broly2012 Posted March 13, 2009 Posted March 13, 2009 edit: BnB -> 214A -> RC, run up 5B-3C-5D(1 hit) -> 623C-236C-236C, land, 22C. haha, i had question regarding 5B gatling into 3C, but I guess that confirms it. badass combo btw. 2nd edit: while Im at it, does anyone know if you can reset an opponent after landing 3C, i.e. 3C and then 2B > 5C or just 5C. Will that work like it does on 2D? Or can the opponent recover in time. Im guessing though that if it does work, it only does so from a limited distance, and that there are probably more damaging options, like the one above: 3C 5D (1) Inferno etc. Just wondering though. Thx.
broly2012 Posted March 15, 2009 Posted March 15, 2009 hit up the arcade last nite and did some messing around with 3C... you can easily reset somoone after 3C with 2B so this is possible - x > x > 3C - 2B 5C jc into w/e also 3C into 5D(2 hits) combos into Hell Fang only on certain characters unless you're in the corner, I havent finished my list yet but it would whiff midscreen vs. Rachael, Noel, and Carl, but it hit Noel and Rachael in the corner [edit: didnt realize soon enuf to test it in the corner against Carl]. The opponent recovers too fast to hit a 5A afterward (which sucks cause it works after a 2D... i.e. 2D - reset w/ 5C - Hell Fang 5A 5B 6A or w/e.) I ended up having to RC and you can easily do an Air combo, they recover fast so I had to use jB jC [dj] jC jD but Im pretty sure you can RC dash into 6A or maybe even 5B. Also, 3C 5D(1 hit) into Hell Fang worked vs. Everyone I tried, and the opponent is fairly low to the ground afterward so you could RC dash into 5B 6A, etc. if you're willing to burn 50% meter Im sure there are better things you can do like Inferno Divider, but its something to keep in mind. I was surprised to find out how long the untechable time off Carnage Scissors. Even from mid-screen you have plenty of time (without an RC of course) to run with 5B, and it combos from a lot of stuff, 5C, 2C, 5D (either hit). also I accidently figured out that Hell Fang [RC] combos into 6C and Im pretty sure my opponent wasnt crouching...like i said thouhg, I didnt mean to do it and I didnt think to try it again... Any followup air combo from 6C will prolly be lest damaging/on par with 6D j.D [land]combo...but 6C opens up a few windows that 6D-jD doesnt. cheers
jiyuna Posted March 16, 2009 Posted March 16, 2009 this thread is shit broly2012- do 3c > 5d(2hits) > DC > 6a > 5d(2hits)xx22c if you're near the corner. don't use 3c in combos unless you're going to 22c (shut up Blood Kain lovers:arg:). if you're close, do this instead- 5b > 6a > 5c > 5d(1hit) > 214b~d > 5b > 623d~. It's meter-less and does like 3200~ damage just starting from 5b; you can add more hits before it (IAD j.c~d, CH 214d, CH 214a, etc.) and break 4000. i also saw kaqn go for 5b > 6a > 5c > 5d(1hit) > 214b~d > 5c > air combo against jin. it did big damage, but was invalid; hopefully he just messed up the timing and it's a legit combo. random info CH 6a > 5b > 6a > 214b~d > 5b > (6a > air combo) OR (623d~). Air combo will always do more damage, but won't work depending on char and your position/timing; with experience you'll be able to determine if you're in position and decide which ender to go for. You can also do this combo after a CH 623c/d(1hit) RC; just remove the first 6a. 623c/d(1hit) RC is amazing, btw. [2d or CH 623c(2nd hit)] > 5c > 214a > 5a > 5b > 6a > [5d(2hit) > 214a~d] OR (air combo) Very useful combo; it's also used when you land 214a on an airborne opponent, just start the combo from 214a > 5a > etc. learn how to add dash momentum to your 5b and 5c; it gives ragna so much more range on those normals. you need to 665b...be careful because if you do it too quickly you'll get 6b instead. if you do it correctly you won't even see the dash come out, but ragna will just do a sliding 5b that goes about 1.5x further. GH combozzzzzzz 214b~d > RC > 214B~d > 5b > 623d~ (xxx > 5b > 6a > air combo?) i'm not sure which chars these combos work on because starting combos with GH is gimmicky, the timing really varies depending on standing/crouching/character/CH/distance/corner/etc; you really need to practice them yourself. if you catch crouching opponent you can skip the RC > 214b and just go into the combo finisher. if you catch a CH on the 214b and have good reaction, don't do the followup and instead dash in 5b > 6a > 214b~d > 5b > (6a > air combo) OR (623d~). again, i'm not sure on the character specifics with these combos, but GH is a cool move (20f halfscreen overhead) so you should experiment with them on your own. that's all i can think of off the top of my head; summon Veteru to this thread if you want more information.
TITANIUM BEAST!!! Posted March 16, 2009 Posted March 16, 2009 TK Gauntlet Hades if you're using it by itself. Air version is 12 frames (!!!) and still has to be blocked high, plus you can still combo off of it.
stunedge Posted March 16, 2009 Posted March 16, 2009 TK Gauntlet Hades if you're using it by itself. Air version is 12 frames (!!!) and still has to be blocked high, plus you can still combo off of it. it takes 12frames to start up but, it takes TK GH 23frame to hit the opponent with the crouch motion good thing about TK GH is it has both Head and Body level, which means it beats most 6A and can do 5000damage combo if it counter hits or you RC it
jiyuna Posted March 16, 2009 Posted March 16, 2009 TK GH is faster startup, but it makes an unsafe move even more unsafe. i just use regular GH and only in strings, usually. and regular GH is the one that hits head and body; TK is just head. after you do 623C/D~ into knockdown; if you catch there roll with a falling j.c, you can combo a GH for some extra damage.
broly2012 Posted March 16, 2009 Posted March 16, 2009 TK GH is faster startup, but it makes an unsafe move even more unsafe. i just use regular GH and only in strings, usually. and regular GH is the one that hits head and body; TK is just head. after you do 623C/D~ into knockdown; if you catch there roll with a falling j.c, you can combo a GH for some extra damage. good info man, I remember messing around with Gauntlet hades RC combos way back when so Im definately gonna work on those. I'll do what i can to work out character/situation specifics. Thx for the advice regarding 3C combos. I still wanna do some more testing on the stuff i mentioned but I wont focus on it as much. Cheers. p.s. and yes this thread rox!
stunedge Posted March 17, 2009 Posted March 17, 2009 Regular GH hits only head TK GH hits both head and body
Final Ultima Posted March 17, 2009 Posted March 17, 2009 After a long bout against laziness, the Ragna the Bloodedge article on Dustloop Wiki has been updated. Filled in some blanks regarding damage figures (huzzah for the Players Guide) and included some new combos, mostly the ones jiyuna mentioned. Also spent about an hour tweaking some relatively insignificant details in a rather obsessive manner.
jiyuna Posted March 17, 2009 Posted March 17, 2009 Regular GH hits only head TK GH hits both head and body then was this frame data translated incorrectly (or am i just reading it wrong)? i don't have the mook yet so i can't check. http://rclacas.googlepages.com/ragna.html
TITANIUM BEAST!!! Posted March 17, 2009 Posted March 17, 2009 Yeah that data has it backwards. In the guide it says ground version is head only, air is head and body.
Bloodcrave Posted March 24, 2009 Posted March 24, 2009 http://www.nicovideo.jp/watch/sm6524052 interesting rushdown startin at 3:45 5B > 5C > 2D > RC > dash abit 2A > 6D > j.D > dash abit 2A > throw
A.B.A-can-do Posted March 24, 2009 Posted March 24, 2009 Can someone youtube this for those of us without nicovideo access?
king of heart Posted March 24, 2009 Posted March 24, 2009 What is Ragna's wining move ? I mean like Sol's sidewinder or Testament's badland or Order Sol's dustloop , Anji's fujin ...etc
A.B.A-can-do Posted March 24, 2009 Posted March 24, 2009 Its a whale just like May~ J/K, my guess is Blood Fang:v:
Spirit Juice Posted March 24, 2009 Posted March 24, 2009 What is Ragna's wining move ? I mean like Sol's sidewinder or Testament's badland or Order Sol's dustloop , Anji's fujin ...etc Hell's Fang (214A) is pretty much your bread and butter special move. You'll be using it a lot in your ground combos.
skati Posted March 25, 2009 Posted March 25, 2009 Out of curiosity, what all would dead spike be used for? I've watched a lot of videos, but I barely ever see it done. If it is ever done, it's always blocked, so I haven't been able to figure out what it could be used for.
jiyuna Posted March 25, 2009 Posted March 25, 2009 Dead Spike is only used in blockstrings. It's slow to start, but gives Ragna +frames if blocked so you can continue pressure/combo/whatever. Since it's slow, opponent can just jump over it and land a CH j.c into rape, so it's best to use sparingly; but overall it's a very nice tool to have, I didn't give it much credit before.
skati Posted March 25, 2009 Posted March 25, 2009 Jiyuna, will it knock the opponent down if you manage to connect (without them blocking) with it? Or would it just push them back? Assuming you have gotten lucky and seen it connect...
TITANIUM BEAST!!! Posted March 25, 2009 Posted March 25, 2009 On normal hit I think they're just stunned slightly, you can probably keep pressuring. You can combo after it if it counterhits, I just can't remember what with. Probably standard 5B -> etc combos.
Goryus Posted March 25, 2009 Posted March 25, 2009 One trick that seems to work for keeping pressure on is gatling into 3C, then do 22C~5D. If the 3C hits, you cancel into grab and get a combo; if the 3C is blocked, you gatling into 5D instead, and can dash cancel.
king of heart Posted March 25, 2009 Posted March 25, 2009 Just wanted to ask how many times you can do jD jD after throw to Blood Kain in the corner and is the timing is as strict as Sol's in #Reload ?
Final Ultima Posted March 25, 2009 Posted March 25, 2009 One trick that seems to work for keeping pressure on is gatling into 3C, then do 22C~5D. If the 3C hits, you cancel into grab and get a combo; if the 3C is blocked, you gatling into 5D instead, and can dash cancel.Huh, I would've thought that the 22C would come out regardless. That's good to know though. Just wanted to ask how many times you can do jD jD after throw to Blood Kain in the corner and is the timing is as strict as Sol's in #Reload ?I don't know how many reps you can keep it going for. Generally as soon as you get to the corner, it's better to just do 5D dash cancels instead. It's easier than the Dust Loop though. Sol's #Reload j.D was untechable for 30 frames, whereas Ragna's Blood Kain j.D is untechable for 36 frames.
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