Thai_My_Shoe Posted July 25, 2009 Posted July 25, 2009 ok so i was watching videos of kaqns ragna and in a few of them he does a combo where he goes 5D straight into 22C.. i was wondering how he did that http://www.youtube.com/watch?v=kjZ_nfetAmY starts at 1:20
Sephiroth417 Posted July 25, 2009 Posted July 25, 2009 I need help learning Jump Cancel and Air Combos any tips?
king of heart Posted July 25, 2009 Posted July 25, 2009 You can do 22C after any combo that include 3C or 2D
Final Ultima Posted July 25, 2009 Posted July 25, 2009 Or even an offensive Burst if you're feeling particularly deranged.
TITANIUM BEAST!!! Posted July 25, 2009 Posted July 25, 2009 Quick note, since 2D in Blood Kain is considered a launch instead of a knockdown, you can't 22C after it while you're activated. Not a huge deal but worth noting if you're trying to come up with fancy combos for a vid or something. I came up with some random Hell's Fang loop in BK mode, not practical but funny. Forgot what it was exactly, I'll post it later. It's almost as silly as double Carnage Scissors on Tager.
Siefer Posted July 25, 2009 Posted July 25, 2009 well for no meter and non CH, 6A, 5D (DC), 6A, aircombo or just 6A, air combo If it's CH, CH 6A, 5B, 6A, 214B > delay 214D, 5B, 6A, air combo Just letting others know, I couldn't get the first combo to work on Carl/Arakune/Bang, in those cases, 6A straight into air combo seems like the best option, unless there is another that I'm not aware of that does more damage or sets up positioning better. I don't know if the 2nd combo is character specific as well. Thanks for the help on the 22C combos, although I still can't seem to time the ID ones. I've noticed in videos that they have to land in front of you in order to "pick them up", but that never happens for me.
headpower Posted July 25, 2009 Posted July 25, 2009 OK i need major help for this combo b, 6a, 5c,D(1hit), Gaunlet hades- follow up , 5C, - air combo. I always whiff the 5C even i delay as much as I can for the GH. How much difference is the timing compare to the Gaunlet hades 5b, 6a air combo .
Yggjrasil Posted July 26, 2009 Posted July 26, 2009 Is there like a special timing to 5D (1 hit) DC? I can only do it once in a while...
sum1 Posted July 26, 2009 Posted July 26, 2009 The frame in which you need to DC is when Ragna is about to hit his second hit. It is where his sword is above his head. I will try to take a pic to be more specific.
headpower Posted July 26, 2009 Posted July 26, 2009 What is the worst combo to execute during online play when there is input lag?
Absolute_Zero Posted July 26, 2009 Posted July 26, 2009 Dunno, it might vary from person to person, but I tend to mess up my Gauntlet Hades combos with the delays due to the input lag.
headpower Posted July 26, 2009 Posted July 26, 2009 I always see 80% of the player match are blue connections, 10 % purple, 5% red, 4 % yellow and maybe 1 % green. Does it have to do with the limited supply of the LE copy? I can recall playing only 5 player matches that have green connections. I really enjoy the online portion of the game when I can execute all the long string combo I practice in trainnign mode when i can get a green connection, anything less than that I start messing up and I have to rely on shorter 5-6 hit combo and it makes me feel like I am handicapped.
Zero000 Posted July 27, 2009 Posted July 27, 2009 Dunno, it might vary from person to person, but I tend to mess up my Gauntlet Hades combos with the delays due to the input lag. I drop 5b links and delay follow up err day. Have any of you guys messed with Rag's air throw from a combo? Like the double !! throw. I see other characters do it all day and rags gotta have something (notreally). From what I've been messing around in training mode is that from his air combo, he can jc jd jump and throw. Which only adds like 300 more damage if you did the other JC JD DID instead. You can't air dash since you already used your jump on the jump cancel. It seems useful in corner since he can do a DID right after air throw or another jc jd DID if you're facing tager. JC JD jump JC Rapid air throw just seems like a waste of 50% meter. Air throw never prorates from 1100 damage though Doing a throw straight from the launcher seems super iffy since people be paying attention. But if you do pull it off, the normal air dash jc jd DID won't work since they have a faster tech time. Air dash JD into DID works. Air throw does work from a JA delay throw. But what kind of ragna player are you if you're using JA, seems too suspicious if I saw a Ragna player use JA. DID on the ground Rapid air throw is funny. Dunno when you'll get the chance to land DID since it's not as good as CID, but it does 3600 ish damage if you catch them off guard. Edit: aaaaand you guys were talking about this 2 pages back. Great
VR-Raiden Posted July 27, 2009 Posted July 27, 2009 I don't think he has much practical use for air throws in combos. Air throw > air dash > air throw looks hilarious though.
Zero000 Posted July 27, 2009 Posted July 27, 2009 It doesn't seem practical, but it's still an option. The rapid ones other then the DID rapid seem useless. It's something that might work once in a match
headpower Posted July 27, 2009 Posted July 27, 2009 I can never connect 6a after the 5D dash cancel when the connection is anything from blue - yellow. I can do it flawlessly if it is green connection. what is the timing for it should i dash even faster because of the input delay.
Siefer Posted July 27, 2009 Posted July 27, 2009 I can't help you out there headpower, the best ping I get online is yellow 3 bars, that explains why I have to dummy down some combos online... Anyway, have you guys seen the newest gamechariot vids? It looks like Kaqn may have given up Ragna for Noel...he busts out Ragna once against DIO's Carl, but he used mostly Noel in his vids. This is a shame, because I felt that Kaqn's Ragna was just starting to get really solid...
What Posted July 27, 2009 Posted July 27, 2009 Just wanted to point out in the standard bk corner combo specifically the 5d>dash>5d>dash>214214D combo you can dash in on the end and grab em with 22C. I tried this on an Arakune the other day.
Final Ultima Posted July 27, 2009 Posted July 27, 2009 If you mean one that combos off of 3C (or 2D if you do something like 2D, 5C, 5D, 214214D into whatever), then certainly. If you don't have the meter for Yami ni Kuwarero, 22C makes a nice combo ender. That said, off of certain setups, 6D, j.D (JC), j.D, 623D etc does more damage, it really depends on the combo length. 22C is still nice for immediate dash-in pressure though.
TITANIUM BEAST!!! Posted July 28, 2009 Posted July 28, 2009 Just use it in strings after you've conditioned the other guy to defend. It gives advantage on guard so you can keep pressuring with your 5B after it's blocked. I suppose if you guess right on someone doing a neutral tech right next to you, you could force them to block a Dead Spike and you'd be closer to pressure them, but I haven't actually tried that yet.
Siefer Posted July 28, 2009 Posted July 28, 2009 Just use it in strings after you've conditioned the other guy to defend. It gives advantage on guard so you can keep pressuring with your 5B after it's blocked. I suppose if you guess right on someone doing a neutral tech right next to you, you could force them to block a Dead Spike and you'd be closer to pressure them, but I haven't actually tried that yet. I don't remember if they have to IB it or not, but a lot of character can just jump back or back dash after blocking dead spike to avoid the 5B follow-up.
TITANIUM BEAST!!! Posted July 28, 2009 Posted July 28, 2009 That's fine too, the idea is that it forces them to be defensive, thus giving you some initiative. You limit their options somewhat since they can't just mash to hit you back.
Siefer Posted July 28, 2009 Posted July 28, 2009 That's fine too, the idea is that it forces them to be defensive, thus giving you some initiative. You limit their options somewhat since they can't just mash to hit you back. Well, the only reason that I'm mentioning that is certain characters can punish you after the backdash/jump if you throw out the 5B. I'm not aiming that at you, just to anyone else who thinks you can get a free 5B after blocked dead spike.
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