D > 6A > TK 214D > 665B > delay 5C > 5D(2) > D Divider axe kick I was tooling around last night and came up with this exact combo lol, it should probably corner carry enough from anywhere midscreenish to get a 22C in before the DID, yes?
-Kid Posted January 15, 2014 Posted January 15, 2014 Not necessarily. It's dependent on where in "midscreen" you are. If you are in the player 1 or 2 position and you land an overhead, then yeah you can most likely use 22C before the D Divider due to the great corner carry of said combo. If you are further away from those starting positions, the 22C will whiff if you aren't "in" (not near) the corner by the time you land the 665B.
Callisto Posted January 15, 2014 Posted January 15, 2014 Yeah I noticed that after the TKBS in the corner there's actually very little pushback from the 5B 5C 5D(2), or even if the TKBS carries all the way into the corner(I believe it should almost always if you are hitting them near the starting position) you can just do the 5B without the microdash. I think the only difference in what I had last night was that I didn't have the extra 5C after the HF > 5B. My only gripe is that's kind of a difficult combo(relative to the rest of Ragna in general) for only getting 3k~, but still it's not bad considering the 6B starter and the amount of corner carry you get.
BlackYakuzu94 Posted January 15, 2014 Posted January 15, 2014 The combo is used mainly for corner carry rather than damage honestly, its not bad for a meterless combo.
Tong Posted January 20, 2014 Posted January 20, 2014 5B> 3C> 22C> 236D> 2C> delay 5C (JC)> j.C (JC)> j.C> j.214C> delay 2C> delay 5C> 5D> DID~Kick Damage: 4614, Meter gain: 29. j.C (JC)> j.C must be done as fast as possible. And a more practical version: 5B> 3C> 22C> 236D> delay 2C> delay 5C (HJC)> j.C> j.214C> delay 2C> delay 5C> 5D> DID~Kick Damage: 4523, Meter gain: 28
Dr.Patient Posted February 8, 2014 Posted February 8, 2014 (edited) New to the Ragna board hey yea watsup, been messing around with him and I think I found a nice combo, apologize if its been posted already. 5B>5C>DID>RC>6D>214D>66>5B>5C>5D(1)>GH>66>5D>22C>Hellsfang Damage: 4114 Carries from corner to corner, and works on everyone I've tested except jin (hellsfang won't connect as they slide along the floor) you could just end it with ID>axe kick instead in his case. Edited February 8, 2014 by Dr.Patient
Koga_Noid Posted February 8, 2014 Posted February 8, 2014 New to the Ragna board hey yea watsup, been messing around with him and I think I found a nice combo, apologize if its been posted already. 5B>5C>DID>RC>6D>214D>66>5B>5C>5D(1)>GH>66>5D>22C>Hellsfang Damage: 4114 Carries from corner to corner, and works on everyone I've tested except jin (hellsfang won't connect as they slide along the floor) you could just end it with ID>axe kick instead in his case. Thanks, even went ahead and made a vid showcasing it. http://www.youtube.com/watch?v=5_k_0yRzGPU
TITANIUM BEAST!!! Posted February 8, 2014 Posted February 8, 2014 Interesting combo, but I can't think of much reason to use it over 2D RC combos.
-Kid Posted February 8, 2014 Posted February 8, 2014 (edited) Combo looks nice. Although the 2D > RC > 6C route not only gets you better damage, but the corner carry is similar too. Generally the 2D > RC > 6C route is better because unlike the DID(1) route, you don't have to be as close to use 2D. If you use 5B > 5C from a distance (which will always most likely be the case), you won't be able to hit DID whilst standing on the ground because the initial hit will whiff, making a 6D followup impossible. Edited February 8, 2014 by -Kid
Tong Posted February 8, 2014 Posted February 8, 2014 And if you're that close from the corner you can go for this side switch combo: 5B> 5C> DID (1) (RC)> dash cross under 3C> 22C (DC)> 236D (DC)> 5C (JC)> j.C> j.214C> 5C> 5D> HF Does 4487 It works whenever you can get the first hit for DID and Ragna stays grounded after the RC.
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