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Ryoto

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Everything posted by Ryoto

  1. Figured I'd try and help add to the list with some combos. Not sure about the LS values. Guess it's up to whoever to decide if they're worth adding to the list. Midscreen 5B > 5C > 2D RC > 5C > 5D(1) > 214A > 5B > 5C > 5D(1) > 214B > delay 214D > dc 5D > 623D > 236C > 214D Requires: 50% Heat Damage: 4227 Heat Gain: 18% Corner and Near-Corner: 5B > 5C > (3C) > 623D > 236C > 236C > 3C > 22C > 236D > 5C > 2C > 5D > 214A > 214D Damage: 4065 (3735) Heat Gain: 28% (25%) Notes: Omit the 3C if you're not close enough. Overhead Start 6B > 5D(1) > 623D > 236C > 236C > 3C > 22C > 236D > 5C > 2C > 5D > 214A > 214D Damage: 3208 Heat Gain: 21% Corner: Throw Start B+C > delay 236D > 3C > 22C > dc 5B > 5C > 5D > 214A > 214D Damage: 3503 Heat Gain: 23%
  2. Ah, okay. Crush Triggers slipped my mind. Thanks.
  3. What's this one move Ragna does in this video at like 2:47? It costs him 25% heat, and it looks like he uses his DbD claw for it. I didn't see it mentioned in his changes for CP. http://www.youtube.com/watch?v=HHT_swT35cw
  4. Something I notice is that, if by the end of a match you've got 100 heat and you just need that one last good combo to finish them off, it's usually very beneficial to just go Blood Kain and go straight into Devoured by Darkness. Reason being, you'd be very surprised to find how little players actually know you can throw Ragna out of DbD, and who instead opt to barrier block (not knowing its unblockable properties), immediately attempt to dash away (which, depending on the situation, they might not be able to do - my favorite times are in the corner or during their pressure), or instead, having expecting you to throw out a BK combo, tried a DP (in which you'll almost always win out). Along with the nice (usually finishing if you gauge your opponent's health correctly prior to attempting) 4.4k damage you get out of it, it also nicely finishes off players who are holding their bursts for that one last combo of yours.
  5. If they're laying down on the ground, Dead Spike launches them. I think you thought I meant crouching. ADDENDUM TO MY LAST POST: Turns out KayEff was right, you can actually manage a cross-under 3C in my combo with D Inferno Divider. It's harder (in my opinion), but it can be done. Only confirmed for the standard version that starts with 6C, but I'm sure it'd work for the others as well. Guess I just wasn't fast enough before.
  6. 214D - 5C - (JC) - j.C The 5C, then the jump cancel. And yeah, I'm aware that while it maximizes damage, CS is usually not the best option, for the reasons you stated. However: "Please note that all of these combos can be ended with a D Inferno Divider - Uppercut - Heel Drop if you lack the required heat to perform CS. You may replace the first Inferno Divider in each combo with the C version to do a cross-up 3C if you wish to keep them in the corner." Unfortunately, a cross-up with the D version lets them tech. Edit: Nevermind, it can be done. Harder, in my opinion, but is do-able. The Dead Spike catches people even if they tech so long as you're not too close (unless they time a neutral tech correctly).
  7. Figured I'd post these variations of a combo I made up. Opinions? NOTES: These are all in the corner, and they move the opponent out of the corner to midscreen. They all also generate nearly all of the heat needed for their DD finishes. 6C - delay - 214D - 6D - (JC) - j.C - j.214C - 6B - 5C - 5D - 623D - 236C - 236C - 5D - CS Damage: 5416, Heat Generated: 43, Heat needed to start combo: 7 For when your opponent doesn't wanna tech while lying on the ground: 6C - delay - j.C - (JC) - j.C - j.214C - 6B - 5C - 5D - 623D - 236C - 236C - 5D - CS Damage: 4753, Heat Generated: 39, Heat needed to start combo: 11 When your opponent is on the ground in the corner: 214D - 5C - (JC) - j.C - (JC) - j.C - j.214C - 6B - 5C - 5D - 623D - 236C - 236C - 5D - CS Damage: 5909, Heat Generated: 42, Heat needed to start combo: 8 For when you've conditioned your opponent to expect the 6C: 6B - 5C - 6C - delay - 214D - dash - 6D - (JC) - j.C - j.214C - 6B - 5C - 5D - 623D - 236C - 236C - 5D - CS Damage: 5416, Heat Generated: 43, Heat needed to start combo: 7 I find that the third is ideal for when you've just gotten your opponent into the corner (like with a Hell's Fang) and is an excellent direction to go with a Dead Spike oki. Please note that all of these combos can be ended with a D Inferno Divider - Uppercut - Heel Drop if you lack the required heat to perform CS. You may replace the first Inferno Divider in each combo with the C version to do a cross-up 3C if you wish to keep them in the corner.
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