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Final Ultima

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  1. Proof that the Japanese aren't the only people that make good combo videos. Whats Up People Again by Abelcru YouTube
  2. 2B's P2 has indeed been improved to 86, and 6D doesn't appear to be foot invulnerable from frame 1, at least from what I could tell.
  3. KayEff, I think you undid one of my changes to the wiki, changing Blood Kain 6D's P1 to 90 from 100. I went to confirm and Blood Kain 6D's P1 did drop to 90%, just like regular 6D, as evidenced by the BK j.D in BK 6D, BK j.D doing exactly the same damage as it does in j.C, BK j.D, as j.C is also 90/89.
  4. By BBCSII proration values, dash 5A, 5B, 5C, 6A (HJC), j.C, j.D (JC), j.C, j.D ends up at about 27.6% and 6B doesn't work after a Belial Edge in that situation to my knowledge, so unless I'm missing a proration change here I think it needs to be more than that. 28%, maybe?
  5. Well, to put things into perspective a little, regarding Belial Edge, 6B. dash 5B, 5C, 6A (HJC), j.C, j.D (JC), j.C, j.D, j.214C, 6B works. dash 5A, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, j.214C, 6B works. dash 5A, 5B, 5C, 6A (HJC), j.C, j.D (JC), j.C, j.D, j.214C, 6B does not work. So basically, ignoring character combo rate, if the total proration dips below 30% before Belial Edge, it won't work. What you put in that post still applies in Extend. As for 5B, 6A (JC), delay j.D, 5B, sadly no. 6A doesn't have enough untechable time for a sufficient enough delay to get the positioning right, you can't even really get 5A afterwards.
  6. I merged the old gameplay discussion thread into this one because I figure some of the posts there are probably worth keeping around, at least compared to the general discussion. Plus its way too early to be archiving actual Extend content anyway.
  7. I... was refering to the exact same thing.
  8. Kizu Darake no Heavy Metal [Joukyuusha Senyou Ragna Combo] by Tetsu Nico Nico Douga or YouTube
  9. It's not really stun scaling. It's just that you don't see the effect of the stun take place as soon as you reach the correct amount, but rather as soon as you knock down or launch the opponent after crossing that threshold. You probably just stunned the opponent at some point during B.Battler's SP2 either way. The opponent is forced to stand again during the SP2, so if they weren't stunned before, they won't be until they're knocked down or launched again.
  10. Hmm, correct me if I'm wrong, but it's still the case that combos in this game basically do more damage the more hits you throw in regardless, right? No heavy proration or anything. If that is the case, why don't those previously listed combos have any As in them? They're fast moves that basically don't hurt combo damage at all.
  11. Ugh, my data started off fresh. I really don't want to unlock everything all over again. Getting all the new CG is bad enough. Did this happen for everyone or just people that tried the installer first? If its the latter, does anyone have a save file I can use? In other news, loving B.Battler's SP2. Goddamn. I imagine it'd work really well for Jessica too. You have enough time to tag her in, activate Enchant and go to town.
  12. Discuss the Ragna vs. Mu matchup here.
  13. Whoa, deja vu. I could've sworn that this had been established in a much earlier video.
  14. Slight modification to my previous combo. P2 Starting Position to Corner Combo 50% Heat Required FC 2C, 6D, delay j.D, dash 5B, 2D, 22C, dash 5A, 5C, 6C (DC), 5C, 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D, j.D (whiff), 5D (1), 214B -> delay 214D, 6D, j.623D (2) -> 236C -> 214D, falling j.D (JC), j.D, j.214C, 5D, 214A -> 214D, 214A -> 214D, dash under 22C or 214214D I didn't think to do 5C after the Dash Cancel at first because I figured it'd probably be Tager only in a combo that was already that long, but I was mistaken. The extra 5C gives the combo an extra 285 units of Heat (pushing the total to 81 if you don't do 22C at the end, and 82 if you do) at the cost of 2 and 15 damage respectively, depending on how many hits Belial Edge does. A pittance, quite frankly. For the dash under 22C version, you can technically start this combo at 13% Heat, as you build 37% before Blood Kain activates. For the combo video, you can go for whatever ender you please. Edit: Hmm, now I have too many combos ending in 22C. Well, I guess I could end the Tsubaki throw combo with a 214A -> 214D after the 3C instead of 22C... wait, never mind. Blood Kain is still active at that point so it'd just send them out of the corner. There's enough untechable time to do another 214A -> 214D after that, but then they're at the opposite end of the screen. I could always stretch out the delays in the combo to purposefully wait out the timer--no, forget it, I'm not making a combo worse just so I can end it differently.
  15. I don't get how the damage would be decreased by having bonus proration for more of the combo. Either way, try out the double "dash 5B, 3C, 22C" after the first 22C. I'm curious to see if the proration on those Unlimited-only moves is enough to offset the bonus proration from the Bursts or not. Edit: Never mind, I figured out why the combo would do less. Still, maybe you could Burst once after the first 6D, then do another 6D (JC) into the second Burst? I would think the extra damage would compensate for the slightly decreased proration.
  16. I think you can get more mileage out of that combo if you put the Bursts in earlier. Also, if I remember the original CS version of that combo (not Unlimited), you can do 22C, dash 5B, 3C twice, so you should be able to keep it going even longer with the boosted proration from the Bursts. Might not even need to throw meter at it at all, even against Tager.
  17. The problem about using Unlimited Ragna is that he's based on his CS counterpart, not his CSII counterpart. Although funnily enough, with the CSII patch he's now got the luxury of mid-combo Gold Burst bonus proration and advance input on dashing, making his 22C combos easier as well as better.
  18. Here's another couple I came up with, just for abnormal situations. P1 Starting Position to Near Corner Combo During Blood Kain 5B+C, dash 5B, 5C, 623D -> 236C -> 214D, (air dash) j.D, j.214B -> delay 214D, 6D (JC), j.214C, (dash) 5D, 214D, dash 3C, 22C Damage: 4080, Heat Gain: 26 Notes: Blood Kain variation of the mid-screen Tsubaki neutral/forward throw into dash 5B link. This combo can deal 4121 damage at the cost of 1% less Heat if you omit the j.D, but this variation acts as a good demonstration for the sheer amount of corner carry this combo has. Corner to Corner Combo 100% Heat Required CH 623C (1) (RC), 214214D, dash 6C (DC), delay 6D (JC), delay j.214B -> 214D, 6D, j.D (whiff), 5D (DC), 214A -> 214D, 6D, 623D (2) -> 236C -> 214D, air dash j.D, j.214C, dash 5D, 22C Damage: 4255, Heat Gain: 41 Notes: The concept of this combo is just to see how far you can take things with a 623C without dashing underneath the opponent at any point. Blood Kain is performed early to minimise cooldown effects later in the combo. Jump backwards after the first 6D. P2 Starting Position to Corner Combo 50% Heat Required FC 2C, 6D, delay j.D, dash 5B, 2D, 22C, dash 5A, 5C, 6C (DC), 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 5D, 214D, 6D, j.D (whiff), 5D (1), 214B -> delay 214D, 6D, j.623D (2) -> 236C -> 214D, falling j.D (JC), j.D, j.214C, 5D, 214A -> 214D, 214A -> 214D, 214214D Damage: 8094 or 8112, Heat Gain: 78 Edit: It saddens me that I have so much trouble coming up with good ideas just because I can't really rely on 22C shenanigans anymore.
  19. I had another combo earlier up that also specified my colour. Default Ragna. Edit: Also, whoops, there's no Dash Cancel after the 5D (2) in the Unlimited Tager combo. Mistype.
  20. Okay, so the middle part of this combo is basically the same as the bread and butter, but all things considered, there's really no better alternative. Corner Only Combo 100% Heat and 1 Break Burst Required CH 2D, (dash) 214214D, 2C, 5C, 5D (1), 214D, 6D, j.D (whiff), 5D (1), 214B -> delay 214D, 6D, j.623D (2) -> 236C -> 214D, falling j.D (JC), j.D, j.214C, 5D, 214A -> 214D, 5D (1), 214A -> 214D, 2141236C Damage: 21247, Heat Gain: 53 (50 during Blood Kain) Notes: Unlimited Tager only (you heard me). You have basically forever to dash up, activate Blood Kain and continue the rest of the combo after CH 2D, but make sure you're in a position to land the 2C immediately after the super freeze finishes, as the Blood Kain timer is very strict. Oh, and naturally, Tager has to be at 35% of his HP Gauge when you start.
  21. Well, we've already got my mid-combo activation death combo. Corner Only Combo 100% Heat and 2 Break Bursts Required CH 214D, (dash) 6D (JC), A+B+C+D, slight dash A+B+C+D, 214214D, dash 3C, 22C (RC), 6D, j.D (whiff), 5D (1), 214D, 6D, j.D (whiff), 5D (1), 214B -> delay 214D, 6D, j.623D (2) -> 236C -> 214D, falling j.D, j.214C, 5D (DC), 5D, 214214D Damage: 11017 or 11036, Heat Gain: 57, Health Gain: 2375 Notes: Crouching opponent only. j.623D must hit twice in order to build the necessary amount of Heat to activate the 214214D at the end of the combo. Very strict Blood Kain timer. Default Ragna, keeping it simple. Edit: And yes, I know it's not the most creative combo, but it hurts a lot and the opening is a little non-standard. I'll try to come up with some more creative stuff later.
  22. Seeing as one else cross-posted this from the video posting thread, I guess I will. Sakamoto Ryoma-san no Ragna Kiso Combo Mob-vie to Neta by Marokai Nico Nico Douga or YouTube
  23. Huh, I seem to remember the creator of that account asking me if he could re-record my CT combos (seeing as all my combos are recorded through a camera like some kind of YouTube LPer), but I never really responded. Seems he just went through with it anyway. Interesting fact, if you replace the opening 5C with a BK Tsuika (trade), that particular death combo (the second variation at least) is... to my knowledge... the highest damage legitimate combo in the entire series. Of course, that's excluding stuff like DANGER, Negative Penalty and Unlimited characters, but I don't think anyone's beaten me there either... if only I could remember what I did to get 76209. Oh, right... CSII combo thread... uh... carry on.
  24. If there isn't some kind of ridiculous Tager-only combo by console release, I shall do my best to create one.
  25. Seeing as the frame data changes are stickied, I figured I may as well sticky this for as long as CSII remains relevant. I always knew that 6A's hitbox was nerfed, but seeing just to what extent is truly depressing.
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