VR-Raiden Posted November 5, 2013 Posted November 5, 2013 Anyone else noticing that the first hit or frames or something of hells fang just seems to Ignore bursts? Its hilariously often when I play lol but ... explanations? Yeah I've had it happen too, I think whats happening is HF kinda backs Ragna up before it goes forward, the opponents burst misses at far range, and new burst is so fast and isn't active long enough to hit you as you come in with it. I haven't looked at the opponent bursting HF from close up, I think burst would hit in that case. But yeah a common occurrence I'm finding is far 5B 5C > they burst > HF, their burst misses you then you punish their recovery, yay.
Beat_By-X Posted November 5, 2013 Posted November 5, 2013 Hello guy have have some questions PLEASE : 1. Any tips for do easely IAD ID1 crossup RC ? J8 + AIR DASH + 236D 1hit + RC ?? do you have better input ?? 2. Same what is the better input for GH 6A tkBS ? 214B + 214D immédiately + 6A immediately + 8 214D ,,,,?? 3. 4BC C 214 is specific characters ?? 4.What is the best OD combo LEVEL 1 after : - THROW 4/6 - 6B - 214B 214D - 6C 5. Best combo afTER 636C corner ? Thanks a lot guys, and sorry for my english
Fistmaster049 Posted November 5, 2013 Posted November 5, 2013 Yeah I've had it happen too, I think whats happening is HF kinda backs Ragna up before it goes forward, the opponents burst misses at far range, and new burst is so fast and isn't active long enough to hit you as you come in with it. I haven't looked at the opponent bursting HF from close up, I think burst would hit in that case. But yeah a common occurrence I'm finding is far 5B 5C > they burst > HF, their burst misses you then you punish their recovery, yay. I've had that happen with BS too, Sweet <3
donelf Posted November 9, 2013 Posted November 9, 2013 Hello guy have have some questions PLEASE : 1. Any tips for do easely IAD ID1 crossup RC ? J8 + AIR DASH + 236D 1hit + RC ?? do you have better input ?? 2. Same what is the better input for GH 6A tkBS ? 214B + 214D immédiately + 6A immediately + 8 214D ,,,,?? 3. 4BC C 214 is specific characters ?? 4.What is the best OD combo LEVEL 1 after : - THROW 4/6 - 6B - 214B 214D - 6C 5. Best combo afTER 636C corner ? Thanks a lot guys, and sorry for my english 1. to do it easily just input 9 6 and it will register as a instant air dash or IAD and after that you will be holding 6 and just input DPD and RC it 2.yep don't delay the 214B+214D but you can delay it because sometimes the character your comboing is very high if you do a TK BS it will hit but the character crosses-up and it will mess up your combo but if you will delay it just a little bit the character will be lower and you can do the TK BS without considering the character will cross-up 3. well haven't tested that one yet but after 4BC i usually do 214B+214D delay>micro dash 5D delay>214a>micro dash 5B>5D delay on some characters>236D>micro dash 3C>22C>DPD end it in heel drop 4.you can figure it out on yourself sorry to be rude XD or you can look here http://www.dustloop.com/forums/showthread.php?15425-CP-Ragna-Combo-Thread-Discussion 5.636c>236C>236C>3C>22C>236D>5c>JB>JC>214C>micro dash 5D>DPD hell drop ender or 21A>214D for better oki
Tong Posted November 9, 2013 Posted November 9, 2013 (edited) 5.636c>236C>236C>3C>22C>236D>5c>JB>JC>214C>micro dash 5D>DPD hell drop ender or 21A>214D for better oki This combo will never work. Best combo is: CID~Punch> 3C> 22C> DS (DC)> 3C (into JC Oki)> 214A> 214D Does 2.5k Edited November 9, 2013 by Tong
VR-Raiden Posted November 10, 2013 Posted November 10, 2013 (edited) just occurred to me that nj.B after a corner HF knockdown being able to safejump and hit forward rolls is character specific. I'm not getting it to reach Jin when he neutral techs, and it's not catching his forward roll nj.C reaches him for neutral teching but doesn't catch forward roll. and now I'm finding that some characters which nj.B does reach, it actually doesn't reach if they crouch block. Like Ragna and Azrael. I hope I'm doing something wrong, curious if other people get the same result. Talking about an air hit 5D in corner into HF > Tsuika hitting as high as possible. Edited November 10, 2013 by VR-Raiden
1010111101 Posted November 11, 2013 Posted November 11, 2013 is there an easier way to input TK blood scythe? besides 2147D ? cus for some reason i cant tk in this game for the life of me T.T any help or tips would be greatly appreciated!
NecroTheReaper Posted November 11, 2013 Posted November 11, 2013 Don't play ragna, but with tk inputs you could always just 8/9214x and get it, but you have to be a lot faster. Personally, its how I do Relius' tk laugher stuff, but might be different for you
1010111101 Posted November 11, 2013 Posted November 11, 2013 so the input would be 8963214D ? ill try that! thanks
NecroTheReaper Posted November 11, 2013 Posted November 11, 2013 That's how I do my tk lauger, if you don'thave ssuccess with it, might just have to learn 2147x
1010111101 Posted November 12, 2013 Posted November 12, 2013 okay so when i try to TK 214D after 6a i either get nothing, or a random j.D . am i doing it too early or too late? should i slow down on the input?
Lucalibur Posted November 12, 2013 Posted November 12, 2013 Actually you should speed it up. You're doing it too early. Basically you have to input TK J.214D ASAP after 6A's hitstop is over, because otherwise you get a random J.D to the moon instead(unless your execution is top notch). I mean, sure, being the first white haired MC to reach the moon through super jumping alone would be amazing, but that is not what we're aiming for here.
1010111101 Posted November 12, 2013 Posted November 12, 2013 thanks lucalibur! i am getting the tk input more frequently now! but i have another problem, when i hit them with tk 214D in the air they fly backwards and land behind me. how can i fix that?
Callisto Posted November 12, 2013 Posted November 12, 2013 That's what happens if they're almost in the corner but not fully there, you kind of need to gauge if they're out of the corner a bit before letting it rip.
1010111101 Posted November 12, 2013 Posted November 12, 2013 (edited) really? im doing it on the other side of the screen farthest away from the corner, and its still doing it edit: i got it! i was doing it abit too late i think, and it hits them behind me! thanks for the help everyone ! i got the timing and stuff down, now i just need to practice it! im happy that i wont have to quit ragna lol edit 2 : do you have to delay GH in this combo? 5b>6a>GH>6a>tk 214D>~ Edited November 12, 2013 by 1010111101
Callisto Posted November 12, 2013 Posted November 12, 2013 Ah, I've never had it happen to me midscreen before lol
1010111101 Posted November 12, 2013 Posted November 12, 2013 its happening to me quite often midscreen now.. what the hell is going on?! =[ i think its the GH before the 6a TK 214d but im not sure
MashThat5A Posted November 12, 2013 Posted November 12, 2013 if you tk with 9 you go slightly forward and that causes them to go backwards. TK the motion by doing 7214D
Callisto Posted November 12, 2013 Posted November 12, 2013 Ah that makes more sense lol, I only use 2147. Maybe I should try 7214, that probably gets rid of the NASA backjump j.D
LionHeartx Posted November 12, 2013 Posted November 12, 2013 Uh, did something change for (air hit)5D link into 22C? I cant do it anymore.....like at all which is weird cause I was very consistant with it in extend.
Fistmaster049 Posted November 13, 2013 Posted November 13, 2013 Uh, did something change for (air hit)5D link into 22C? I cant do it anymore.....like at all which is weird cause I was very consistant with it in extend. It can only be done after certain moves prior 3C, The first hit of carnage scissors, the D ID (in OD) Air BS and 6B (although I think they may have took that out for some reason) Either that or your not close enough when landing the second hit of 5D
VR-Raiden Posted November 13, 2013 Posted November 13, 2013 (edited) I finished trying corner 5D HF "safejump" nj.B oki on everyone. These were my findings (o means it connects, x means it whiffs). And back roll should really say forward roll, it means "rolling out of corner" here. So assuming I didn't mess up somewhere it's totally fine on Hakumen, Tager, Tsubaki since it connects in every situation. It's worthless on Bullet, Carl, Tao, Jin, Kagura, Noel, Plat, Valk, Nu because it doesn't catch rolls. Might as well do j.C if you're gonna neutral jump after HF on them since that reaches better and both lose to roll out anyway. Hits both blocks and rolls on Amane, Arakune, Bang, Hakumen, Kokonoe, Rachel, Relius, Mu. So it's at least decent on them if they don't know it will whiff if they just stand there. And on everyone else it gets wonky, connects on some high block only, some low block only, etc. EDIT: I realize this isn't even worth bothering to mention on certain characters who might have no good reversal, but I did it on everyone for completions sake and I was curious which people it didn't actually catch rolls on. Edited November 13, 2013 by VR-Raiden
donelf Posted November 13, 2013 Posted November 13, 2013 Uh, did something change for (air hit)5D link into 22C? I cant do it anymore.....like at all which is weird cause I was very consistant with it in extend. just input 22c after you saw the second hit of 5d be sure you had inputed some knockdown status like 3c 2d or 2147d
donelf Posted November 13, 2013 Posted November 13, 2013 (edited) if you tk with 9 you go slightly forward and that causes them to go backwards. TK the motion by doing 7214D 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 Edited November 13, 2013 by donelf
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