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Posted

Pretty sure it's just a FC combo that includes 125 meter and OD like was mentioned before. 8k+ damage and Ragna gets about 4.5k health (like almost half his health back) for completing the combo.

Welp.

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Posted (edited)

Also note that it's unburstable after the CT, and you can probably do it after raw CT if you want something a bit more practical than fatal Blood Scythe.

Edited by MashThat5A
Posted

Welp.

I dunno, I feel that better BK combos will be discovered in the future, especially when the game gets released on consoles (and SKD and Final Ultima get their hands on the game)

Posted

lol SKD izayois now

If anything, OD is alone worth for making any combo damaging combos unburstable. No need to wait for an unlikely FC BS and hold onto 100 Heat to unleash a powerful and practical combo.

Posted (edited)
(and SKD and Final Ultima get their hands on the game)

Welp. Now I'm not sharing.

Jerks ;__________;

Edited by MashThat5A
Posted
多分できるコンボ

体力10% ゲージ100%(92%) OD有 画面中央

BS(FC)>CT>OD>2C>5C>2Ddcまだお>DS3Hit>6D>5D2>CS>DID>踵J D>空GH>追加>BS>闇

誤差結構出るけど位計算ならdm8250 吸収4500

まぁネタに近い

Does that mean you can dash cancel 2D in OD?

Posted

Since everyone's getting overexcited and KF isn't here yet, let me clarify that the poster says that that combo is 'probably doable.'

Posted (edited)
Since everyone's getting overexcited and KF isn't here yet, let me clarify that the poster says that that combo is 'probably doable.'

So that combo was just the JP players theoryfighting? Wow these guys are on a different level of theoryfighting, calculating damage/lifesteal and shit.

EDIT: OK just came across a treasure trove of Ragna info, including combos and their respective damage values. It's all in Japanese, so I can't read it (except the combos). There are links on the page which I think is more info about Ragna. The link: http://www14.atwiki.jp/ragunawiki/pages/121.html

EDIT EDIT: WHOA SOMETHING REALLY INTERESTING:

体力回復量は技ごとに固定。

1つのコンボ中でソウルイーター属性の技を複数回当てると回復量が順次増加。

100%→90%→95%→100%→105%→110%→…150%→160%→180%(最大180%)

Google translate:

Heal amount is fixed for each technique.

Gradually increase the amount of hit multiple times and recovery technique Soul Eater attribute in one combo.

100% → 90% → 95% → 100% → 105% → 110% → ... 150% → 160% → 180% (180% maximum)

EDIT EDIT EDIT: KayEff the proration values of 6Din the first post is wrong, it should be P1 90 P2 94 , according to this site: http://www14.atwiki.jp/ragunawiki/pages/119.html

Edited by WolfCrimson
Posted

are you able to find other sources supporting that 6D's P2 is 94? could just be a typo, since BK's 6D has P1 90 P2 94 as well.

i'll ask macchi to see if he can confirm this for me or not. we'll see.

Posted
are you able to find other sources supporting that 6D's P2 is 94? could just be a typo, since BK's 6D has P1 90 P2 94 as well.

i'll ask macchi to see if he can confirm this for me or not. we'll see.

Does a different page from the same wiki count as a different source?

http://www14.atwiki.jp/ragunawiki/pages/123.html

Scroll down in that page to find it.

If not, then I dunno, that's the only source I got.

Posted

after calculating theoretical combo damage and watching combos, it seems like 6D is indeed P1 90 and P2 94

i also found out that 2C's P2 is actually 89 instead of 92

Posted

Double post I know, but this is important:

中央まだお>dc>ダッシュ5C

まだおdc後、相手のスライドダウンが終わる限界まで走り込んでから5Cを出す

まだおdc後にダッシュを最速で出す。ダッシュの距離はかなり気持ち踏み込む感覚で。

ラグナ:楽 

ジン:難 

ノエル:楽 

レイチェル:普通 

タオカカ:難 

テイガー:普通 

ライチ:普通 

アラクネ:不可能?fc時は可

バング:普通

カルル:難。5C後のHFも非常につながりにくい。5Cからエリアルへいくのが安定

ハクメン:普通

ν-13:普通

ツバキ:普通

ハザマ:普通

μ-12:普通

マコト:難

ヴァルケンハイン:普通 だがHFが早く当たると追撃できないため注意

プラチナ:普通

レリウス:普通

イザヨイ:普通

アマネ:難

バレット:難?

アズラエル:難

Found this from the same wiki I posted earlier, seems like this is a list on who "22C>dc> dash 5C" works on. I ran it through google translate, it seems like it works on most if not all, but some characters are more difficult than others to do this on.

Posted
Midscreen 22C > dc dash 5C

After 22C > dc, wait until just right after the opponent stops the slide, then input 5C

The dash after 22C > dc is immediate. The proper dash distance is something you just have to feel for.

Ragna: easy

Jin: hard

Noel: easy

Rachel: normal

Taokaka: hard

Tager: normal

Litchi: normal

Arakune: impossible? possible in FC.

Bang: normal

Carl: hard. getting 5C before he techs is tight. able to go into aerial combo after 5C pretty easily.

Hakumen: normal

Nu: normal

Tsubaki: normal

Hazama: normal

Mu: normal

Makoto: hard

Valk: normal but HF will whiff on immediate cancel

Plat: normal

Relius: normal

Izayoi: normal

Amane: hard

Bullet: hard?

Azrael: hard

herp derp

Posted (edited)
herp derp

Thanks. So "22C dc dash 5C" is a viable route for good midscreen damage? Good to know we still got damage. Shame to see it doesn't work on Arakune unless FC... but then again Fuck KuneTM.

@Seo: it works, but to be able to follow up after the DS you need the corner. But honestly Ive seen Ragna players do it during a combo starting from midscreen and they reach the corner no problem. 22C dc>DS dc has some serious corner carry.

Edited by WolfCrimson
Posted (edited)
GH>KA early never will be optimal with 68 P2...

In this case, it's a positioning or hitbox thing, and that's why it's used earlier.

Though all things considered (damage, hitboxes, etc), 22C > dc stuff is more optimal. I totally called midscreen 22C stuff weeks ago man

Edited by LuminAbyss

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