Negarema Posted November 13, 2013 Posted November 13, 2013 Hey guys, sorry if this is off-topic, but, can someone please tell me how to do 666 damage with Ragna to get the trophy?
finalmessenger Posted November 13, 2013 Posted November 13, 2013 from the trophy guide thread http://www.dustloop.com/forums/showthread.php?17719-CP-Trophy-Guide-Discussion For this trophy you must deal exactly 666 damage with Ragna. An easy way to do this is to put a second controller or your online friend in danger state by wasting their barrier and then doing j.A > 5Ax2. You might have to do it multiple times before it hits 666.
Callisto Posted November 13, 2013 Posted November 13, 2013 I'm not 100% sure if I'm correct on how it works and it'd also depend on how the game handles rounding, but if +1 Attack in Abyss mode is +1% damage I believe with +21 Attack 5D(1)(RC) should leave you at 666.
Final Ultima Posted November 14, 2013 Posted November 14, 2013 A raw 22C also deals exactly 666 damage. Just knock someone down, have them not tech, and then pick them back up with 22C.
Lucalibur Posted November 14, 2013 Posted November 14, 2013 A raw 22C also deals exactly 666 damage. Just knock someone down, have them not tech, and then pick them back up with 22C. This...ALMOST sounds like it was intended specifically for the trophy, or the other way around.
Tong Posted November 22, 2013 Posted November 22, 2013 same problem here tried it with normal tk it hits but still crosses up i even hold my 7 after i tk and look at my inputs no 8 or 9 just pure 2147d and it still crosses up but i can still follow it up with micro dash 5b>5c>jc.jc etc i don't complain but still it messes up you combo my guess is delay 6a>and let 6a hit first and input 2147d or after 6a delay the tk just a little bit tried it a few times will try it more later Some combos require 2147D if Ragna is very close to them after the 6A. One of these combos is 5B> 6A> GH> KA> 6A> TK BS. Everytime you try any TK motion (such as 7214D) other than 2147D or 27214D (another way to "properly" TK if you can't do 2147D), it will make BS hit incorrectly. However that particular combo is only one of the few instances where 2147D is really needed. Other combos involving TK BS, such as 5B> 6A> HF> 5B> 5C> 5D(1)> GH> KA> 6A> TK BS, his best 5B BnB, can be done with 7214D, which is easier for some players. That combo is specific however, but there are others where 7214D is acceptable: - 5B> 6A> GH> 5A> 6A> TK BS> dash 5B> delay 5C> 5D> HF> dash 5B> (5C)> 5D> DID -> GH> 5A is specific on some characters, but the 3rd BnB probably works on them. Does 3032 - 5B> 6A> GH> (dash) 5A> 5B> 5D> HF> 5B> 6A> TK BS> dash 5B> (5C)> 5D> DID -> Deals exactly the same damage as the above BnB. Damage 3032 - 5B> 6A> HF> 5B> delay 5C> 5D(1)> GH> KA> 6A> TK BS> dash 5B> (5C)> DID -> Most damaging Bnb, but 6A> HF is character specific. If it doesn't work, use one of the above. Does 3289 If you really can't do 2147D you should practice those combos. They all have similar corner carry, meter gain and damage. Hope this clears some things up.
Lucalibur Posted November 22, 2013 Posted November 22, 2013 Honestly, I'm having such a hard time consistently TKing J.214D I'm considering not even bothering with it anymore. I already hate CP Ragna(highly considering dropping him), but having to deal with an inconsistent TK motion for some combos is making me doubt just how worth it this learning, specially when both 6A and J.214D prorate the fuck out of the combo anyway.
xlolxlolx Posted November 22, 2013 Posted November 22, 2013 K, give up the meter, dmg, and corner carry, this is standard human error, only tip i can really give you is to let the lever return to neutral before doing 2147d
Lucalibur Posted November 22, 2013 Posted November 22, 2013 It's not really THAT much of a loss until I can get it down. The damage difference is...rather insignificant due to proration issues, and Ragna kind of carries the enemy from mid-screen to corner without the need of it. The only big loss is the life gain which is admittedly kind of huge IMO.
crimsonstardust Posted November 22, 2013 Posted November 22, 2013 This might be an odd way to do TK BS during a combo but I found this to be more consistent, during a jump cancel able normal I usually slide to 9 and do 63217D, I'm not sure why this works but I usually get a TK BS pretty quick like this during combos.
donelf Posted November 23, 2013 Posted November 23, 2013 Some combos require 2147D if Ragna is very close to them after the 6A. One of these combos is 5B> 6A> GH> KA> 6A> TK BS. Everytime you try any TK motion (such as 7214D) other than 2147D or 27214D (another way to "properly" TK if you can't do 2147D), it will make BS hit incorrectly. However that particular combo is only one of the few instances where 2147D is really needed. Other combos involving TK BS, such as 5B> 6A> HF> 5B> 5C> 5D(1)> GH> KA> 6A> TK BS, his best 5B BnB, can be done with 7214D, which is easier for some players. That combo is specific however, but there are others where 7214D is acceptable: - 5B> 6A> GH> 5A> 6A> TK BS> dash 5B> delay 5C> 5D> HF> dash 5B> (5C)> 5D> DID -> GH> 5A is specific on some characters, but the 3rd BnB probably works on them. Does 3032 - 5B> 6A> GH> (dash) 5A> 5B> 5D> HF> 5B> 6A> TK BS> dash 5B> (5C)> 5D> DID -> Deals exactly the same damage as the above BnB. Damage 3032 - 5B> 6A> HF> 5B> delay 5C> 5D(1)> GH> KA> 6A> TK BS> dash 5B> (5C)> DID -> Most damaging Bnb, but 6A> HF is character specific. If it doesn't work, use one of the above. Does 3289 If you really can't do 2147D you should practice those combos. They all have similar corner carry, meter gain and damage. Hope this clears some things up. thanks for the info didn't know that you can connect 5a>6a even it's specific but i don't really have a problem doing the 6a>2147d i think you misunderstood my first sentence that tried it with normal tk i should had said back there 6a>2147d but i got the timing now i just have to delay the TK BS just a little bit and it will hit just fine thanks again will try this combo you recommend it's good to have variety in your combo so that you will not do the same every time
Beat_By-X Posted November 26, 2013 Posted November 26, 2013 Please tk BS combo give me many miss combo in real match ... do you KNOW a new route easy with PERHAPS same damage WITHOUT tK BS ?
Fistmaster049 Posted November 26, 2013 Posted November 26, 2013 Please tk BS combo give me many miss combo in real match ... do you KNOW a new route easy with PERHAPS same damage WITHOUT tK BS ? I'm sure there are ways to get the same damage but you sacrifice the carry among other things, practise makes perfect
donelf Posted November 26, 2013 Posted November 26, 2013 Please tk BS combo give me many miss combo in real match ... do you KNOW a new route easy with PERHAPS same damage WITHOUT tK BS ? you could always try 5b>6a>214b>214d delay>66>5d(2)>214a>66>5b>5d>623>236c>214d> it's almost the same damage as tk BS and meter gain
Lucalibur Posted November 26, 2013 Posted November 26, 2013 A somewhat 'easier' alternative I found is: 5B>6A>214B>214D>5D(2)>Delayed 214A>5B>6A>TKed J.214D>Dash 5B>5C>5D>ID Ender Damage: 2998 Heat Gain: 21 Carries from one corner to the other, and I find that TKing Blood Scythe from that combo is far easier to get down consistently than off of GH>6A. The only 'issue' with that combo is confirming at which height you hit 214A, because you may need to either dash 5B to get it to work if you hit too far, or do the harder version of the Blood Scythe TK if too close. If done 'correctly', you will be able to 5B>6A without having to do any dash beforehand, and thus TKing BS will be easier since you're not required to do J.2147D.
Callisto Posted November 26, 2013 Posted November 26, 2013 Microdashing will be the death of me if TKs aren't, trying to use 4+move after the dash since I never seem to get back to neutral in time to not get the 6 move, but that's a little slower so now I'm just missing the links altogether XD
Cheefoo Posted November 27, 2013 Posted November 27, 2013 How come I see everyone doing Keri Age when their GH gets blocked? I saw the frame data and it says KA recovers a bit faster than in CS, but it can't hit crouchers. Is it unpunishable on block, or is everyone just a scrub for using it when GH gets blocked? I almost always see it get punished by 2A, because it just whiffs on the crouching hitbox, but it seems like it could get punished way harder with 2C's or something.
floatwater Posted November 27, 2013 Posted November 27, 2013 Most of the time if they do Keri Age, it's to catch people mashing to punish GH. It's still shit though, nothing REALLY special. A smart player would just block GH and duck Keri for a punish OR just fucking AA the thing if you have a fast enough AA.
Cheefoo Posted November 27, 2013 Posted November 27, 2013 That's pretty scrubby. Worst of all, I see high level japanese players doing this. Maybe they can't hit confirm the GH>KA, which is also kinda scrubby. One more thing about Keri Age... It seems way better for combos now, but is that because of the measly P2 buff of 60>67 or something else? Does it launch the enemy lower than before? Or was GH>KA always this good in combos, it's just we never needed to use it because everything else was so much better?
Callisto Posted November 27, 2013 Posted November 27, 2013 I know things kind of depend on tech timing and whatnot, but do you guys have any specific oki setups that you like? At the moment my only real go-to is after midscreen DID > axe kick doing a plain SF-esque crossup j.B mixed up with empty jump 2B. Not a safe jump or anything but it tends to catch people reasonably often so far.
Elochai Posted November 27, 2013 Posted November 27, 2013 In the corner, I like neutral jump barrier > falling j.B/j.C. Midscreen, crossup j.B or 2A/5A whiff > stuff (IAD 623D ).
Lucalibur Posted November 27, 2013 Posted November 27, 2013 That's pretty scrubby. Worst of all, I see high level japanese players doing this. Maybe they can't hit confirm the GH>KA, which is also kinda scrubby. One more thing about Keri Age... It seems way better for combos now, but is that because of the measly P2 buff of 60>67 or something else? Does it launch the enemy lower than before? Or was GH>KA always this good in combos, it's just we never needed to use it because everything else was so much better? It was always like this, it's just that our options suck now so we're scrapping the piggy bottom.
KayEff Posted November 27, 2013 Author Posted November 27, 2013 - damage was buffed from last iteration to do as much damage as GH - much shorter recovery means more followups are possible - GH was always easy to combo into, and CP is no exception the P2 buff is honestly whatever. 60 to 67 is like moving from a piece of shit to a piece of shit with icing on top.
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