Final Ultima Posted August 4, 2009 Posted August 4, 2009 (near corner, crouching opponent only) 6B, 5C, 6C, 214214D, hj.D, delay j.D, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5700~ When i try this combo, right after the hj.D, computer techs before i even descand low enough for a second delay j.D what did I mess up on, do i have to delay a bit for the hj.D after i activate blood kain, anyone can help me out thanks in advance.To clarify, it's not so much a delay as it is just waiting to recover from the first j.D, I've since edited that delay out. As for the j.D timing, you don't really need to do anything all that strictly. 6C has a generous amount of untechable time, so you can Blood Kain and hj.D pretty much at your own leisure. Is there any reason to use 2d?When you're too far to land both hits of 6C (after a 5C (CH) or on a crouching opponent), 2D will catch nicely. Leads to some decent combos if you can catch with it bare as well.
headpower Posted August 5, 2009 Posted August 5, 2009 I understand what you are saying but it seems when I was looking at the combo video and from the replay i downloaded when people are trying to do the 2nd j.D it seems it is very close to the ground and when i tried to do it myself, if i delay the 2nd j.D too much computer would tech out of it, if i do it sooner computer wont tech but it isn't very close to the ground and the D loop wouldn't connect. I think my biggest problem is with the 2nd j.D can you give me some insight on how to execute it thanks.
VR-Raiden Posted August 5, 2009 Posted August 5, 2009 This might be useful, been messing around with it. If you hit someone with 3C too far out to get the 22C, then combo to HF (first hit only). it sets up very nicely for mix ups as they get up. If they tech immediately, you have lots of time try whatever you want. If they want to tech roll, they have to land first. If they do that, you can 22C them. Or if you just want damage with less oki options, you can 2B > 5C > aircombo after 3C as well.
Salocin Katze Posted August 5, 2009 Posted August 5, 2009 DUAL MOJZ for more damage and reset options when possible. CH HF > 5b > 3c > 22c > 5b > 623D > fast 236c > delay 236c > land > 22c = 3877 damage + stagger state. Jiyuna, I have been trying this combo and can't get myself or any other character to land in a position where I can 22c right away after the Inferno D, please help.
Final Ultima Posted August 5, 2009 Posted August 5, 2009 It's a mid-screen only combo. Also, just for reference, it doesn't work on Jin, Rachel, Taokaka or Carl.
VR-Raiden Posted August 5, 2009 Posted August 5, 2009 Jiyuna, I have been trying this combo and can't get myself or any other character to land in a position where I can 22c right away after the Inferno D, please help. I'll also note that the timing for the delayed 236C ender for the ID seems harder if you start from CH HF. Try it from just a 5B first and see if you can get it. Remember you go into the first 236C of ID as fast as possible, and the last 236C as late as possible, midscreen.
KatanaDash Posted August 6, 2009 Posted August 6, 2009 This might be useful, been messing around with it. If you hit someone with 3C too far out to get the 22C, then combo to HF (first hit only). it sets up very nicely for mix ups as they get up. If they tech immediately, you have lots of time try whatever you want. If they want to tech roll, they have to land first. If they do that, you can 22C them. Or if you just want damage with less oki options, you can 2B > 5C > aircombo after 3C as well. I believe I have found something even better, but much trickier to do. 3c(max range), 5D (1 hit), C ID, fastest 236c, latest 236c, land, 22c 2700 damage and ends with a 22C, if you want you can follow up with 5b,5c, but nothing else will link after that. I have only confirmed this to work against Jin. Its tricky, and I don't know the exact set set up to make this work. Also seems like if you are really far away, you need to do 5d(1 hit), (slight delay) D ID... I will be experimenting with this more tonight to figure out more about how to pull it off. I've found some other interesting stuff with similar set ups: starting from closer then the other one you can... 5b,3c,5d (1 hit), 623C (2hits), fastest 236c, latest 236c, 22c or 5b,3c,5d(2hits), 623D (1hit), fastest 236c, latest 236c, 22c but from here it seems like your better off just doing the standard double 22c combos I figured I'd post this stuff even though I'm not firm on the details so some one with better/quicker fingers can help me figure it out completely.
VR-Raiden Posted August 6, 2009 Posted August 6, 2009 oh yeah, forgot about that combo. It's actually listed in the combo thread but I didn't see a reason for it until now. I guess that would be the best idea if you hit a 3C too far out for the 22C. I'll try that then for far hitting 3C, thanks.
Siefer Posted August 6, 2009 Posted August 6, 2009 I didn't see this mentioned earlier in the thread, if it has been, my apologies. For newer Ragna players: If you're still having trouble doing Ragna's basic RC combo (5B-5C-214 A-RC-dash 6D-D-dash 5B-3C-22C), there's a little trick you can do to help you. If you delay the 2nd D after 6D very slightly, it makes doing the entire combo so much easier. This is a pretty useful combo to know for Ragna, so any trick that helps you guys out with it is worth noting. I rarely see other Ragnas doing it online...
Raidhyn Posted August 6, 2009 Posted August 6, 2009 Hey guys i've been trying to learn the 5B+C, 214B -> delay 214D, 5B, 623D -> 236C -> 214C combo but I'm having some sort of issue between the delay 214D of GH and the 5B. I always seem to go for the 5B as soon as the training dummy is teching out of the last hit. any suggestions? :/ EDIT: Ok, now i can hit with the 5B but he's teching before i can hit with the inferno divider.
Beefywhale Posted August 6, 2009 Posted August 6, 2009 Hey guys i've been trying to learn the 5B+C, 214B -> delay 214D, 5B, 623D -> 236C -> 214C combo but I'm having some sort of issue between the delay 214D of GH and the 5B. I always seem to go for the 5B as soon as the training dummy is teching out of the last hit. any suggestions? :/ EDIT: Ok, now i can hit with the 5B but he's teching before i can hit with the inferno divider. Have you tried going into a 6A after the 5B.
p0l1cy Posted August 6, 2009 Posted August 6, 2009 I understand what you are saying but it seems when I was looking at the combo video and from the replay i downloaded when people are trying to do the 2nd j.D it seems it is very close to the ground and when i tried to do it myself, if i delay the 2nd j.D too much computer would tech out of it, if i do it sooner computer wont tech but it isn't very close to the ground and the D loop wouldn't connect. I think my biggest problem is with the 2nd j.D can you give me some insight on how to execute it thanks. sounds like your issue might actually be with the first j.D. you need to basically do it as soon as you leave the ground. during BK, the hitbox for j.D gets enormous, so it will still hit. after that, you should have plenty of untechable time to hit the falling j.D. also, as mentioned previously in the thread, you get a lot of time after the 6C; you can wait for them to drop slightly before doing the high jump, and timing the 5D afterward will be easier since they will be low enough to the ground to be hit with it by the time you land. if you high jump immediately after BK activates, you will have to wait for them to drop into 5D range after you land. it's doable either way though.
TITANIUM BEAST!!! Posted August 6, 2009 Posted August 6, 2009 Actually, depending on the setup, you can do the first j.D later in your highjump and the combo will still work. Another advantage of this is that since you're hitting a bit later than normal, you can do the second j.D lower to the ground, which makes certain combos easier since you land and recover earlier from the second j.D.
Siefer Posted August 6, 2009 Posted August 6, 2009 Maybe it's just an online thing, but I've noticed that I sometimes can't connect 5B after the GH follow-up, when I should be able to. I'll use a simple combo as an example: Throw-214 B-214 D-5B-whatever. In training mode, I can connect this reliably almost 100% of the time. Online though, against half the cast, they can tech before my 5B hits them allowing them to do CH nonsense, these are characters I confirm in training mode to be able to combo (and it doesn't go black beat). The weird thing is, is that against characters like Jin, I'll still be able to do it...I'm not sure what exactly is going on here...What makes this even more annoying, is that in the corner against someone like Hakumen, if they tech they'll also create a cross-up opportunity and put YOU in the corner, something you don't want against Hakumen. I have tried changing my timing on the delay of the 214 D, and it seems to make no difference online... EDIT: It's actually gotten to the point where I'm beginning to use a different set of combos online then I would offline. I'm just worried this will affect my offline play in the end...
Akureikaze Posted August 6, 2009 Posted August 6, 2009 It's a online thing. Same shit happens to me so I stopped playing online already.
Siefer Posted August 7, 2009 Posted August 7, 2009 It's a online thing. Same shit happens to me so I stopped playing online already. Ugh, I was afraid you would say that. Alright, thanks for verifying, I knew I wasn't going crazy, although it doesn't explain why I can still connect the B against certain characters online (like Jin) but not against others (like Hakumen).
KatanaDash Posted August 7, 2009 Posted August 7, 2009 yeah playing online you can't use any kind of visual cue to do your combos, so combos with long pauses in them tend to be pretty hard to do online, I have trouble even hitting 5b after 22c online but then again, I'm bad
Milln Posted August 7, 2009 Posted August 7, 2009 It's a online thing. Same shit happens to me so I stopped playing online already. I fail every single Gauntlet Hades timed follow up and that makes me drop my entire RapeYourFace combo and I scream inside. I'm done with serious online. =x
Shinobi Posted August 7, 2009 Posted August 7, 2009 I can get it to work online. It'll require at least a B quality connection but it'll connect. Once you get to C and D rated connections though don't even waste your time with combos that require strict timing, keep it painfully simple. Frame data gets ridiculously skewed and input delay only makes matters worse once you start playing in the C and D connections.
Raidhyn Posted August 7, 2009 Posted August 7, 2009 Well I've been able to get the GH 5B > ID combo to work in training. Now I'm off to other fun things. I have a hard time taking online play seriously considering I live in Europe and most of my connections to other players are complete crap with the exception of the 10 or 20 other blazblue owners this side of the sea.
VR-Raiden Posted August 7, 2009 Posted August 7, 2009 Completely useless invalid air throw combo. It looks hilarious though. 4B+C > dash 6A (SJC) > j.B+C > air dash j.B+C (RC) > dash 6A (JC) > j.B+C > air dash j.B+C (RC) > air dash j.B+C > GH 7952 dmg from 6B > 5C > 6C it does 8815. yeah, I was bored.
Milln Posted August 8, 2009 Posted August 8, 2009 I'm pushing my own deadline back to the 13th/14th. I ordered a new stick cause mine brokededed. =\
fogelstrom Posted August 8, 2009 Posted August 8, 2009 Having some trouble landing the 5B after 6D j.D. I don't see anyone delaying it, is it just very strict or are you suppose to delay the j.D somewhat? When looking at people doing it in matches it looks like they got lots of time to spare at the dash for 5B 3C 22C but not getting it to combo.
Ragnarok Posted August 8, 2009 Posted August 8, 2009 Delay J.D yeah. Had the same problem (and i guess allmost everybody did lol even for a few tries), and it's really not hard to overcome Just your urge of pushing D must... be... resisted... till a few before you land. (but rather post those questions in the ragna general, and been answered allready)
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