king of heart Posted July 12, 2009 Posted July 12, 2009 Yeah Ragna's 6A is good as an anti-air or launcher but as an air combo starter the horizontal range is very shitty
sum1 Posted July 12, 2009 Posted July 12, 2009 EDIT - Could someone please explain TK Gauntlet Hades to me? I've been doing the 2147 input for about an hour now and they still seem to be launching the same way if it it had been a normal 214 input. Am I doing something wrong? I found out that you need to do the input a tad slower than usual. If you try to do the move as fast as possible it seems to do the typical GH, but if done a bit slower the TK GH comes out. Hope this helps.
VR-Raiden Posted July 12, 2009 Posted July 12, 2009 I got a quick question about his air throw. I know that after his air throw he has the ability to air dash, but Is this affected if the throw is done during a combo. I ask this because I can't get it out at all. Is there a certain time frame or window that I don't know about or is it just something that one needs to practice. (BTW I have do not problem doing this with carl or other characters just ragna). So if any one can clear this up to me I would really appreciate it. You're probably air throwing after double jumping in a combo. You can't break the rules with how many jumps/air dashes you can get in one jump. If you air throw after 1 jump you can still air dash after it, but not if you double jump or air dash before it. Oh and jiyuna is correct about the air throws off screen, you can always see the !!. There were some funny set ups for comboing into air throw I messed around with but most cost 50% meter I wouldn't wanna use on something not guaranteed.
Blade Posted July 13, 2009 Posted July 13, 2009 Can someone tell me what the trick is to relaunching from Ragna's Inferno Divider Straight aka the Sidewinder thingie he does after the upper?
Prototype909 Posted July 13, 2009 Posted July 13, 2009 It usually only works for midscreen or at least a generous distance away from the corner. Delay each hit quite a bit (Also, use the C version of ID) and then use 5B -> 6A to relaunch into an air combo. The 5B should land JUST before they hit the ground. Just practice it, and it becomes 2nd nature.
Bloodcrave Posted July 13, 2009 Posted July 13, 2009 err it's kinda pointless (albeit cool) to combo into black onslaught, if anything comboing into dark devour should be better, what's the best combo to dark devour that deals the most damage?
TITANIUM BEAST!!! Posted July 13, 2009 Posted July 13, 2009 Comboing into Astrals is a bit pointless, but the upside is that you know 100% that if it hits, the match is over. Combos into Dark Devour are more practical simply because you don't require an end-of-match condition and low life to do it, but it still ends up using 100% Heat overall, so how often will you actually get to use it?
Kyle Posted July 13, 2009 Posted July 13, 2009 ...Oh and jiyuna is correct about the air throws off screen, you can always see the !!. There were some funny set ups for comboing into air throw I messed around with but most cost 50% meter I wouldn't wanna use on something not guaranteed. Fuck... Thanks for the help guys. =/
Final Ultima Posted July 13, 2009 Posted July 13, 2009 To Bloodcrave, I am aware of this, but you mentioned setups into Black Onslaught earlier so I figured I may as well add to that. Not only that, but with the damage that combo does prior to Black Onslaught, you can pretty much start it from half health (for the opponent) and you'll easily hit the 20% point by the end, and unless your opponent sees where you're going with it, they may not bother to burst. Also, yeah, it's baller. Screw practicality.
Bloodcrave Posted July 13, 2009 Posted July 13, 2009 well i mentioned the setups just for the laughs, but if u say you're able to do it from half health then god damn that's one beautiful combo someone make a vid of it in action!
TITANIUM BEAST!!! Posted July 13, 2009 Posted July 13, 2009 Setups depend on which character you're fighting. On Jin, yeah, 50% or below. On another Ragna, his health can be as high as 65% and you'll still get the Astral. Might wanna mess around with different characters to see what the individual thresholds are.
XAnnihilationX Posted July 14, 2009 Posted July 14, 2009 I Know this is pretty general, but i'm new and i'm not sure where to post this. Aside from that on to the topic! ^_^" I wanted to know if any character or Ragna in specific by doing their super jump than dashing toward or away from the person would be any better then just a normal jump than dash. For Example with numerical Inputs: 1, 9, 66, C with Ragna or 9, 66, C with Ragna? What has better frames or etc?
Prototype909 Posted July 14, 2009 Posted July 14, 2009 Wow, I just beat jiyuna, though I think he let me win I had no health left and went into Blood Kain, he just started blocking and then I did 5B -> Devoured By Darkness which somehow killed him. I saved both that replay and the fight prior to that where he kicked my ass. Needless to say i'll be trying to learn some of the combos he pulled on me.
Tsak Posted July 14, 2009 Posted July 14, 2009 um well obviously normal IAD will come out quicker but its more susceptible to 6As and easy dps SJ AD will leave you alot safe cuz you will probably recover from the airdash before your on top of your opponent giving you a chance to block or still toss the C out but if you predict they will AA you its a free IB or barrier guard into punish so overall they both have different uses so it depends what you are trying to accomplish i usually try not to IAD too much cuz i get all hyped up and do it too much and this game leaves you more vulnerable to hits cuz it takes awhile to recover from IAD unlike in GG where its a tad bit safe (well hos was)
Yggjrasil Posted July 14, 2009 Posted July 14, 2009 Wow, I just beat jiyuna, though I think he let me win I had no health left and went into Blood Kain, he just started blocking and then I did 5B -> Devoured By Darkness which somehow killed him. I saved both that replay and the fight prior to that where he kicked my ass. Needless to say i'll be trying to learn some of the combos he pulled on me. both you and jiyuna, just went to town on my face. I saved some of the replays,Im gonna review them and see if I can apply this to my Ragna to make my record look better on ranked.
jiyuna Posted July 14, 2009 Posted July 14, 2009 Wow, I just beat jiyuna, though I think he let me win I had no health left and went into Blood Kain, he just started blocking and then I did 5B -> Devoured By Darkness which somehow killed him. I saved both that replay and the fight prior to that where he kicked my ass. Needless to say i'll be trying to learn some of the combos he pulled on me. *Hint* I probably died with 100% meter in the final round.
reaVer Posted July 14, 2009 Posted July 14, 2009 What's the cancel window between 214A and it's followup?(shortest possible timing)
Tarnish Posted July 14, 2009 Posted July 14, 2009 CH HF > 5b > 3c > 22c > 5b > 623D > fast 623c > delay 623c > land > 22c = 3877 damage + stagger state. Things to take note of for anyone thinking this is the "Best Counter Hit Hell's Fang" (BnB is a stupid term) combo: Note that screen position is a factor, as the closer you are to the corner means that you're going to bounce the opponent off the wall and miss the 22c after the Inferno Divider/Sidewinder punch. Also, you can link 5B again after the last 22C here for 3995 damage if you need an extra pixel's worth of damage to score a KO. It denies you the stagger state, but if you're looking for raw damage, there you are.
Final Ultima Posted July 14, 2009 Posted July 14, 2009 Moving the discussion to the discussion topic. I just think it'd be easier to navigate through the combos if they're all packed together (if anyone that posts a new combo can include noteworthy points in the same post though, that would be grand). I'll add a note that it's mid-screen when I update the list. Edit: Turns out I already did, just without the 214A (CH).
jei. Posted July 14, 2009 Posted July 14, 2009 Things to take note of for anyone thinking this is the "Best Counter Hit Hell's Fang" (BnB is a stupid term) combo: Note that screen position is a factor, as the closer you are to the corner means that you're going to bounce the opponent off the wall and miss the 22c after the Inferno Divider/Sidewinder punch. Also, you can link 5B again after the last 22C here for 3995 damage if you need an extra pixel's worth of damage to score a KO. It denies you the stagger state, but if you're looking for raw damage, there you are. Actually, I'm having trouble with the 214D after the first 22C, 5B. Do I have to dash in really quickly before I execute the 5B? I can't seem to get the 214D to land even if I'm just doing the 5B, 214D at that distance.
jiyuna Posted July 14, 2009 Posted July 14, 2009 Don't need to dash in, but the combo doesn't work on Jin/Rachel/Tao/Carl. There is a harder variant that works on those chars but it's too hard for American Ragna.
jei. Posted July 14, 2009 Posted July 14, 2009 ahh that sux. to be honest I couldn't even get the 2D, 5C, H.F., 22C down. Is the harder variant posted in the combo thread? I'd like to know just for curiosity's sake.
jiyuna Posted July 14, 2009 Posted July 14, 2009 ahh that sux. to be honest I couldn't even get the 2D, 5C, H.F., 22C down. that's because the combo is 2D > 5C > 5D(1) > HF >22c harder version of double 22c is: 3C > 22C > dash 5A > 5B > 623C > fast 623C > delay 623C > land 22c
jiyuna Posted July 14, 2009 Posted July 14, 2009 Things to take note of for anyone thinking this is the "Best Counter Hit Hell's Fang" (BnB is a stupid term) combo: Note that screen position is a factor, as the closer you are to the corner means that you're going to bounce the opponent off the wall and miss the 22c after the Inferno Divider/Sidewinder punch. That's why I said "when possible". This combo is not new (we've discussed it here plenty of times) and should be used by every Ragna player as one of their main bnb's.
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