Surf Posted February 12, 2013 Posted February 12, 2013 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.
MashThat5A Posted February 12, 2013 Posted February 12, 2013 (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 February 12, 2013 by MashThat5A
WolfCrimson Posted February 12, 2013 Posted February 12, 2013 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)
Tong Posted February 12, 2013 Posted February 12, 2013 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.
WolfCrimson Posted February 12, 2013 Posted February 12, 2013 lol SKD izayois now He'll be back. He's the PSR Ragna god.
MashThat5A Posted February 12, 2013 Posted February 12, 2013 (edited) (and SKD and Final Ultima get their hands on the game) Welp. Now I'm not sharing. Jerks ;__________; Edited February 12, 2013 by MashThat5A
Spirit Juice Posted February 12, 2013 Posted February 12, 2013 All you do is mash 5A anyways so who cares.
VR-Raiden Posted February 12, 2013 Posted February 12, 2013 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?
heavymetalmixer Posted February 12, 2013 Posted February 12, 2013 Does that mean you can dash cancel 2D in OD? It was already said before, so yes.
VR-Raiden Posted February 12, 2013 Posted February 12, 2013 Cool, thanks. Must have missed that, didn't see it mentioned in the first post.
Fluck Posted February 13, 2013 Posted February 13, 2013 Since everyone's getting overexcited and KF isn't here yet, let me clarify that the poster says that that combo is 'probably doable.'
WolfCrimson Posted February 13, 2013 Posted February 13, 2013 (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 February 13, 2013 by WolfCrimson
KayEff Posted February 13, 2013 Author Posted February 13, 2013 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.
WolfCrimson Posted February 13, 2013 Posted February 13, 2013 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.
KayEff Posted February 13, 2013 Author Posted February 13, 2013 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
LuminAbyss Posted February 13, 2013 Posted February 13, 2013 that website is a goldmine, holy shit. So is 6D actually still good for combos?
heavymetalmixer Posted February 13, 2013 Posted February 13, 2013 that website is a goldmine, holy shit. So is 6D actually still good for combos? So 6D > j.214D is a good option?
WolfCrimson Posted February 14, 2013 Posted February 14, 2013 Yeah, seems like it is. I'm thinking it's good to use after 6C midscreen.
WolfCrimson Posted February 14, 2013 Posted February 14, 2013 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.
KayEff Posted February 14, 2013 Author Posted February 14, 2013 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
-Seo Posted February 14, 2013 Posted February 14, 2013 Has it been mentioned before that midscreen you can do 22c > dc > DS? http://youtu.be/yfYQVIN2wos?t=38m41s
WolfCrimson Posted February 14, 2013 Posted February 14, 2013 (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 February 14, 2013 by WolfCrimson
Tong Posted February 14, 2013 Posted February 14, 2013 Is 5B > 6A > GH > KH > 6A > TS BS universal or optimal? Seems like we're better off doing the 22C dash 5C route.
MashThat5A Posted February 14, 2013 Posted February 14, 2013 GH>KA early never will be optimal with 68 P2... Has it been mentioned before that midscreen you can do 22c > dc > DS? http://youtu.be/yfYQVIN2wos?t=38m41s I'd want to check if that only works near the corner or it works anywhere midscreen. I'm inclined to believe the latter.
LuminAbyss Posted February 14, 2013 Posted February 14, 2013 (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 February 14, 2013 by LuminAbyss
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