Shin Kazuya Posted January 6, 2011 Posted January 6, 2011 I can't connect a 6dd after a BE>dash, anyone knows why?
Chsal Posted January 6, 2011 Posted January 6, 2011 Because its really really hard =(. Or its too prorated. Or you're trying to do it on someone with a funny hitbox.
a Lisianthus Posted January 6, 2011 Posted January 6, 2011 general rules for most double BE 1. have you used 5b twice 2. have you used 5c twice 3. have you used 2a or 5a twice 4. have you used 6a twice if any of the above apply, you probably can't do a double --- oldschool dual mojz combo still works anything -> 3c -> 623d->fast 236c->delayed 236c->22c-> and a tager specific one anything->5c->jb->jc->jd->3c->22c
Yggjrasil Posted January 8, 2011 Posted January 8, 2011 Anyone ever notice that a majority of people burst in the middle of your combos when you do 5D>DC in them?
a Lisianthus Posted January 8, 2011 Posted January 8, 2011 usually 1. after 6b 2. after 214b 214d dash 5b 3. any point during an air combo
Shin Kazuya Posted January 13, 2011 Posted January 13, 2011 Hey guys what are the staple combos for Blood Kain? and off of which moves? Im asking because I read something about a patch?!... Thanks in advanced!
Famhuss Posted January 14, 2011 Posted January 14, 2011 So what can Rags do on a guardbreak other than a BnB(BnB of choice being double Belial: 5b>3c>5d>6a>HJC>j.c>j.d>JC>j.c>BE>6d>j.d>JC>j.c>BE>5d>22c)? During a lot of matches I get a guardbreak but never can do more then a BnB which seems like a waste of all the hard work I did to break the primers... (I guess 5B>5C>2D is pretty free on psn with proper range, don't know if it's a good thing to do at all lol). After a while they wise up and try using barrier more which results into a danger state guard break, would be nice if I could kill them outright for that...
TCSyd Posted January 14, 2011 Posted January 14, 2011 Uhh, you're given time to basically do anything. Best damage is probably BK > 6D > combo?
Famhuss Posted January 14, 2011 Posted January 14, 2011 mmm I see, does it have any special properties like when getting a FC in on your opp?
a Lisianthus Posted January 14, 2011 Posted January 14, 2011 2c 6c (watch for burst)->bk bb combo another option, if you're confident in your execution is 3c bk dash 22c dash 5b 6a 6d jd etc. less damage, but 22c oki.
HolyOrderChipp Posted January 14, 2011 Posted January 14, 2011 I hear tons of mention of tk GH. Is the air version of the move just always preferable to the ground version?
Famhuss Posted January 14, 2011 Posted January 14, 2011 2c 6c (watch for burst)->bk bb combo another option, if you're confident in your execution is 3c bk dash 22c dash 5b 6a 6d jd etc. less damage, but 22c oki. For some reason the 1F link on 22c>dash 5b always fails on me, have been able to do 22c>dash 5a by accident sometimes tho, I wish there was a visual cue on when to dash and 5b. The very best would be if a someone could make an instructional vid about it. So when you are able to dash the vid stops for a sec and some explaination by said player same for when to 5b. And once time in real time with colors to indicate the times but thats just wishful thinking XD. I'll go for a BK combo if I'm sitting on heat then, gotta learn one first tho :P
Famhuss Posted January 14, 2011 Posted January 14, 2011 I hear tons of mention of tk GH. Is the air version of the move just always preferable to the ground version? As far as I know air GH has less startup then ground GH, 12 frames instead of 20 ish on ground. That and the combo options are better, I tend to do a 5b>6a>double belial afterwards. I'd check the combo section for more details. It's nice when ur opp. is focused on crouch blocking since 6B can get stuffed by pretty much anything or maybe even during a block string on occasion.
a Lisianthus Posted January 14, 2011 Posted January 14, 2011 16f minimum for tk 5b 5d dash 6a is more reliable
Chsal Posted January 14, 2011 Posted January 14, 2011 I hear tons of mention of tk GH. Is the air version of the move just always preferable to the ground version? How does an aerial Gauntlet Hades differ from a grounded Gauntlet Hades? A: Compared to its grounded counterpart, aerial Gauntlet Hades starts up faster (12 frames instead of 20), is active for longer (9 frames instead of 7), recovers faster (14 frame landing recovery instead of 15 frames + 14 frame landing recovery) and has a larger hitbox that hits both head and body attributes as opposed to just head. It can also lead into combos on a grounded opponent. If it's so much more useful than a grounded Gauntlet Hades, then why not just do Tiger Knee Gauntlet Hades all the time? A: There are three reasons why a grounded Gauntlet Hades sees more frequent use. 1) If a grounded move isn't jump cancelable, you will not be able to cancel it into a TK Gauntlet Hades anyway. 2) Gauntlet Hades is technically active long before its hitbox extends in front of it, making the improved start-up time irrelevant against an opponent not immediately above Ragna. Because the extra height of the jump (as close to the ground as it is) means that Ragna has to be later in the swing to hit an opponent in front of him, a grounded Gauntlet Hades will hit a grounded opponent first. 3) Gauntlet Hades does more damage when grounded. Copy Pasta from Ragna the Bloodedge 101 (READ BEFORE POSTING)
capsuletoyco Posted January 15, 2011 Posted January 15, 2011 ok, what's the freakin trick to making this combo work 6b, 2c, 6c, blook kain, dash 6d jd whiff, 6d jd whiff, hjd, jd, berial edge 6d, jd, 5d carnage scissors like most i can't seem to connect 2nd 6d after jd whiff, someone explain and be very detailed as i am an idiot apparently.
a Lisianthus Posted January 15, 2011 Posted January 15, 2011 (edited) you need to delay the first 6d and delay the whiff j.d if you try to connect two 6d hits.. lazy alternative 6b 2c 6c bk dash 6d->jump->delay j.d->land->jump j.d->jump j.d->7belial->6d->jd->5d->CS iirc this is the optimal combo for BK off 6b 2c 6c 6b 2c 6c bk->6d->whiff jd->214b->heavily delayed 214d->6d->jd (whiff or not, does not matter)->land->jump j.d->j.d->7 belial->6d->jd->5d->CS Edited January 15, 2011 by a Lisianthus
capsuletoyco Posted January 15, 2011 Posted January 15, 2011 i know i need to delay the jd but the dummy always techs before i can connect with the 2nd 6d
MashThat5A Posted January 18, 2011 Posted January 18, 2011 Does Ragna have any special Option Selects? I've been toying around with a Dead Spike/Inferno Divider one but it doesn't look like it works.
a Lisianthus Posted January 18, 2011 Posted January 18, 2011 mostly OS against tech/tech roll hells fang->run up 22c/whiff 2c DP->axe kick->jb rc 623c combo/whiff j.b bk os burst bait not really an OS, but god knows how many people burst on 3c/6c.. 3c/6c->BK.. combo if no burst, 5b 6a 6d jd if burst
cyanprime Posted January 26, 2011 Posted January 26, 2011 "My Ragna's First Combo: Part 2 - My Ragna's First Bread and Butters" Go on Challenge Mode. Try out Ragna's Mission #03, #04 and #05. My job is done for me. I only got CT, so could someone post up these combos for me, please?
VR-Raiden Posted January 26, 2011 Posted January 26, 2011 (edited) Check this thread: http://www.dustloop.com/forums/showthread.php?6502-Ragna-Calamity-Trigger-Combos EDIT: Oh, it seems I misunderstood, you're asking what the combos are for those challenges in CS. Challenge 3: 5B > 5C > HF>214D B+C > GH>214D > 5B > ID(D)>236C>214D Challenge 4: 5B > 5C > 5D(DC) > 5C > 5D > GH>214D 6A(HJC) > j.C > j.D(JC) > j.C > j.D > ID(D)>236C>214D Challenge 5: 5B > 5C > CS 5B > 5C > HF(RC) > dash 5B > 3C > 22C Edited January 26, 2011 by VR-Raiden
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