Yggjrasil Posted December 10, 2010 Posted December 10, 2010 I believe thats how its done. Baiken uses TK DPs aka Yozansen for mix-up.
TITANIUM BEAST!!! Posted December 10, 2010 Posted December 10, 2010 There are two ways to TK, the first is to hit up and then input the motion very quickly, the other is to input the motion first and THEN hit any up direction + button. The former method is what I use for this combo and I think it works best/is easier when trying to TK off of a JCable move. The latter method is best for when you need to TK a move by itself, as it generally comes out much faster. If you have difficulty telling whether or not you are TKing properly for this combo, look at Ragna's feet. If you're doing a grounded CID, there will be a larger puff of smoke around his feet where he leaves the ground, while the air version has no smoke and so all you see is the tiny dustcloud from the normal jump.
SolheartStud Posted December 11, 2010 Posted December 11, 2010 Theres some CS2 Ragna videos from Jourdal, but should I wait to post them 'till a CS2 video thread is made?
Final Ultima Posted December 14, 2010 Posted December 14, 2010 (edited) Er, I'll probably make a Ragna Continuum Shift II Video Thread within the next couple of days, so if you could keep tabs on all the relevant matches including who plays who, that would be great. Also, not that anyone cares, but the last set of combos I posted now have an accompanying video. http://www.youtube.com/watch?v=8FoeXZAbr7U My original plan was to also add TITANIUM BEAST!!!'s combos to the video with credit, but as it turns out, landing a combo with a Tiger Knee Inferno Divider near the end and recording it within a limited time span is actually pretty damn annoying to do on pad. Who knew? Edited December 14, 2010 by Final Ultima
WolfCrimson Posted December 15, 2010 Posted December 15, 2010 Lol FinalUltima you should've added a short clip of The Count from Sesame Street laughing after counting till 7. Nice combo vid, a nice "farewell" to 22C.
Yggjrasil Posted December 16, 2010 Posted December 16, 2010 R.I.P 22C. It's been great abusing your gdlk oki capabilities after BE combos.
advancedNoob Posted December 16, 2010 Posted December 16, 2010 I don't think 22C oki is dead, you are still in advantage, just can't do multiple 22Cs in a combo.
StarryShade Posted December 16, 2010 Posted December 16, 2010 It's insanely hard to tack on a 22C at the end of a combo now.
TITANIUM BEAST!!! Posted December 17, 2010 Posted December 17, 2010 From reading Nokita's posts, it's actually not that hard to tack on a 22C at the end of a combo, especially if you have the other guy cornered. All you really need is a chance to hit 3C, and ID -> Straight Punch at the corner gives you that for free. 22C is still +6 as well, so oki is still there, just not quite as flexible.
StarryShade Posted December 17, 2010 Posted December 17, 2010 Yeah but how many times will you be able to push to the corner now with loledge being utter shit.
TITANIUM BEAST!!! Posted December 17, 2010 Posted December 17, 2010 It's Ragna, everything pushes to corner. 5B-5C -> HF -> Addition pushes to corner. I also think the jury is still out on BE being bad. It's just a lot harder to get a clean hit with it now. Apparently it also has better recovery on block? You get 5B after landing it on CH, so either blockstun/hitstun on it was increased, or he recovers faster when landing. Either situation is pretty nice.
-Ladon- Posted December 17, 2010 Posted December 17, 2010 It's Ragna, everything pushes to corner. 5B-5C -> HF -> Addition pushes to corner. I also think the jury is still out on BE being bad. It's just a lot harder to get a clean hit with it now. Apparently it also has better recovery on block? You get 5B after landing it on CH, so either blockstun/hitstun on it was increased, or he recovers faster when landing. Either situation is pretty nice. didn't hear that, that's pretty nice, also allows for the fuzzy guard-rapid setup to be better as well
advancedNoob Posted December 17, 2010 Posted December 17, 2010 I agree. HF ender mid screen fro corner push is a goto tool. On top of that ID(D) is awesome for Oki and if BE recovery frames were buffed I think it becomes a good pressure tool, you can easily and safely alter your jumping arc and nail a 5b on CH, that's just awesome! I just hope BK wasn't murdered by the developers... no BK = I'm switching characters.
Nokita Posted December 17, 2010 Posted December 17, 2010 I agree. HF ender mid screen fro corner push is a goto tool. On top of that ID(D) is awesome for Oki and if BE recovery frames were buffed I think it becomes a good pressure tool, you can easily and safely alter your jumping arc and nail a 5b on CH, that's just awesome! I just hope BK wasn't murdered by the developers... no BK = I'm switching characters. Ragna is shaping up quiet nicely with each day.His stuff is evolving surprisingly fast. We already have 8K BK combos with a burst and 7.3k without a burst. According to the majority of the jbbs he's WAY more fun to play as (and to watch) in CS2. Ragna's are still succesful according to bbcs2.net ,for anyone who's interested. In any case,the arakune matchup is turning to shit for ragna. Arakune already has 10k - 12k corner combos starting off his...JC? Not sure if bursts were involved or not.
ADS627 Posted December 17, 2010 Posted December 17, 2010 Wow, thats awesome about the Belial Edge stuff. Now when i advance at someone with TK Belial Edge i can say its a legit pro-strat.
WolfCrimson Posted December 17, 2010 Posted December 17, 2010 Reading what you guys are saying is making me hype for CS2 Ragna. BBCS2 console patch can't come soon enough.
Beautiful Death Posted December 17, 2010 Posted December 17, 2010 Uh, what does Ragna get off of jabs outside of the corner? Is it game over after he uses up his double jump or was something crazy cool discovered?
Nokita Posted December 17, 2010 Posted December 17, 2010 Regarding BK. Interesting update coming up on the BBS. Life gain:anything between 3K and 4.5K is possible (still some room left to grow thanks to yami) Metergain: 26 - 44 (!) Details were not given.The guy left for his local arcade to test more stuff. He said that he'll report back later tonight.
StarryShade Posted December 17, 2010 Posted December 17, 2010 Why are bursts positive proration now? IIRC in CS1 they were heavily prorated to fucking dicks.
advancedNoob Posted December 18, 2010 Posted December 18, 2010 Probably to promote offence oriented gameplay. So what's the deal with Jap and Ragna? I barely ever see any Ragna players in videos that are uploaded by Jourdal, do they not like him as a character or something?
ADS627 Posted December 18, 2010 Posted December 18, 2010 i think it may be that ragna is still ragna, just without the meter gain. Then you've got to relearn your midscreen damage options, and if other ragna players are like me, they're lazy idiots. Then there's a new character, and then there's characters that have changed more dynamically... so there's more interesting stuff to try out.
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