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skd

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  1. then they took it out and put it in another ps3 and left the arcade
  2. sort of organized? i have no idea, im really really tired, xbl psr ragna god please check what i posted gonna nap, bye~
  3. BK Combo thread! Simple BK Combos that you should learn! These are pretty much all universal and very stable (with the exception of one, haha), though timing and hitboxes have to be altered vs some characters. Its rather intuitive, so dont worry about it! Multiple variants exist to avoid repeat proration, and thus let you be prepared for any situation you might come across! What i /dont/ cover in this thread is when to use which combo. Experiment for yourself and get a good feel for how all of ragna's moves prorate! As such, i wont talk about damage (generally lower prorate = better damage, with some exceptions) because all of these are enders for combos. There are a multitude of starters and ways to go into these combos, these are just followups to a combo into 6B BK or 5D(1) BK. All inputs are post BK activation. Keep in mind for all combos you can generally wing it to kill and stick in a claw after 5D assuming the proration isnt TOO harsh. Low proration isnt always the answer, there are situations in which you can add in some moves before the BK and come out with higher damage using a higher proration followup. Generally, the amount of meter required for claw ender at low proration is ~15 corner, ~20 midscreen and ~25 corner to corner. However, with omitting moves you lose out on heat so be aware. Everything is intending to be optimal in terms of meter gain, as the meter gain can be 10-15 pts higher than other combos that only do 100-200 more damage. If you find improvements to the combos / ways to make them more stable, share! CORNER *[] indicate moves that you may or may not use based on specific proration */ shows variants depending on what height/starter. *L/M/H signify Low/Medium/High proration. Heavily prorated > High proration, Lightly prorated > Low proration. ------------------- Basic combo off of general BK starters (6B, 5D(1)) without having used 5D in combo. BASIC-22C OKI *Staple combos based on proration, just tinker around and get used to what works when. 6B needs to be done really low to the ground at high proration or else the opponent will tech out. These generally work on everyone without need for adjustment, but you may want to omit 5D(1) at the end of the combo at higher proration to make sure you dont drop it. Really good heat gain. L-5B/5C 5D(1) 214D [5C] 5D DC 5D(1)/6D 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 5D(1) 214A 214D 3C 214A 214D 6622C M-[5B [5D(1)]]/[5C] 623D 236C 214D jD 5D(1) 214B 214D 6D TK j214C 5D 214D [5D(1)] 214A 214D 3C 214A 214D 6622C H-[5B [5D(1)]]/[5C] 623D 236C 214D j214B j214D 6D TK j214C 5D 214D [5D(1)] 214A 214D 3C 214A 214D 6622C BASIC- CLAW *Many claw followups are very proration sensitive and can be influenced by character hitbox. Delay moves as necessary to accommodate. The major part of the combo that insures that you will get the claw is the height of the wallpunch. The reason why this happens is because the 5D(2) bounce differs based on height, and at max height it allows 214A 214D to connect as soon as possible. On some characters you can get away with not having the 5D hit at its highest point, but some (jin for example) require that specific bounce (from the max height 5D) to ensure that both hits land as soon as possible or else they will tech out. 6B 5D(1) 623C 236C 236C will generally net the perfect height that you need. You may need to alter the followup on some characters with smaller hitboxes. But if 6B 5D(1) 623C 236C 236C will prorate too harshly and cause you not to be able to combo into claw, omit the 6B, 5D(1), or both. L-5B/C 5D(1) 214D 5C/5D(1) 623D 236C 214D jD j214C 5D(1) 214B 214D [6B] 5D(1) 623C(1) 236C 236C 5D 214A 214D 214214D M-[5B [5D(1)]]/[5C] 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 214D [6A]/[5D(1)] 623C 236C 236C 5D 214A 214D 214214D H-[5B [5D(1)]]/[5C] 623D 236C 214D j214B j214D 6B 214D 6A/5D(1) 623C(1/2) 236C 236C 5D 214A 214D 214214D ------------------- USED GROUND GH - 22C OKI *Combo for after you have used your gauntlet hades in combo, whether it be GH or 5B 6A GH or something of the like. L-5B 5D(1) 214D [5C] 5D DC 5D(1)/6D 623D 236C 214D j214B j214D 6B 5D(1) 214A 214D 214A 214D 3C 214A 214D 6622C H-Same as high prorate basic combo. USED GROUND GH - CLAW *Claw ender for used ground GH combos. L-5B 5D(1) 214D 5C [5D(1)] 623D 236C 214D j214B j214D 6D TK j214C (slight pause, or dash 5D(1)) 623C(1) 236C 236C 5D 214A 214D 214214D H-Same as high proration basic combo. ------------------- USED AIR GH - 22C OKI *Followups after you have used your air GH whether it be air GH starter or Ch or midcombo, followup into BK optimally. L-Same as low proration basic combo H-[5B [5D(1)]] 623D 236C 214D jD 5D(1) 214B 214D 6D TK j214C 5D 214D [5D(1)] 214A 214D 3C 214A 214D 6622C USED AIR GH - CLAW *Same stuff, highly damaging. L-Same as low proration basic combo H-[5B [5D(1)]] 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 214D [6A]/[5D(1)] 623C 236C 236C 5D 214A 214D 214214D ------------------- USED STRAIGHT PUNCH - 22C OKI *For use after DP wallbounce into 6B.Works at high proration. [5C] 623D 236C 214D jD 5D(1) 214B 214D 6D TK j214C 5D 214D 5D(1) 214A 214D 3C 214A 214D 6622C USED STRAIGHT PUNCH - 22C OKI *For use after DP wallbounce into 6B AFTER USING 5D MIDCOMBO(example, 6A CH 5B 5D DC 623D 236C 236C 6B BK). Works at very high proration. [5C] 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 5D(1) 214A 214D 3C 214A 214D 6622C USED STRAIGHT PUNCH - CLAW *For use after DP wallbounce into 6B. Works at high proration. Omit the 5D between the 6B and dead spike if you used 5D before the punch. Second combo is if proration is low enough and the character you are comboing can be clawed after triple hells fang. Double hells fang > claw is very char spec, but triple hells fang works on a bunch more characters. However, it requires that the proration be light. [5C] 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 5D 214D 5D 214214D [5C] 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 214D 214A 214D 214A 214D 214A 214D 214214D ------------------- USED BERIAL - 22C OKI / CLAW *Simply end early to land with Claw ender for these L-5B/5C 5D(1) 214D 5C/6D 623D 236C 214D j214B j214D 6B 5D(1) 623C 236C 236C 5D 214A 214D 214214D/ 3C 214A 214D 6622C H-[5B [5D(1)]]/[5C] [TK] 623D 236C 214D j214B j214D 6B 214D 5D(1) 623C/623D 236C 236C 5D 214A 214D 214214D/3C 214A 214D 6622C MIDSCREEN SHIT *%'s indicate what percentage of the stage (distance from the corner) you can be when attempting the combo All combos can be delayed during GH, Airdashes, DP's, etc to gain additional distance. ------------------- Basic combo off general BK starters (6B, 5D(1)) without having used 5D in combo. BASIC-22C OKI 70%~ 665B/5C 5D DC 665C 623D 236C 214D 66jD j214C 5D(1) 214B 214D 6B 214D 5D(1) 214A 214D 3C 214A 214D 6622C BASIC-CLAW 60%~ [5B/5C [5D(1)]] 623D 236C 214D j214B j214D 6B 214D 6A jD j214C 623C 236C 236C 5D 214A 214D 214214D BASIC-22C OKI 90/100%~ (Used Air GH or Used Ground GH variants both work fine, Used Air GH variant gains 10 more meter(!!!) when doing double hells fang,does a little less damage, and is much tighter. Use the Used air GH variant when at high proration where triple hells fang wont connect for used gauntlet hades variant) BASIC-CLAW 90/100?%~*Delay DP followups, airdashes, jD, and gauntlet hades for maximum corner carry. TK the DP so you can use 623D twice(as well as better carry!), otherwise just use 623C the second time. [5C TK]/[665B 5D(1)] 623D 236C 214D 66jD j214B j214D 6B 214D 665C 623C/623D 236C 236C 5D 214A 214D 214214D ------------------- USED AIR GH- 22C OKI 70%~ Same as basic USED AIR GH- CLAW 60%~ 623D 236C 214D 66jD j214C 665D(1) 214B 214D 6B 214D 5D(1) 623C 236C 236C 5D 214A 214D 214214D USED AIR GH- 22C OKI 90/100?%~ 5B/C 5D DC 665C 623D(1/2) 236C 214D [66] 623D(1/2) 236C 236C [5D(1)] 214B 214D 6B 214D 214A 214D 3C 214A 214D 6622C ------------------- USED GROUND GH- CLAW 60%~ Same as basic USED GROUND GH- CLAW 90/100?%~ Same as basic USED GROUND GH- 22C OKI 100%~ 5B/C 5D DC 665C 623D 236C 214D 66 jD j214B j214D 6B 214D 214A 214D 3C 214A 214D [214A 214D] 6622C ------------------- 22C RC High damage 150% meter combos that use 22C RC for max damage. All of these build back 50 heat for claw ender. this is almost always started off of 6B BK 22C, though you can also get it off of 5C 5D(1) BK 22C. Another way is BK 3C 22C RC. (w) = Whiff. CORNER BASIC-LOW PRORATE*Basic go to combo for 6B BK with 100 meter. Works off of many starters, like 6B 5C 6C 214D 66B, BC 214D 6B, etc. 6D jD(w) 5D(1) 214D 6D jD(w) 5D(1) 214B 214D 6D 623D 236C 214D jD djD j214C 5D DC 5D 214214D (still under construction~)
  4. Someone took my copy of gvgexvs out of my ps3 when we were at NL. Why guys. Why.
  5. i want to netplay so bad, i need more exppp hdsiohgsidfogoifdaga
  6. risk a rc? o_o
  7. shoutouts to high school i want to go to waterloo! anywhere in canada is fine ;_;
  8. well, you can cancel arakune's hitbox out by running into it with barrier iirc. Ill take fatal status over like 250 damage any day. with that in mind, you get more meter building opportunity + more corner carry which can generally up your damage potential. iuno, ill test stuff. edit: 2C P2 not 100? wat in corner its 9.4k vs 9.1k for raw max damage (no bursts) though you can get more damage with 2C overall through a really situational combo (lol) spike does like 100 more than 2C for the corner 100 meter claw combo (no 22c rc)
  9. nobody suggest 2C punish is it really not optimal? what followup would you get off of CH DS? isnt that only hard damage on crouchers?
  10. ill do it in class tomorrow, lol. kinda busy now ;_;
  11. i have a writeup of (relatively close if not!)optimal bk combos (concerning meter, realtively close in damage, much more stable) covering almost every situation. Corner to corner into claw/22C oki, corner to corner after having used GH/air GH, Corner combos after using berial, GH, TK GH, combos after straight punch, etc, whether it be at high, medium, low proration. It covers what to use in what situation and which ender you are going for, with a general amount of meter required (at bk activation) to do the claw variant. i dont list starters (though generally, a good ragna player should know how well the attacks prorate) though i suppose i can give a few easy practical examples of what low/medium/high proration is. edit: i suppose i can post it here i guess. i dont want to cover like every situation but rather familiarize people with bk combo proration and what works when. because listing things by individual starters becomes so monotonous because there are so many exceptions. i think doing things like that is really pointless, but its always how i see things done. You should know the combos well enough to know when to do them, because you can practically do BK combos /anywhere/ and leave with corner + 22C oki. Instead of just saying "ok, so instead of doing 6B 5D(1) 623C 236C 236C 5D at this, do just 5D(1) 623C 236C 236C 5D" i want to show people /why/ so they can wing bk combos and /not/ look like a fucking idiot while they do. There really isnt a good way of doing this without its own thread (BK tutorial thread? lol). in typing this, i realize a thread is probably the way to go. Also watching people stuck into a situational mindset and trying to do combos at improper proration makes me hate everything. dont be one of those people, plz
  12. can i start a bk thread?
  13. how high is the top psr ragna on xbl?
  14. 2C 6D Burst 6D burst 6B 214D 5C 5D(1) BK 22C RC 6D jDwhiff 5D(1) 214D 5C 5D(1) 214B 214D 6D 623D 236C 214D jD j214C 5D DC 6DjD 5D 214214D for about 10.8k
  15. skd

    [CSE] Ragna vs Noel

    deadspike IS a projectile though also 6C and 5D(1) body the fuck out of drives
  16. whoopsie, let me edit my post anyone want to buckle down and do some sets tonight? i really need practice before i play isu i mean tonight by like 1AM, lol
  17. Roughly, first one says neutral, second is yomi, third is combo ability and fourth is "courage"? the last part is something about the type of character you should play and the type of player you are
  18. There are ways to play certain matchups trying to beat ragna in a straight, neutral poking situation is not one of them
  19. PSN I.D.:xMahouShoujo Character:Ragna State/Province:NYC Time Zone: EST
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