crimsonstardust Posted February 10, 2014 Posted February 10, 2014 I'm having trouble with the midscreen fatals, I'm having trouble getting 5B to connect after 214B in both the BS and DID variations, they usually tech right before I can get 5B to connect. DID fatal combo I'm trying bellow. FC 623D > (dash) delay 5B > delay 5C > 5D(1) > 214B > 5B > delay 5C > 5D(1) > delay 214A > 5B > delay 5C > jc j.C > jc j.C > j.D > j.214D
floatwater Posted February 10, 2014 Posted February 10, 2014 (edited) If you are having trouble try this combo instead FC 623D > 665B > 5D[1] > DS DC > 665C HF > 5B > delay 5C > J.C > J.D > J.C > J.D > 214D you only lose 100 damage from it. also for FC BS I do 5C > 6C > 5B > 5D[1] > 214B > 5B > 5D[1] > DS DC > Stuff and it's consistent. Reason as to why it doesn't land is because of height IIRC. I know it's something else but I don't remember atm! Also no matter what route you use for an FC combo 90% of the time you just end up getting 4-4.3K meterlessly (depending on position). If you are full screen you just about get the same amount of corner carry. Edited February 10, 2014 by Crossfire
crimsonstardust Posted February 10, 2014 Posted February 10, 2014 (edited) If you are having trouble try this combo instead FC 623D > 665B > 5D[1] > DS DC > 665C HF > 5B > delay 5C > J.C > J.D > J.C > J.D > 214D you only lose 100 damage from it. Getting that 66 after a DS DC is actually much harder for me, I can't consistently get the dash right after the DC. EDIT: I figured out why I couldn't get the 5B to connect after 214B, I was too close when I was starting the combo after DID, I helped that I waked back a little as I landed, I guess this is gonna change depending on how close or far I use DID to fatal. Edited February 10, 2014 by crimsonstardust
floatwater Posted February 10, 2014 Posted February 10, 2014 Yeah, too close was the reason haha. Well, in the end you can do whatever to get 4K so try easier things that work for you lol. Also for the DS DC you DC when the DS hits them it can be weird if you don't use it a lot.
crimsonstardust Posted February 10, 2014 Posted February 10, 2014 What I'm having trouble with is getting the 66 after DS DC, there's a lot of times I'm trying to buffer 66 but I end up walking or nothing happens.
floatwater Posted February 10, 2014 Posted February 10, 2014 Then it's an execution error on your part, practice it.
Tong Posted February 10, 2014 Posted February 10, 2014 I'm having trouble with the midscreen fatals, I'm having trouble getting 5B to connect after 214B in both the BS and DID variations, they usually tech right before I can get 5B to connect. DID fatal combo I'm trying bellow. FC 623D > (dash) delay 5B > delay 5C > 5D(1) > 214B > 5B > delay 5C > 5D(1) > delay 214A > 5B > delay 5C > jc j.C > jc j.C > j.D > j.214D Delay the first 5D(1) also.
Dr.Patient Posted February 11, 2014 Posted February 11, 2014 (edited) Was messing around with some weird looking stuff, found a weird combo path, I don't think it's optimal yet, so I'm gonna play around with it a bit more, and yea its another corner to corner combo. 5B>3C>22C>RC>66(chase them along the floor)>5C>5D[1](will miss jin and a maybe a few others, but you can skip this if thats the case)>214A>5B>5C>5D(1)>GH>66>5D>DID>AxeKick (4239dmg) still probably not easier than the 2D rc combos you guys mentioned earlier, but idk thought it was cool. Edited February 11, 2014 by Dr.Patient
Final Ultima Posted February 11, 2014 Posted February 11, 2014 That same combo route is possible without RCing if you dash cancel the 22C and then land a dash 5C > 214A. It's hard to get down, but it works on everyone but Arakune and Kokonoe.
Dr.Patient Posted February 12, 2014 Posted February 12, 2014 That same combo route is possible without RCing if you dash cancel the 22C and then land a dash 5C > 214A. It's hard to get down, but it works on everyone but Arakune and Kokonoe. just noticed this after a bunch of tries, would be a really nice meterless combo if it wasn't so hard to do, on another note I'm laughing at the fact that after 3 games DID>axekick>RC>J.C>5C/6A works and can lead into a whole combo with decent damage
ShelledMenace Posted February 12, 2014 Posted February 12, 2014 Are you sure the 22C dash cancel works on everyone but those two? I seem to have a lot a lot of trouble doing it with Tao as well. I think maybe Noel too? I forgot who, and I'm not positive. I just remember never being able to get it on them when I tried in training.
floatwater Posted February 12, 2014 Posted February 12, 2014 The female characters are a bit iffy since they are skinnier when they are knocked down. Also dash distance is different for everyone! some require a bit more dashing.
deadninjas Posted February 18, 2014 Posted February 18, 2014 (edited) Totally neglected to check this thread when trying to figure out Ragna's Challenge 30. But here's what I came up with, in case it helps anybody. I'm rusty as hell with Ragna so there may be better ways to do this, but I modified your challenge combo slightly so that it didn't require a raw OD activation and was hit-confirmable off the FC scythe. It's literally the exact same combo except you replace the DS DC > 5D with something else. It's obviously not as potent, but again - no yolo OD activation. 214D, land, 66, OD, 5B, 5D, Delayed Carnage Scissors, 623D, j236C, j214D, Falling jD, j214B, j214D, Jump Cancel, jD, j214D, 214214D Damage: 6234 Lifesteal: 4000-4500 (Just did the challenge mode and it fell in between there) Obviously requires 100% heat but may not need the maximum OD duration, didn't try it with more HP. Only tried it against Azrael and Noel. Both worked, but Noel requires a much cleaner dash and OD cancel to not have the 5D whiff. There's probably a much better way to go after seeing a fatal counter scythe land in the corner, but I'm not creative and just jacked your combo. EDIT: http://www.youtube.com/watch?feature=player_detailpage&v=16ZYpteDn6s#t=146 1:46ish in that video is another option. No idea how difficult or practical it is in comparison. Also that DS would whiff in the corner until the next patch. Edited February 18, 2014 by deadninjas
-Kid Posted March 7, 2014 Posted March 7, 2014 (edited) Turns out that 5D(1) > CT is a better punish than 2C > CT. 5D(1) is fairly practical too. Punishes in the corner: 5D(1) CH > CT > 3C > 22C > 236D > 2C > delay 5C > j.C > j.C > j.214C > 5C > 5D(2) > DID DMG: 5558 HG: 25 Lifesteal: Â Â Punishes midscreen: 5D(1) CH > CT > 3C > 22C > 665C > HF(1) > 665B > 5C > 5D(1) > GH > 665D(2) > DID DMG: 5120 HG: 22 Lifesteal: 5D(1) CH > CT > 6C > delay 6D > j.214D > 665B > 5C > 5D(1) > GH > 665D(2) > 22C > DID. DMG: 4942 HG: 19 Lifesteal: 5D(1) CH > CT > 6C > delay HF(1) > 665B > 5C > 5D(1) > GH > 665D(2) > DID. DMG: 4476 HG: 17 Lifesteal: Edited April 8, 2014 by -Kid
-Kid Posted March 27, 2014 Posted March 27, 2014 Corner GH(2) > sjc j.C > BE > 3C > 22C > DS dc > 3C > DID DMG: 3115 HG: 20 Lifesteal:
Aisk Posted April 7, 2014 Posted April 7, 2014 Just got a idea for a way to possibly measure lifesteal on astral: Drain portion of ragna's health and then astral while in abyss mode. I'm noticing at least 2.5K return but thats while i have red blood sucker on... However there IS a return to it.
KayEff Posted April 8, 2014 Author Posted April 8, 2014 > lifesteal > astral > mfw lifesteal doesn't even matter
KayEff Posted May 4, 2014 Author Posted May 4, 2014 was messing around with ragna combos the other day, came across this weird yet probably more damaging combo  corner FC BS > dash 2C > 3C > 22C >> DS > 2C > 5C > hjc j.C > BE > late 6C > late 6D > j.BS > 5B > d.ID >> AX
KayEff Posted May 5, 2014 Author Posted May 5, 2014 well it actually does less damage than the optimal one that kid posted. but i guess it's interesting none the less? Â does 4499 if you're interested.
Jx31 Posted May 5, 2014 Posted May 5, 2014 Hey, I was wondering if it's possible to get more  damage off of a non-CH 6D in the corner.  Right now I'm doing  6D > BE > 3C > 22C > DS > 2C > 5C > hjc J.C > jc J.C >  J.D > DID >> ax kick.  It does 3922 damage.
KayEff Posted May 5, 2014 Author Posted May 5, 2014 given how limited your followups to 6D are, i highly doubt you'd be able to get more. Â maybe add a gauntlet hades after 2C > 5C.
Jx31 Posted May 5, 2014 Posted May 5, 2014 given how limited your followups to 6D are, i highly doubt you'd be able to get more.  maybe add a gauntlet hades after 2C > 5C.   Yeah that worked,  I didn't even realize GH could be used that far in derp.  Good to know.  I need to experiment with this route to see if I can push out more damage but the quick patchwork combo I got out of it is  6D > BE > 3C > 22C > DS > 2C > 5C > 5D(1) > 214B > 214D > hjc J.C >  J.D > jc J.C >  DID > Ax kick  4181 damage.  Thanks!
floatwater Posted May 5, 2014 Posted May 5, 2014 Just do 6D > 3C > DS > 2C > 5C > J.C > J.C > BE > 5C > 5D[2] > HF > Tsuika/DID ~ Kick Tsuika ender is like 4.2 and Kudakero ender is like 4.5 is IIRC? Oh fuck you said non-CH :x Yeah I think that's as far as you can stretch it without any meter.
D.R.F. Posted May 5, 2014 Posted May 5, 2014 Just do 6D > 3C > DS > 2C > 5C > J.C > J.C > BE > 5C > 5D[2] > HF > Tsuika/DID ~ Kick Tsuika ender is like 4.2 and Kudakero ender is like 4.5 is IIRC? Oh fuck you said non-CH :x Yeah I think that's as far as you can stretch it without any meter. Kudakero? You mean sol's xrd dive dick? Belial edge? Or do you just mean DID> ax kick?:0
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