Jourdal Posted May 12, 2010 Posted May 12, 2010 Yeah i was going by char positioning (when they bounce) but thats not reliable at all...thanks for the advice (when he's done spinning i mean) just need to practice it haha. And i see its situational in terms of char....and jesus wtf can hit carl? he's so tiny -_- Oh... In that case it just has to be a back throw. 4B+C>GH>5B>6A>(HJC)>jC>jD>(JC)>jD>D.ID Ah i see, thanks a lot
SuperKawaiiDesu Posted May 12, 2010 Posted May 12, 2010 Real 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. i think you do more damage if you do jB jC JC straight up jC jD j214B 214D
-Ladon- Posted May 12, 2010 Posted May 12, 2010 i think you do more damage if you do jB jC JC straight up jC jD j214B 214D two hit GH=/=3 hit D ID damage wut
SuperKawaiiDesu Posted May 12, 2010 Posted May 12, 2010 two hit GH=/=3 hit D ID damage wut 5B 6A 5C 5D(1) 214B 214D 5C jB jC jC jD j214B~j214D does more damage than ID finisher iirc.
Isuyaru Posted May 16, 2010 Posted May 16, 2010 Real 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. Even realer men do j.214B > 214D > dash 5B > 6A > 214B > 214D > (optional dash) 5B > 6A > j.C > j.D > dj.D > ID ender (4724 with both 623D hits, 4660 with one IIRC)
Final Ultima Posted May 16, 2010 Posted May 16, 2010 Ah, true enough, I was thinking universally (just replace the HJC with a JC to have it work on the shorties). You can also get over 5k damage meterless off a CH j.214B, which is nice. Real fun against Arakune. Also, I'm guessing everyone has already noticed, but the Calamity Trigger -> Continuum Shift Changes are up. The frame data itself is linked at the bottom of the page, just in case anyone missed the obnoxious announcement.
Yggjrasil Posted May 22, 2010 Posted May 22, 2010 So recently, Ive been playing CS alot more lately, and I've been landing clean-hit Double BE combos alot,but for some reason my friend is able to tech out even though it's not blue beating, but once I get into the 6d,j.d,j.c part he's able to tech-out, and its weird because the first BE is clean-hit...Am I doing something wrong?
SuperKawaiiDesu Posted May 24, 2010 Posted May 24, 2010 So recently, Ive been playing CS alot more lately, and I've been landing clean-hit Double BE combos alot,but for some reason my friend is able to tech out even though it's not blue beating, but once I get into the 6d,j.d,j.c part he's able to tech-out, and its weird because the first BE is clean-hit...Am I doing something wrong? stop mashing 6D and actually time a dash when you land = Profit
Yggjrasil Posted May 24, 2010 Posted May 24, 2010 1. I dont mash 6D for that part of the combo 2. I figured out that I'm hesistating on the J.d,J.c part because I think that I didn't get a clean hit Belial on him. 3. My friend who i've been playing with mains Tager, Every time I screw up on going for Double BE, he techs and I eat a 360 or backdash 720.
-Ladon- Posted May 25, 2010 Posted May 25, 2010 Mid-screen belial blue beats without proper timing, and has a lot of character-specific factors as well. holy dicks when are we getting CS on console, I'm in a terrible dry hump of not wanting to play CT Ragna and not wanting to play CS Ragna when my "local comp" consists of the five people I know in CNY who actually play the game but want to play ssf4 more
Yggjrasil Posted May 25, 2010 Posted May 25, 2010 July 20th wasn't it? or at least thats what my local Crapstop says the release date is.
SuperKawaiiDesu Posted May 25, 2010 Posted May 25, 2010 The timing for midscreen double berial is universal in getting the characters as close to the ground as possible before hitting with 6D. Its very easy. Barely character specific. There is no eight in BB you might have to JC straight up and do jC on some characters, or jump and do jD but overall the timing you use for the dash is universal. There are barely any character specific factors, you can usually make due with 66D jD jC j214C on a majority of the cast :\
Kryss Posted May 27, 2010 Posted May 27, 2010 First of all - sorry for my bad English, I'm not a native speaker. So I started playing BBCT (i played ggxac back then), chose Rawrgna to be my main and I have some questions. 1) On youtube I saw Kaqn doing (whatever) 214A RC 6D JD B 3C 22c. How the hell does he do it? I'm always too far away for 3C to connect after B. Is there a dash somewhere or what? Is doing something like (whatever) 214A RC 6D JD B C 214A 214D worth it? Because it adds like 800 damage maximum to a combo (yeah, i understand that it heals me a bit), and I dunno if it's worth a meter. Are there any other moves that can be RCed for damage? 2) The 623C combos - ( I mean like 623C, 236C delay 236C - b - stuff) - it always so hard to for me to guess if I can put a B, 6A, or whatever else there - always different positions of enemy character in the air - is there any rule of thumb? It's also much easier for me to combo after 1-hit 623C, and harder after 2-hit 623C. 3) →B > C > →C > dc > hjc > JC - should i highjump BACK or what? Because when I cancel 6C into dash ragna just runs straight ahead of enemy character :psyduck. 4) How do you hit any non-braindead people with 6B anyway? I mean it's very slow and obvious, like a dust in gg. None of Ragna's moves combo in it, so even if someone is expecting me to do low, they have a time to just stand up or hit me. 5) So, according to frame data for CT BK is "invulnerable during activation", which is (I guess) 19+1. Can I just activate bk in the middle of a combo if I think my opponent will burst (or I see him bursting), or should i just RC-block-punish? Thanks for answers .
FlyingVe Posted May 27, 2010 Posted May 27, 2010 1) A more detailed notation for the HF>RC combo is: 214A>(RC)>dash>6D>(delay)jD>dash>5B>3C>22C. The version your doing isn't worth the heat 2)No trick, the timing isn't to hard once you get used to it. Practice. Also, on Rachel and Carl (in CT) you can only do 5B>D.ID, as opposed to the full follow-up 3)Don't do that combo, instead do: 6B>5C>6C>GH>5B>6A>(HJC)>jC>jD>(JC)>jD>D.ID it's much better. 4)It isn't too, slow really. You just have to make sure the opponent isn't expecting it. Learn what can cancel into it, and condition you opponent to be expecting something else. The reward for connecting 6B is huge. 5)Absolutely. However, RCing is a better habit because you can only super cancel normals. So you can't use BK to dodge a burst if the do it during a special.
redsilversnake Posted May 27, 2010 Posted May 27, 2010 For heat combos, I personally prefer 5B>3C>5D (DC)>6A>5D>22C (RC)>3C>22C. It's corner-only, but I've found it to be much easier (you just need to remember to slightly delay the second 5D) and does 4.1k. And if you're opponent's low on health and you have full heat, you can RC again to another 3C>22C to break 5k and win.
VR-Raiden Posted May 27, 2010 Posted May 27, 2010 Are there any other moves that can be RCed for damage? Most damage in any case comes from doing as many 22C as possible (not counting BK stuff), such as the combo redsilversnake posted above. As for a non-corner version, you can do: 5B > 3C > 22C > 5B > 5C > HF (RC) > dash 6C (DC) > 5D > 22C. Or, if you did anything before the 5B (such as CH HF) you have to shorten it a bit: CH HF > 5B > 3C > 22C (RC) > dash 6C (DC) > 5D > 22C. They do a good chunk of damage, but if you get good at midscreen meterless double 22C combos (info on those: http://www.dustloop.com/forums/showpost.php?p=469238&postcount=42) they're much more efficient. The 623C combos - ( I mean like 623C, 236C delay 236C - b - stuff) - it always so hard to for me to guess if I can put a B, 6A, or whatever else there - always different positions of enemy character in the air - is there any rule of thumb? Eventually I started doing 623C... > 5C (JC) > jB > etc most of the time. I found the timing to be much more lenient. You don't delay the last 236C of ID as much in this version. Works on every character, but does slightly less damage. Also you can always just do 623C... > 5B > 623D if you can tell you screwed up the timing and 6A will miss.
Kryss Posted May 27, 2010 Posted May 27, 2010 VR-Raiden, redsilversnake thanks, 5C instead of 5B 6A did the trick for me, I guess I'll stick with it. As for 22C combos - I'll look into them, as i kinda missed the fact that they do fixed damage - that's nice.
-Ladon- Posted May 27, 2010 Posted May 27, 2010 For heat combos, I personally prefer 5B>3C>5D (DC)>6A>5D>22C (RC)>3C>22C. It's corner-only, but I've found it to be much easier (you just need to remember to slightly delay the second 5D) and does 4.1k. And if you're opponent's low on health and you have full heat, you can RC again to another 3C>22C to break 5k and win. any time you RC after 22c you can do 3C-5D-22c for better meter/damage/HEALTH DRAIN(AKA THE REAL REASON WE ALL PLAY RAGNA)
Alex073088 Posted May 31, 2010 Posted May 31, 2010 i was wondering, how do u guys feel about ragnas character select screen art in cs as compared to ct? i personally think ct looks 1000 times better then it does in cs now.
redsilversnake Posted May 31, 2010 Posted May 31, 2010 any time you RC after 22c you can do 3C-5D-22c for better meter/damage/HEALTH DRAIN(AKA THE REAL REASON WE ALL PLAY RAGNA) I tried that in training with the combo I mentioned, but the dummy techs out before the second hit of 5D. i was wondering, how do u guys feel about ragnas character select screen art in cs as compared to ct? i personally think ct looks 1000 times better then it does in cs now. I'm not a big fan of either, but I personally prefer the CS art in general.
FlyingVe Posted May 31, 2010 Posted May 31, 2010 I tried that in training with the combo I mentioned, but the dummy techs out before the second hit of 5D. It depends on how long the combo was. Sometimes its better to do (RC)>dash>5D>22C, or (RC)>Dash3C>5D(1)>22C, or just (RC)>3C>22C. Experiment to find our which is best to cap off each combo. i was wondering, how do u guys feel about ragnas character select screen art in cs as compared to ct? i personally think ct looks 1000 times better then it does in cs now. I actually kinda like both of them. The old art is more intimidating, and a bit more savage looking. Whereas the new one is more manly (probably because of the new square jaw), which suits Ragna better. He isn't a girly-man like Jin.
VR-Raiden Posted May 31, 2010 Posted May 31, 2010 i was wondering, how do u guys feel about ragnas character select screen art in cs as compared to ct? i personally think ct looks 1000 times better then it does in cs now. I like the new art for everyone a lot more, including Ragna. The new style gives the characters more personality in my opinion.
Sadeyo Posted May 31, 2010 Posted May 31, 2010 I like the new art for everyone a lot more, including Ragna. The new style gives the characters more personality in my opinion. I also look at the images the same way. More depth and understanding before you actually pick them. Too much emphasis on Tao boobs though lol. Hmmm, Hazama could use a little bit more work. More intimidating if you ask me.
-Ladon- Posted May 31, 2010 Posted May 31, 2010 new ragna looks suspiciously like Hugh Jackman's wolverine
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