-Ladon- Posted February 3, 2010 Posted February 3, 2010 Like most repetitions in a combo it probably is effected by hit state(normal/counter/fatal counter) and number of previous hits. interesting thing to note is that I don't think double BE is possible mid screen due to awkward positioning, although if someone has a video of it being performed twice mid screen I'd like to see it. also note that double BE is still not beating most 3c combos in damage, and definitely doesn't come close to 22c's rediculously good oki sure, it's flashy, and seeing kaqn pull off two into 22c is amazing, but it looks extremely specific
TITANIUM BEAST!!! Posted February 3, 2010 Posted February 3, 2010 Main thing I like about double BE is the meter gain. So ridiculous. And of course, if they're in the corner, you can do double BE and still get 22C finisher. The main thing is that they have to be cornered. What I'm interested in is multiple BE loops starting from midscreen leading into the corner. If 6D-j.D, JC j.C -> BE can be done consistently midscreen, I see some possibilities. BE is really finicky though.
-Ladon- Posted February 3, 2010 Posted February 3, 2010 I'd imagine 3 or 4 BE loops would be possible with fatal+corner, but I don't think the damage would be worth wasting your one shot at a fatal that match, meter gain would be pretty crazy though
Blue Ipod Nano Posted February 4, 2010 Posted February 4, 2010 yes the meter gain is insane, i think it is well worth it! i dont remember the video exactly, but in a kouhatsu video, some ragna did ONE double BE combo and it gave him like 49% meter or something like that, he was able to rapid cancel right after he did the double BE combo >_>
Desperado Posted February 4, 2010 Posted February 4, 2010 What's the hit box on BE? It looks really picky at times? Do you have to be above or below the character to hit them with the full BE? Also, since I haven't seen it anywhere, what is the command for BE?
-Ladon- Posted February 4, 2010 Posted February 4, 2010 What's the hit box on BE? It looks really picky at times? Do you have to be above or below the character to hit them with the full BE? Also, since I haven't seen it anywhere, what is the command for BE? you have to be pretty much in the air and about equal or a little below/above to their height for the full BE to connect until you hit the ground, being too high/low will not make the first hit connect(the one where you're not actually hitting with the sword) and will whiff it.
FlyingVe Posted February 5, 2010 Posted February 5, 2010 http://www.nicovideo.jp/watch/sm9598087 Midscreen double BE in the first round. Second BE didn't finish though.
-Ladon- Posted February 5, 2010 Posted February 5, 2010 http://www.nicovideo.jp/watch/sm9598087 Midscreen double BE in the first round. Second BE didn't finish though. Should've made my post clearer two BEs mid screen with followup, pretty positive doing two midscreen is too awkward of positioning to let the 2nd BE connect fully and cause the untechable time into 5D nm we have a winner, and of course, kaqn pulls it off http://www.youtube.com/watch?v=-VgPGFlB3Jc 3:40 double BE with a follow up, although it looks like he dropped the dash 5d 22c it seems to be possible only question is whether or not this is tao specific since she has that extremely awkward hitbox
Zero000 Posted February 7, 2010 Posted February 7, 2010 Why that worked is because he started his combo from 3c 5d. Basically for the untechable time for the double BE to work depends on how many hits you put in before. I still haven't figured out the specifics of it, but generally if you start your combo with alot of hits, you're better off not doing the double and going for the oki afterwards. hmm i feel like writing stuff So the matters of double BE. You build a ton of meter, at the cost of losing your oki (but you guys should be used to it since all of Ragna's combos ended in DID knockdown). But in that situation linked by Ladon (BE 5d hell's fang no followup) leaves them in the air. That usually doesn't work after double BE (i think) but he started from 3c. Shrug, here's a oki list blahblahblah hell's fang + followup: pushes them to the corner where you want them to be. Neutral game 22c: old 22c oki setups. puts them in a shitty position and it's hard for them to reversal. they jump back, you can do GH (also covers overhead) or air grab. also can do 6b, 2b, 2a, or bait something. BE no knockdown beforehand: 5d hell'sfang+follow up see first, 5d DID for damage/meter and to make sure they can't tech out, 5d CS for damage no knockdown BE 3c: hoo boy this is a biggie. you get a real knockdown (fuck DID knockdown from the old game) and you're right in front of them at the cost of damage and meter. You can hold jump so you can do a high low mixup (j.b or land then 2b). Or bait something. Hell, you can even do something like j.b GH to be a dick. You can also stay on the ground and do 22c to see if they teched or not since they might be trying to be clever by not teching early (see 22c). If they tech early, you just whiff 22c or 2c both are pretty fast moves so you're back at the neutral game, but you're also in front of their face. I guess you can throw in a throw in there as well if you feel like it (throws are good now) DP knockdowns: Just like CT, you can do falling j.b/j.c? to catch them rolling. If they're in the corner, you can do a air backdash and a J.c to try to keep them in the corner. anything that makes them air tech (GH followup, BE 5d hell's fang, etc etc etc): They're in the air and you're on the ground, 6a is pretty good since they have to block it. People can attack back or dash away, so keep that in mind. Not usually the greatest situation to put a guy in, but you take what you get sometimes. That's a small list that got, let's get some more ideas going oh yeah, you can also use 5d as a meaty move. but people can react to that (don't whiff it)
Zero000 Posted February 7, 2010 Posted February 7, 2010 6B is self explanatory. Uh 3c is a bit slower and you can actually see it come out. But it's great oki on Jin unless he does C/D DP, it goes under his A/B DPs and counter super. I don't use it enough I guess, since you can jump cancel it/do 6D mixups. I generally don't like it since you start at the end of a blockstring with 3c (and the startup is slightly telegraphed)
SuperKawaiiDesu Posted February 7, 2010 Posted February 7, 2010 6B is self explanatory. Uh 3c is a bit slower and you can actually see it come out. But it's great oki on Jin unless he does C/D DP, it goes under his A/B DPs and counter super. I don't use it enough I guess, since you can jump cancel it/do 6D mixups. I generally don't like it since you start at the end of a blockstring with 3c (and the startup is slightly telegraphed) i mean as an ender for double berial edge combos, will it still connect? i havent been able to drop by CTF for a LOOOOOONG time is there any benefit to use 6B as opposed to 3C? i see 6B alot though so i was just curious D:
Zero000 Posted February 7, 2010 Posted February 7, 2010 I guess 6b knocks them back down, but you probably can't jump cancel that right away. I guess if you really really want the neutral game right after, sure go for it. (I never tried it)
A.T Posted February 7, 2010 Posted February 7, 2010 Can anyone test those? 6D relaunch: 2B - 3C - 2B - 5C - hj - j.C - j.D - jc - j.C - 214C - land - 66D - j.D - jc - j.C - 214C - land - 66 - 5D - 22C 2B - 3C - 5D - 66 - 6A - hj - j.B - j.C - jc - j.C - 214C - land - 66D - j.D - jc - j.C - 214C - land - 66 - 5D - 22C 2B - 3C - 22C - 66 - 5B - 6A - jc - j.C - j.D - jc - j.C - 214C - land - 66D - j.D - jc - j.C - 214C - 66 - 5D - 22C -> Perhaps link 22c - 66 - 5B is too hard to land(1-2 frames i believe) Air throw - 214B(wiff) - 5A - 5B - 5D - 66 -6A - jc - j.C - j.D - jc - j.C - 214C - land - 66D - j.D - jc - j.C - 214C - 66 - 5D - DID - 236C - 214D for punish: 2C(FC) - 3C - 22C - 66 - 5B - 2C - 6C - 66 - 5D - 22C - 66 - 5B - 6A - jc - j.C - j.D - jc - j.C - 214C - 66 - 5D - 22C -> ? What i figured out of it, is 2B and 5D(especially 5D) is heavily reduces untech time, so 6B - 3C - 5D - double BE will work, but after 2B it`s need to make some changes in aircombo to work(but no need for it with 2B - 3C - 2B - 5C). 66D is hard to connect, like 2 frames for it, but possible, i saw Kaqn used it in his matches vs Buppa`s Hazama. More damage, A LOT of heat + 22C oki if you used 3C or 2D in your combo before it, or DID damage+life gain(not so much, though). Also, i found it really hard to use CS after double BE, so, if you want to land super, do it after first belial edge, not as ender for that combo, cuz second hit of CS probably will not hit and you get punished.
-Ladon- Posted February 8, 2010 Posted February 8, 2010 the biggest problem with double BE right now is that it seems to be looping in the corner ok, but once you take it mid-screen you get a lot of techable falloff, which was my point in originally posting a vid with a mid-screen version for 6B on BE tech-you can actually do 6B cancel dead spike and the DS hits the frame they're coming out of the tech, giving you a free primer break/hit/insane counter opportunity
Zero000 Posted February 8, 2010 Posted February 8, 2010 Deadspike meaty is like the most telegraphed move, hope you have the balls to do it or confident that the other person sucks.
Zero000 Posted February 8, 2010 Posted February 8, 2010 Oh yeah. I forgot. Deadspike (meaty or whatever) where the very tip of DS will hit is amazing. It's really hard to avoid and some people can't reversal it since you're so far away
-Ladon- Posted February 9, 2010 Posted February 9, 2010 which is the point of using a 6B to tech which I mentioned earlier :> edit: 5b=/=6b
Zero000 Posted February 9, 2010 Posted February 9, 2010 :> HEY FINAL ULTIMA can you clean up the matchmaking threads by making new threads for CS and labeling the old ones with CT?
Final Ultima Posted February 9, 2010 Posted February 9, 2010 I was planning on saving that for console release (much like opening the combo thread), but if there's a demand for it, I guess I can do it later today. Edit: Okay, I've marked all the old match-up threads as Calamity Trigger, but I'm gonna leave the new threads for whoever wants to make them, as I haven't played Continuum Shift enough to make an opening post worthwhile. While I'm at it, I'm gonna merge Continuum Shift Changes Discussion back into General Discussion, given that all of the changes worth mentioning are in the Ragna the Bloodedge 101 or Damage/Proration Changes thread now anyway.
SuperKawaiiDesu Posted February 11, 2010 Posted February 11, 2010 Are all double berial combos generally more damaging than single berial combos? and about how much meter do they usually net from like 5B or 6A, what would i do off of 5B or 6A ive been doing 5B 6A 5D[1] 214B 214D 5C jC jD jC j214C 5D > shit
-Ladon- Posted February 11, 2010 Posted February 11, 2010 huuuh why aren't you doing 5b 3c if you're that close
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