FlyingVe Posted April 28, 2010 Posted April 28, 2010 Dang, I was looking for a way to maximize damage from my AA. I usually do 6A>5D(1)>GH>5B>D.ID for 2.5k.
Zero000 Posted April 28, 2010 Posted April 28, 2010 heyooooo if you've been doing double BE combos, you may be noticing that it's sometimes hard and you might drop it. or they might of not teched. At any point where you notice that you blue/black beated the 6D part, that means they touched the floor and you can do a 22c after the Belial edge. Good thing to note/do also VR raiden, i've been meaning to do that Gold burst into 22c thing, but i keep flubbing it up. I have a feeling that it should be able to work though, will keep testing
Final Ultima Posted April 28, 2010 Posted April 28, 2010 Could you link the 5C if the 6A was done as an Anti-Air? As in 6A(AA)>5D(1)>GH>5C>air loop?That ought to work, actually. I'm pretty sure most anti-air hits into 5D (1 hit) let you land a 5C after Keri Age provided its delayed fully. If it works for the neutral throw starter, the 5B, 6A, (5C), 5D (1 hit) starter and the 2D, 5C, 5D (1 hit) starter, I see no reason why 6A, 5D (1 hit) would be any more finicky. Worst case scenario, just delay the 5D (1 hit) slightly so they lift higher. Hell, if you're catching them with 6A as an anti-air, odds are it'll be CH anyway, so you can more or less do what you like.
SuperKawaiiDesu Posted April 29, 2010 Posted April 29, 2010 Double berial is so simple o.o just 66D as soon as you recover from berial ;o its universal isnt it? and works anywhere too, arent double berial combos almost always optimal? and someone wanna post some optimal 6A CH combos? CS, of course im running 6A CH 5B/2C(if close) 5D DC jB jC jC j214C 66D jD (JC straight up or forward depending on char/if corner) jC j214C dash 5D 623D for a beastly amount of meter and like 3.1k/3.2k
Zero000 Posted April 29, 2010 Posted April 29, 2010 that's like saying doing 66 5b is simple, you still might mess up so watch out. Do note that you can punish the shit out of Ragna if he whiffs the double berial 6D. People are letting me get away with this
-Ladon- Posted April 29, 2010 Posted April 29, 2010 6D-j.D is universally easy, it's not a tight link or anything, I don't know how you get it to drop, definitely nowhere near 664B. I'd rate it about as tough as CT air combos, it just happens because you've done it so much
SuperKawaiiDesu Posted April 30, 2010 Posted April 30, 2010 yeah i havent dropped a 66D in a LONG time. The objective is to let them fall as low enough as possible to have their height match yours at the end of 66D jD jC, and it also lets you adjust to char specific stuff so its alot more rewarding to get down than 664B IMO ;o It IS very easy. Its seems pretty lenient anyways o_O
VR-Raiden Posted April 30, 2010 Posted April 30, 2010 Dang, I was looking for a way to maximize damage from my AA. I usually do 6A>5D(1)>GH>5B>D.ID for 2.5k. That ought to work, actually. I'm pretty sure most anti-air hits into 5D (1 hit) let you land a 5C after Keri Age provided its delayed fully. If it works for the neutral throw starter, the 5B, 6A, (5C), 5D (1 hit) starter and the 2D, 5C, 5D (1 hit) starter, I see no reason why 6A, 5D (1 hit) would be any more finicky. Worst case scenario, just delay the 5D (1 hit) slightly so they lift higher. Hell, if you're catching them with 6A as an anti-air, odds are it'll be CH anyway, so you can more or less do what you like. I got around to verifying it, Final Ultima is correct. You can do 5C relaunch from anti air 6A > 5D(1). If it hit's around head level, you can just do the 6A > 5D(1), but if it hits them lower, just add 5C in between to adjust the height. (done on Ragna doing jC) anti air 6A, 5D(1), GH > max delay 214D > 5C sjC, jD (JC), jC, jD, ID(D) etc = 2970dmg with 5C in between the 6A and 5D, it does 3088dmg. But yeah, I couldn't even get it to not be counter hit using it as anti air in this situation. So this is really only for if you don't feel like hit confirming, or are just hitting them for not air barrier-ing. also VR raiden, i've been meaning to do that Gold burst into 22c thing, but i keep flubbing it up. I have a feeling that it should be able to work though, will keep testing cool, thanks.
SuperKawaiiDesu Posted May 1, 2010 Posted May 1, 2010 http://www.youtube.com/watch?v=8W1zjBoynfA&feature=related mind = blown
FlyingVe Posted May 1, 2010 Posted May 1, 2010 http://www.youtube.com/watch?v=8W1zjBoynfA&feature=related mind = blown That was some unbilieveable crap right there. When the Japanese see that, Ragna will be like Quadruple S tier for sure. /sarcasm
Kain Posted May 1, 2010 Posted May 1, 2010 http://www.youtube.com/watch?v=8W1zjBoynfA&feature=related mind = blown Terrible Ragna, played against CPU, too much 5D, failed to land a BE BnB at one point. Probably best to write it off as a joke.
FunkyChunkyDude Posted May 1, 2010 Posted May 1, 2010 Terrible Ragna, played against CPU, too much 5D, failed to land a BE BnB at one point. Probably best to write it off as a joke. No shit.
SethDahlios Posted May 1, 2010 Posted May 1, 2010 Why in the bluest of blue hells is a CS Ragna ending ANY air combo with a ID 236c 214c? This isn't CT there is a much better option nowadays that lets you continue to pressure and combo without losing your momentum.
Kain Posted May 1, 2010 Posted May 1, 2010 Why in the bluest of blue hells is a CS Ragna ending ANY air combo with a ID 236c 214c? This isn't CT there is a much better option nowadays that lets you continue to pressure and combo without losing your momentum. Like I said, best to write it off as a joke. All I saw was terrible execution, too much reliance on 5D, and tons of evidence that points to the guy being a scrub.
FunkyChunkyDude Posted May 1, 2010 Posted May 1, 2010 Guess it was a little too obvious of a joke for some of you. (Not that I made it or anything)
FlyingVe Posted May 8, 2010 Posted May 8, 2010 I have it, what do you need to know? Keep in mind I can't read japanese.
sum1 Posted May 9, 2010 Posted May 9, 2010 I want to know everything . Do the japanese use the whole numbering method and all? If yes then I think it can be read. I think. Is everyone here playing cs in arcades?
Zero000 Posted May 10, 2010 Posted May 10, 2010 I've been typing up one number a day into the excel spreadsheet
Jourdal Posted May 11, 2010 Posted May 11, 2010 Trying to find a comfortable timing for delayed GH...before i would delay until they bounced from the GH then follow up but that seems unreliable...then i just try to delay as much as possible but i find that the follow doesn't even come out after that, when i do manage to get it out the 5B connect but the 6A sometimes whiffs.
FlyingVe Posted May 11, 2010 Posted May 11, 2010 Is this CT or CS? In CT you want to try and delay the second hit as long as possible (most times), it should look like the tip of ragna's toe is touching the ground before the followup. If it's TK GH, you have a much smaller window for inputing the follow-up. Also if you're talking about the TK GH combo: TKGH>5B>6A>5D(1)>GH>5B>D.ID Sometimes you have to do a quick dash before the 5B to get 6A to connect. Personally I just leave it out. You can do the whole combo much easier without the 6A, damage is about the same too.
Final Ultima Posted May 11, 2010 Posted May 11, 2010 Also if you're talking about the TK GH combo: TKGH>5B>6A>5D(1)>GH>5B>D.IDReal men do j.214B, dash 5A, 5B, 5D (1 hit), 214B -> delay 214D, 5C (HJC), j.B, j.C (JC), j.C, j.D, 623D -> 236C -> 214C.
Jourdal Posted May 12, 2010 Posted May 12, 2010 ....I'm not a real man quite yet..i can pull that off in training...but not in a real match ;__; And the combo was B+C>214B>delay214D>5B>6A>D ID
FlyingVe Posted May 12, 2010 Posted May 12, 2010 ....I'm not a real man quite yet..i can pull that off in training...but not in a real match ;__; And the combo was B+C>214B>delay214D>5B>6A>D ID Oh... In that case it just has to be a back throw. 4B+C>GH>5B>6A>(HJC)>jC>jD>(JC)>jD>D.ID
VR-Raiden Posted May 12, 2010 Posted May 12, 2010 Trying to find a comfortable timing for delayed GH...before i would delay until they bounced from the GH then follow up but that seems unreliable...then i just try to delay as much as possible but i find that the follow doesn't even come out after that, when i do manage to get it out the 5B connect but the 6A sometimes whiffs. Max delay 214D is for 5C relaunch combos. For 5B > 6A relaunch after GH, it's not really max delay 214D, you have to get a feel for the timing. I got used to it by looking at Ragna's animation during GH, you wanna do 214D sort of right when he's done spinning after the GH hits. You can also go off the sound of his voice, but that's not as reliable for obvious reasons. Or the position of the opponent (also less reliable). And the 6A misses certain characters usually like Toa, Carl, and Rachel.
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