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VR-Raiden

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Everything posted by VR-Raiden

  1. Oh I see, makes sense. There doesn't seem to be much point to it, but it tends to make them fall lower once you're done. I was using it to do 3C > ID(1) > 236C > delay 236C > 22C on Jin, but if you can do the dash 2A off of 22C that wouldn't be worth doing anyway I suppose.
  2. Is this a glitch? I was wondering why sometimes ID would cancel to the first 236C after only 1 hit of the ID, even though they are clearly in range for both hits. I think I finally figured out what makes it happen: ID(1st hit) > 236236C... If you put in two 236's before pressing for the 2nd part, and before the 2nd hit of ID hits, it cancels the 2nd hit of the ID. edit: works with both versions. This might have some potential for some new combo...messing around with it.
  3. Allow me to make a suggestion. You could be using that RC much more efficiently. The only reason you want to do HF RC in a combo is when you hit far hits of 5B/5C cause it's the only thing that will let you continue to combo. If you're already close from CH HF, you might as well do 22C RC combos. CH HF, 5B, 3C, 22C RC, dash 6C DC, 5D, 22C - 4262 dmg or for no meter mid screen you can do the "dual MOJZ" combos.
  4. That's what it sounds like, but I don't know for sure. Hopefully something else breaks guard too, I think I saw somewhere that the add on to HF does? Maybe Dead spike RC could have a use now, for doing guard breaking strings or something. edit: oh, Bloodcrave's post is where I saw it.
  5. "Ragna: 5D > dash cancel is faster, but still slightly has slight disadvantage. Dead spike takes out primer even if barrier. Blood kain dead spoke takes out two (not confirmed it seems) Corner throw into blood kain combo still works. Consumed by darkness still does 5520 dmg. Something about teching off D dp that I cannot make out. shorter range on 5c screws up 2d > 5c on certain characters. 3c > dead spike > 5b (whoa) all tested on carl. " Some new Ragna info. I assume that 3C > dead spike > 5B means it combos, wonder if that could go into ID > 22C. Also kinda cool it does the guard breaking regardless of barrier.
  6. The one that makes me saddest is the j.D smaller in Blood Kain. That's just cold
  7. I don't think the combos should be organized by difficulty, that shouldn't be an issue (even though it is in actual matches sometimes). That's usually more of an issue with the player and you just need to practice the combo more. Maybe organize combos based on what move goes into them, such as a 5B (far hit) and 5b (close hit) section, 6B close/far hit section, anti air 6A section, 2D section, etc. And within each section list the character specific versions, and the combo for when it hits CH (if it changes). People can argue what the best options are for each situation in here then the combo list can be edited if needed. Of course all the same combos from a 5B can be done from a 2B so I guess just note that, or other cases like it, wherever it applies. To summarize, I think a lot of the combos could just be removed entirely from the list. Keep it to the best one(s) for each situation.
  8. If you've got the dummy set to tech out of the stagger, it's going to be the same timing every time for the 5B. You're probably just messing up the timing when it doesn't work. If you hold the button when you 5B it can help, as long as you didn't press it too early.
  9. You can actually go into a ID from that j.B if it hits, but that's kind of hard to hit confirm. I don't know of anything better than j.B to use for that, I think j.C can work too but j.B hits behind you too so it tends to catch their tech more.
  10. Yeah I think it's a good idea too. I'm going through all the ones I've posted and to see which are completely obsolete now, cause some of them definitely are.
  11. You are correct about when you can use 22C, it's any time after the opponent touches the ground from 3C or 2D. You can do it off an offensive burst too. In that corner combo you can put in a 5C instead of 2B and it'll do some extra damage, the pushback from 5C doesn't matter cause you're just doing a 5D DC after it anyway. Unfortunately that combo doesn't work on all characters, the 6A > 5D will miss on Rachel. Or if you're already in the corner it tends to miss on Jin, Tao, and Tager too. Though if you're just going into the corner with the DC from 5D it still works on those three. Yeah it will always do it's 800 dmg regardless of how long of a combo you've done. Basically you want to do as much 22C as you can. Getting the ID > 22C combos down is pretty important, though I'll admit I usually don't go for it on the people you have to dash 5A/2A cause I'm not consistent enough with it yet. The main combos you'll be doing that end in 22C that you will probably get in any match: 5B (far hit), 5C, HF RC, 6D, j.D, 5B, 3C, 22C - far hitting 5B combo that goes into 22C. 5B (close hit), 3C, 22C, 5B, ID(D) > immediate 236C>delay 236C, 22C - meter free, lots of damage, ends with 22C. and that corner combo you posted. If you have meter and hit a close hit of 5B, you can RC 22C for some more damage into another 22C, such as: 5B (close hit), 3C, 22C RC, dash 6C DC, 5D, 22C or in that corner combo, RC the last 22C and go into 5D, 22C. All that stuff would work from a 2B or 6B as well.
  12. It's probably just that your j.B/C/D aren't coming out in time. If they were already out, they would hit him out of atomic collider cause it has no invulnerability. j.A is a much more reliable way of destroying his anti air options. It's a faster than his other jump moves and you can do it rapidly, so the chances of getting caught with an atomic collider are much lower.
  13. http://www.youtube.com/watch?v=2XLLIdK0RuM Another new combo vid with some cool stuff.
  14. I assume you mean RCing the knockdown kick of ID. I haven't experimented with that kind of combo yet, I don't really see when it would be worth doing. It's just like the standard HF RC combo: HF (RC) > 6D > j.D > 5B > 3C > 22C The move you do after 6D is j.D. It looks almost the same as 6D, but really 6D puts you in the air and allows you to cancel to j.D. After the j.D you land and do the rest, they are grounded for the entire combo. Remember you have to dash into 5B or the 3C won't reach.
  15. I found an air throw tech trap that actually catches neutral tech. whatever > 5D (DC) > j.A (they neutral tech) > airthrow Haven't tried it in match play yet but it seems really strong, if they mash A to tech it will CH air throw them. If they forward tech, you can JC the j.A straight up and air throw to catch them. If they back tech, you JC the j.A forward to catch them. Yeah it's a bit of a guessing game but it gets a little better in the corner. If you JC the j.A straight up and they're in the corner it will cover both back and forward tech. Though I think most people default to neutral tech because it's least susceptible to stuff like this, but this one actually works vs neutral tech. If they don't tech, you get the purple !! throw. If you catch them neutral teching you get a really low air throw, so you can do something like (tested on Ragna): low airthrow > GH (misses) > 2B > 5C > 5D (DC) > 6A > 5D(1) > GH214D - 4444 dmg As for how practical it is to use in matches, that will take some testing and figuring out when it would be worth going for. edit: I guess this isn't really specific to Ragna though, you can kind of do it off a normal air combo too if you're at the right height. But then, you don't get such a beefy combo if the air throw is too high.
  16. http://www.youtube.com/watch?v=QGOmrBgmBNk&feature=sub New combo vid, has some pretty cool stuff. Weird music choices though
  17. http://www.youtube.com/watch?v=MZup5KL7U7A at about 3:59 If you can do it (its hard to get that many reps) I think it would be worth doing all the time when you're BK. It's gonna be a lot more than that. There's different combos depending on range, combos that use RC, character specific combos (Ragna doesn't have many of these thankfully), combos on counter hit, combos for hitting crouching opponents, the list goes on. You should look through the combo thread and try all of em, most have some application in any match.
  18. Oh that. I don't think that really qualifies as being a loop but anyway, yeah it's not going to be a combo you'll land every match cause it's in Blood Kain. It's not unrealistic to combo into 3C into that combo though. It does seem to have some screen position issues but it is good cause it does a ton of damage and ends with 22C. The timing on it is a bit tricky, you have to delay the HF after 3C slightly. They have to touch the ground as HF hits or you won't be able to use 22C.
  19. 214 loop? You mean the GH in Blood Kain loop? Yeah, you'll travel noticeably faster through the air, I think there's slightly more dust that kicks up when you do it. Also it will do 750 dmg instead of 920 for when you're in training, and it bounces em a bit differently
  20. GH > max delay 214D, sj.A, j.B, j.C (JC), j.C, j.D, 623D>236C>214C - 2974 dmg Requires really precise timing, seems to work on most characters.
  21. Do you mean 5B > 6A > aircombo? For that just delay the last 236C from the ID a bit.
  22. I think i've been backdash>360'd for using j.C before, maybe it has to do with the range. Or it could've been that I didn't do it late enough in my jump. When I jump in on Tager and I think he might backdash I usually just do j.AAAAAA and that will catch him if he backdashes. Tager can CH 2A you if you do that though. and for on the ground dealing with his backdash, just don't do anything that he can evade and punish with a backdash, like 6D. 5A is really good in this match up cause it hits his crouch. oh yeah and just something to note, ID© will actually catch his backdash. Not recommending you use it for that, but I've had it happen before in a situation where the Tager was (I'm assuming) baiting the ID thinking he could backdash to avoid it.
  23. Read the last couple of posts If he does his 360's when you are in block stun or hit stun (or just leaving it), they will be breakable. Otherwise, you can't break them. In that situation he must have waited long enough after you blocked the j.B to do his 360 so that you were no longer in block stun, meaning you could have jumped/backdashed/whatever'd to escape.
  24. That's cause you can always do something better wherever it does work in combos. Why go into Dead spike from a 3C when you could go into 22C stuff instead. As for when to use it, it's good for canceling your non-jump cancelable stuff in block strings cause it's advantage on block. You can't get predictable with it though cause they can hit you out or escape pretty easily. Also used for "oki" in the corner, catches them if they try to roll out or makes them have to block it as they get up.
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