Callisto Posted October 31, 2013 Posted October 31, 2013 you might be able to squeeze j.C j.D jc j.C in before the BE instead of just the j.C Does BS by itself give the knockdown status needed for 22C?
Fistmaster049 Posted October 31, 2013 Posted October 31, 2013 you might be able to squeeze j.C j.D jc j.C in before the BE instead of just the j.C Does BS by itself give the knockdown status needed for 22C? I can, takes the damage up to 4522 Thanks And yes it does similar to how 6B and 3C do but only the air version
jetblaksuit Posted November 2, 2013 Posted November 2, 2013 Whats the best way to properly test life gain on a combo?
floatwater Posted November 2, 2013 Posted November 2, 2013 It depends on what D normals and specials you use. I'm don't completely know it, but each D has a modifier on a normal/special. Some are better than the others. It multiplies the more you use it in a said combo.
Final Ultima Posted November 2, 2013 Posted November 2, 2013 Whats the best way to properly test life gain on a combo?As long as you have the values, you can work it out mathematically. For those that aren't already aware, here are the new values and modifiers. Numbers in parentheses represent lifesteal during Over Drive. 5D, 2D, 6D, j.D: 100 (125) Tsuika Kougeki (Additional Attack): 200 (300) D Inferno Divider: 50+50 (75+75) Kakato Otoshi (Ax Kick): 100 (150) Keri Age (Spin Kick): 100 (150) Dead Spike: 100 (100*3) Blood Scythe: 300 (450) Carnage Scissors: 200 (200+50*4) Yami ni Kuwarero (Devoured by Darkness): 500 (1000) The new rate for lifesteal during combos is 100% > 90%, then +5% for each hit until 150%, then 160%, then 180%. 180% is the cap. Multiple hits with the Soul Eater property within the same move are now counted separately.
Fistmaster049 Posted November 3, 2013 Posted November 3, 2013 Far from optimal and pretty impactial but I did think it might be worth noting The combo has corner to corner carry and seems to work on everyone 5B - 6A - j.c j.C - j.c j.C - j.D - BS - rapid before you land - 5C - j.c j.C - j.c j.C - j.D - BE - CS = 3843 dmg and corner to corner carry
VR-Raiden Posted November 3, 2013 Posted November 3, 2013 (edited) Best meterless airthrow combos? Midscreen: airthrow > dash 5C > HF > 5B > 6A > tkBS > dash 5B > 5D > DID - 3128/22 Midscreen-to-corner: airthrow > (dash) 5C > HF > 5B > (delay) 5C > sj.C > j.D > BE > dash 5D > DID - 3283/23 Better one for midscreen/midscreen-to-corner (thanks xlolxlolx): air throw>dash 5c>5d(1)>hf>5b>6a>tk bs>dash 5b>6a>hj.d>dj.c>DID - 3235/23 Corner: airthrow > BE > dash 3C > 22C DC > 5B > 5C > 5D > HF - 3349/22 Better corner one: Edited November 3, 2013 by VR-Raiden
Fistmaster049 Posted November 3, 2013 Posted November 3, 2013 (edited) I found a very slightly better corner combo Airthrow>BE>dash 3C>22C>DS>5C>6A>j.c j.D>j.c j.D> DID = 3457 dmg and 22 meter Will note the timing on the second j.D is very tight but doable Edited November 3, 2013 by Fistmaster049
capsuletoyco Posted November 3, 2013 Posted November 3, 2013 does anyone know why the Berial Edge whiffs half the time during this combo? corner 5b,5c,DID (2hits) 3c, 22c, DS, 5c, JC, BE, 5d, HF.This combo also works off of 6b... It's more consistent if you get 1 hit of DID, but it would be nice to get that little extra damage. It seems to be more consistent on ragna and characters with bigger hitboxes, but I've been unable to get it on Jin getting both hits of DID.
floatwater Posted November 4, 2013 Posted November 4, 2013 Connecting the last hit of belial is "tougher" in this game, you kind of don't want to be all up in their hitbox.
capsuletoyco Posted November 4, 2013 Posted November 4, 2013 that's not what I'm talking about at all.
floatwater Posted November 4, 2013 Posted November 4, 2013 does anyone know why the Berial Edge whiffs half the time during this combo? :V
xlolxlolx Posted November 4, 2013 Posted November 4, 2013 does anyone know why the Berial Edge whiffs half the time during this combo? corner 5b,5c,DID (2hits) 3c, 22c, DS, 5c, JC, BE, 5d, HF.This combo also works off of 6b... It's more consistent if you get 1 hit of DID, but it would be nice to get that little extra damage. It seems to be more consistent on ragna and characters with bigger hitboxes, but I've been unable to get it on Jin getting both hits of DID. pretty certain its a hitbox issue that has to do with how long it takes 3c>madao to connect and how many frames it takes for BE to connect after j.c
Callisto Posted November 4, 2013 Posted November 4, 2013 (edited) Might be a bit late/already posted but perhaps this may be another decent combo to add? In my first 2 hours of play I've tried finding some uses for BS - 22C Needs crouching and a corner 5C - 6C(2) - 6D - BS - 22C - DS - 5C - j.c j.C - BE - 5D(2) - DID into axe kick = 4458 damage and 29 heat gain potential? Just wanted to come back to this one for a second, it looks like you can do your first version with just the single j.C > BE off of 5B > 5C > 6C, to have a slightly more practical starter, still a really decent chunk of damage and heat. Also is there something specific I can do to help the Hell's Fang followup not whiff at the end of a long combo? I would end with HF more but the combo drops before the followup too often, and I can't tell if it's because I'm doing it too late and running out of untechable time, or if I'm doing it too early and it's whiffing. Edited November 4, 2013 by Callisto
Psycho Hibiki Posted November 5, 2013 Posted November 5, 2013 Question, aside from SMP reasons in what situations is it more beneficial to end combos with hells fang as opposed to D ID?
Fistmaster049 Posted November 5, 2013 Posted November 5, 2013 Question, aside from SMP reasons in what situations is it more beneficial to end combos with hells fang as opposed to D ID? Hell's fang builds more meter, although if you can manage it at the end of a combo D ID is the better ender due to the little bit of oki you can get off Axe kick
Ajantas Posted November 5, 2013 Posted November 5, 2013 Hell's fang builds more meter, although if you can manage it at the end of a combo D ID is the better ender due to the little bit of oki you can get off Axe kick Maybe I am using the wrong combos but with meter proration I only seem to feel like I get an additional 1-2 heat from HF ender compared to DID. Though since my DID input has been 50/50 as of late I just do a CID since I am a coward
Fistmaster049 Posted November 5, 2013 Posted November 5, 2013 Maybe I am using the wrong combos but with meter proration I only seem to feel like I get an additional 1-2 heat from HF ender compared to DID. Though since my DID input has been 50/50 as of late I just do a CID since I am a coward At the end of really long combos I wouldn't imagine it would build much meter but off of his ground bnbs I'm pretty sure it builds more than D ID, granted not much more also just do what I was taught by VR Raiden, Input 623D and hold the 3 not letting your thumb slip onto 6
WolfCrimson Posted November 5, 2013 Posted November 5, 2013 (edited) A nice corner-to-corner OD combo, done at full health: (tested on terumi and kagura) 5B > 5C > 3C > cOD > 5B > 5D(1) > GH > KA (OD ends) > dash 3C > 22C > DC > dash 5C > HF > 5B > DID-upper-axkick Damage: 4493. Heat: 29 Edited November 5, 2013 by WolfCrimson
Dandy J Posted November 6, 2013 Posted November 6, 2013 (edited) does anyone know why the Berial Edge whiffs half the time during this combo? corner 5b,5c,DID (2hits) 3c, 22c, DS, 5c, JC, BE, 5d, HF.This combo also works off of 6b... It's more consistent if you get 1 hit of DID, but it would be nice to get that little extra damage. It seems to be more consistent on ragna and characters with bigger hitboxes, but I've been unable to get it on Jin getting both hits of DID. im pretty sure its because of the combo timer. try consciously doing everything at the fastest speed you can, with no delays. personally its missed enough for me that im anti-belial in this game. "The term belial (בליעל bĕli-yaal) is a Hebrew adjective meaning "worthless"" lol Hell's fang builds more meter, although if you can manage it at the end of a combo D ID is the better ender due to the little bit of oki you can get off Axe kick also has more health gain right? 100 for hf followup and 50+50+100 for dp ender Edited November 6, 2013 by Dandy J
WolfCrimson Posted November 6, 2013 Posted November 6, 2013 (edited) It's 200 health for Hell's fang followup, not 100. Also, an OD combo (full health) 5B > 5C > 5D(1) > cOD > 5C > HF> Tsuika > (OD ends) 5C > 5D(1) > GH > KA > 6A > TK BS > 5B > D ID- upper- ax kick Damage: 4266 Heat: 33 Edited November 6, 2013 by WolfCrimson
Dandy J Posted November 6, 2013 Posted November 6, 2013 yea i pulled that number off the cse wiki. is there anywhere with the life steal values listed for cp?
WolfCrimson Posted November 6, 2013 Posted November 6, 2013 It's in the Ragna 101 thread by Final Ultima, in the sticky section.
Fistmaster049 Posted November 6, 2013 Posted November 6, 2013 Do we have a number yet for highest damage 50% OD combo so far? so far I've only managed 6.3k
Callisto Posted November 6, 2013 Posted November 6, 2013 What's that combo? I get like 5.3 because I'm worried about it running out to quickly and just do stuff > j.BS > DbD lol
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