xlolxlolx Posted November 21, 2013 Posted November 21, 2013 at 70% you can get claw ender that brings you back up to about ~95% anywhere 5b>5c>6c>jcc OD>6d>dj.214d>dash 5c>DID kick>j.c>gh>followup>claw 5720
Miheko Posted November 21, 2013 Posted November 21, 2013 (edited) it's a bit depressing a lot of OD combos barely do more dmg, if at all, than just ending a normal combo with OD super ender orz 5c CH> jcc OD is nice at 50% though 5c ch>jcc od>5c>2d dc>3c>22c>dc dead spike>6d>d divider->axe kick>j.D> slight delay gh+follow up>jc blood scythe>DbD - 7057 adding CT after 5c CH turns it into 8k Edited November 21, 2013 by Miheko
Callisto Posted November 21, 2013 Posted November 21, 2013 it's a bit depressing a lot of OD combos barely do more dmg, if at all, than just ending a normal combo with OD super ender orz This is pretty much all I think when trying to come up with OD combos lol
jetblaksuit Posted November 21, 2013 Posted November 21, 2013 Corner combo into 22C oki for when 2D whiffs. If you're only close to the corner its possible to do dash 6B 5B>5C>214A>214D rc 6Bxx236D 5C>jCxx214C dash 5C>5Dxx22C 4093 dmg 22 Heat
Beat_By-X Posted November 23, 2013 Posted November 23, 2013 Hey Guys, I have a big probleme me and other player with this route : ... GH 6A TkBS dash B ... Any good tips ???? It's universal ? or not ?
floatwater Posted November 23, 2013 Posted November 23, 2013 Yes it is universal, you hit 2147D. It's the lowest BS you'll get, also you slightly delay GH to get the proper height for 6A TK BS to connect without them going backwards.
Tong Posted November 23, 2013 Posted November 23, 2013 P1 starting position 5B> 3C> 22C> HF (whiff)> Tsuika (RC)> DS (DC)> 2C> delay 5C> j.C> j.C> j.214C> immediate 5C> 5D> DID Requires 50% meter. Damage: 4776 Notes: Only works on characters that can't get hit by 22C> HF
TITANIUM BEAST!!! Posted November 24, 2013 Posted November 24, 2013 This is pretty much all I think when trying to come up with OD combos lol OD is important for Ragna because it gives him a damaging combo route from max range 5B that doesn't require meter. That's actually pretty huge for him.
Beat_By-X Posted November 25, 2013 Posted November 25, 2013 (edited) Hello guy I need the help of the community Ragna players : 1/ What is the best solution for punish wakeup kokonoé : - 22C teleport - Fireball super I search a good punish or a option select for pressing the wakeup ? I have see that 2A X2 kill teleport but low combo damage after BUT FOR PUNISH THE SUPER the fire ball hit me after 2 hits... 2/ What is the best easy input for crossup 632D rc ? Ragna is at the left : - J8 air dash 236D : more easy but not very speed - 99 = IAD + 236D : best speed but not easy (ex: 2A 99 IAD 236D RC... HARD) How exact input can you use guys ???? (TITANIUM, journal, jiyuna, TONG, Crossfire, VR RAIDEN, SKD and others ...) Because CROSSUP divider is very strong this time and it's very important to explain exactly the best input here or with a short video OR INCLUD in the faq Fistmaster049 ? Thanks a lot really Thanks for your help. Edited November 25, 2013 by Beat_By-X
floatwater Posted November 25, 2013 Posted November 25, 2013 1. 2A seems like the best punish, I don't have the character so I can't test stuff like this. You could probably 2A option select 2C punish (Someone test plssssss). Her fireball super IIRC you can hit her but you still have to respect it. 2. DID should actually be MUCH easier in the air than on the ground since it doesn't have any overlapping inputs, but try 623[3] hold. USUALLY it's done off of JCable move like 3C, and 5A.
KayEff Posted November 25, 2013 Author Posted November 25, 2013 there's no easy way around it. you'll just have to keep practicing the input until you get it down.
Callisto Posted November 25, 2013 Posted November 25, 2013 Assuming they wakeup with the version that stays closest to in front of them(there's not really a good reason why they wouldn't that I can think of), you're going to want to punish with B > C > HF and either just Tsuika or RC for a combo, if you do most anything else the fireball will come down on top of you before you move out of its path. That said, I don't think I tested CH 5D > GH at the time when I was working on that.
LuminAbyss Posted November 25, 2013 Posted November 25, 2013 To answer the fireball super punish, can't you just throw her after her start-up? Into CID or OD to go through the fireball.
Fistmaster049 Posted November 26, 2013 Posted November 26, 2013 623[3] hold ???? For C ID you don't have to worry about holding it because there are no moves for the overlap to happen
Callisto Posted November 26, 2013 Posted November 26, 2013 To answer the fireball super punish, can't you just throw her after her start-up? Into CID or OD to go through the fireball. Probably depends on how you block, if you barrier I don't think you can get over to her and throw before she's recovered.
KayEff Posted November 26, 2013 Author Posted November 26, 2013 For C ID you don't have to worry about holding it because there are no moves for the overlap to happen he's talking about the cross divider input.
Callisto Posted November 27, 2013 Posted November 27, 2013 I'm realizing that 5B 5C 6C HF isn't consistent enough across the cast and I'm definitely going to have to get GH 6A TKBS down for regular use :/ I've found that if you do the GH followup ASAP landing 6A is easy enough, but still not getting the TK consistently enough for my liking. Also do you guys have any tips for microdashing without getting a 6 normal?
BlackYakuzu94 Posted November 27, 2013 Posted November 27, 2013 I'm having trouble my damn self with that one, it really is tricky but from what I've been told. You can buffer the dash as soon as Ragna lands.
Callisto Posted November 27, 2013 Posted November 27, 2013 Ahhh, I forgot that you can buffer dashes, that would probably be a huge help.
Elochai Posted November 27, 2013 Posted November 27, 2013 Do we know the optimal combo route off of 214B RC in the corner yet? I've been running 214B RC > 3C > 22C > 236D > delay 2C > 5C > 5D > 623D~214D. Does like 3.7k iirc.
KayEff Posted November 27, 2013 Author Posted November 27, 2013 that's probably as optimal as you can get, given GH's bad combo starter rating
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