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Posted

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.

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Posted
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.

Posted

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

Posted

2c>5c is actually pretty consistent on all characters from my experience, i dont recall having dropped it in a pretty long time now

Posted
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.
Posted

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.

Posted
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...

Posted
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

Posted
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

  • 2 weeks later...
Posted

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.

Posted (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 by -Kid
Posted (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 by Kashou
  • 2 weeks later...
Posted

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

  • 2 weeks later...
Posted
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?

Posted

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.

Posted

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.

Posted

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

  • 3 weeks later...
Posted (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 by Dr.Patient
Posted
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

Posted (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 by -Kid
Posted

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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