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Final Ultima

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  1. Now for some combo video fluff. It's an idea I'd been messing around with a lot lately. About a week ago I claimed to have found a 9.2-9.3k combo, but as it turns out it was impossible outside of Training Mode because I had forgotten that the Blood Kain gauge drains during its own super freeze. Thankfully that does not stop this combo, but damage has suffered a little as a result. (P2 starting point to corner) 214214D, FC 2C, [6D, delay j.D (whiff)] x3, 214B -> delay 214D, [6D, delay j.D (whiff)] x2, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, walk/dash 5D, 22C, dash 5B, 6A (JC), j.214C, walk/dash 5D, 22C (RC), dash 3C, 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 9152 Tested on Haku-Men, probably works on any character with a large hitbox when knocked down. Spends 150% Heat but earns 79% in the process. When landing the 6Ds, it's the same deal as the 9k combo stated earlier. The opponent will be too high for you to land the Gauntlet Hades if you do the j.D whiffs too fast, but if you dawdle, they'll tech. Once you hit with the Gauntlet Hades, make sure to delay the Keri Age as much as possible or else the following 6D won't connect. I find that this part of the combo is actually slightly easier outside of the corner, because then you can also time Keri Age based on Ragna's arc as he travels as opposed to just his height. For the falling j.D, you have to delay it in such in way that it'll connect just before you touch the ground. If you take too long, you'll land before the j.D becomes active and you'll drop the combo. It's honestly not that bad though once you get a feel for it, just remember how long it takes to start up and time your press accordingly. Blood Kain should cease right around the time you recover from the first 22C. As stated in the notation, you can choose to walk forward slightly for the 5Ds instead of dash, but honestly, if you're trying a combo like this in the first place, it shouldn't be an issue to just dash. Finally, the Belial Edge needs to be Tiger Kneed, as any attempt to throw a normal in between 6A and j.214C results in them teching immediately after the Belial Edge. Once you've done that, you're home free. Edit: Damage improved, but slightly less funny to look at. (P2 starting point to corner) 214214D, FC 2C, [6D, delay j.D (whiff)] x3, 214B -> delay 214D, [6D, delay j.D (whiff)] x2, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D, 22C, dash 5B, 3C, 22C, dash 5B, 3C, 22C (RC), dash 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 9438
  2. I expect I meant to put CH there, sorry about that. It's been fixed. For the first combo, 6C has all the untechable time in the world, so give them time to drop low before you land the 6A. For the second combo, as Mattattatt suggested, you want to be hitting with the 6D later. If you're near the corner but not right in it, this time would be used for dashing. I've edited all the above combos to make this clearer. Sorry for any confusion. Edit: Oh yeah, now that it's relevant, I should add that some of the damages listed in the combos thread may be erroneous, as they come from a time when I basically had to squint at low quality video to check the figures. That said, if it's a Belial Edge combo that can be achieved from a variable height, there is a chance that the damage will also differ based on the amount of hits Belial Edge did, so don't call me out on it straight away.
  3. Alright, let's keep it gameplay related up in here, people.
  4. The 2C hits, but the j.B doesn't take. Unfortunately there's no real trick to the timing, you just have to learn to feel out when Ragna is about to recover from the 22C so you can time the dash appropriately. Now if you're struggling with accidental 6Bs, try doing dash 4B instead of dash 5B. Sometimes you'll accidentally not return to neutral after the dash, but forcing yourself to hit back ought to fix this issue.
  5. Very interesting thing I bumped into completely by accident. In Calamity Trigger, moves that have a "set damage", when used against an opponent in DANGER status and/or Negative Penalty will simply add the respective damage multiplier to the set move. For instance, 22C would always do 800 normally, 1200 if the opponent was in DANGER status, 1600 if they were in Negative Penalty, and 2400 if in both. In Continuum Shift, this has been changed. They'll still get a strength boost, but this boost now takes proration into account, and the damage increase will continue to drop until decreasing back to their regular damage. For instance, 22C does 400 damage in Continuum Shift. If you do 22C if they're in DANGER status or Negative Penalty (which now has a 150% multiplier instead of 200%), it will do 540 bare (tested by switching off teching). This is a strength boost of 135%, which is 150% x 90%, Ragna's Character Combo Rate. If you're comboing into 22C from anything other than a bare 3C, the strength boost will have already scaled down to nothing. His Astral Heat is the same way. You'll only see the damage increase if you land it bare or off a single hit that prorates well. It's a strange thing which will probably only ever effect Ragna, and even then, rarely if at all.
  6. To add to that... Health: 13000 (used to be 20000) No more double air dash. Tsuika can be followed up (on hit only) with Dead Spike (and from that, its Unlimited specific follow-ups) or Yami ni Kuwarero if you have the meter. Keri Age is jump cancelable. The last of the new 214D follow-ups puts the opponent in knockdown status, can 22C after. Edit: Just noticed you didn't specify, but Unlimited Ragna's damage is increased by 25%. Same as Calamity Trigger.
  7. It never was timed, that was just some confusion with wording based on the old Calamity Trigger arcade move list. You either do the second hit or you don't. There's no point in holding D at all, even if you combo'd it in you'd be burning 50% Heat for something with a minimum damage of just 200.
  8. So, I was playing around with Ragna recently, and I was able to get a combo that does about 9.2-9.3k against Haku-Men, although I was only able to land it two or three times. I'll post details in the combo thread when I get confirmed damage, but suffice to say, it is combo video fluff of the highest variety.
  9. Well, strictly speaking you can land 6D, j.D (JC), j.C on everyone without dashing, but if you don't dash for the 6D or aren't near the corner, the second Belial Edge will whiff. I find dash 6D a little finicky to do personally, because 6D is so slow and whiffing it is seriously bad news, so I usually just save double Belial Edge combos for the corner where it becomes brainless. As for Instant Air Dash, the generally accepted command is 956, I believe.
  10. 22C, dash 5B is far from necessary for regular combos, it's really just to push his max damage a little bit higher. Most people will probably opt for double Belial Edge combos for ease of use and for meter gain anyway. In regards to actually landing the link, it's really something you just need to feel out. Learn to time your forward presses so that you dash as soon as you recover and make sure you don't do accidental 6Bs instead of dash 5Bs. Oh, and make sure Stagger Recovery is on so you don't need to worry about blue heat combos. I'm afraid I can't really help you much other than that. On a related note, a video to go with my last post in the combos section. A couple of the combos shown are taken from pre-existing combo videos, but doing them myself allowed me to jot down some notes for future reference. http://www.youtube.com/watch?v=w18xQVNU2OU
  11. Now for a new Ragna combo video with some more Blood Kain powerhousing, including a 9k combo. http://www.nicovideo.jp/watch/sm11401176
  12. As a rule of thumb, if you're doing 5D (DC), 6A/5C, do j.C, j.D (JC), j.C if you landed the 5D on a grounded or knocked down opponent, and do j.C (JC), j.C if you landed it on an airborne opponent (the later also works for throw combos, "throw, 214B -> delay 214D, dash 5B, 6A" etc). The idea is to have Ragna in line with the opponent, he can't be significantly above or below them when Belial Edge starts. If you know that, you can start improvising if it looks like it won't work as planned.
  13. I guess so. You have literally one frame to connect it unless you land a Fatal Counter, so dropping it isn't uncommon. Having to dash for a link puts the difficulty back in that Advanced Input took out. I only tend to land it every 3 or 4 attempts myself.
  14. Right, so now that I've finally got my hands on the game, I've been dabbling with a few things and come up with the following. 3C, 5D (DC), 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 5043 Great damage for something that doesn't even require a Counter Hit. You need to be rather close when you land the 3C, but not point blank or anything. Doesn't work on Arakune or Carl. Against Carl, replace 6A (HJC), j.C (JC), j.C with j.B, j.C (JC), j.C for 4972 damage. Both versions earn 50% Heat. 2C, 3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 5264 Need to be reasonably close to land the first 22C. It's got the "22C, dash 5B" link in there twice, but you can't say no to damage like that. Against Tager, you don't need to dash after the first 22C, but you'll need to be near the corner to land the 6A, or else you'll have to replace it with a 5C which prevents the 3C at the end of the combo from comboing. Earns 51% Heat. FC 2C, 3C, 22C, dash 5B, 2C, 6C (DC), 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 5777 A pretty simple Fatal Counter combo. This time you do need to be more or less point blank to land that first 22C. Against Tager, you don't need to dash after the first 22C, but in doing so you will need to dash for the 2C instead. Doesn't work against Arakune or Carl. Against Arakune or Carl, replace 6A (HJC), j.C (JC), j.C with j.B, j.C (JC), j.C for 5721 damage. Both versions earn 60% Heat. Note for reference sake: Against Arakune, any attempt to do 5C or 2C after a non-CH 5D will fail outside of a Fatal Counter combo. First edit: And now for a couple of combos you may have already seen in Japanese combo movies, but I feel need some elaboration anyway. FC 2C, 3C, 22C, dash 5B, 2C, 6C (DC), 6B, 22C, dash 2B, 2C, 6C (DC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 6005 (j.214C = 5 hits), 6030 (j.214C = 6 hits), 6055 (j.214C = 7 hits) This combo is actually not nearly as hard as it looks, dashing links feel a little easier in Continuum Shift thanks to the reduced stagger no longer screwing with your timing. It's still entirely possible to accidentally do 6B when you're going for dash 5B though, so be warned. As for nuances, this combo requires that you be very aware of the amount of hits you've done, which is why you have to do 6B instead of 5D after the first 6C (DC). The dash 2B is also vitally important because attempting to do another dash 5B instead will not only trigger same move proration much earlier into the combo, but it'll also prevent the last dash 5B to 3C from working properly. Earns 62% Heat. Spending 50% of that Heat to add an extra dash 3C, 22C will up the damage to 6440 on the more likely 5 hit Belial Edge version. 214214D, FC 2C, [6D, delay j.D (whiff)] x3, 214B (RC), j.D, delay, [6D, delay j.D (whiff)] x3, hj.D (delay JC), j.D, delay j.214C, delay 6D, j.D, 5D, 632146D Damage: 8969 (j.214C = 5 hits), 9012 (j.214C = 6 hits), 9055 (j.214C = 7 hits) This combo requires 150% Heat, but rest easy, 70% of it is built throughout the combo. There are two particularly finicky parts, the first of which being the initial 6Ds. You have to delay them slightly so that the opponent drops down enough to permit you to land the Gauntlet Hades afterward. After the first j.D connects, wait a bit before continuing the 6Ds or you'll bump into a similar problem later. The second tricky part is landing the Belial Edge properly. The key is to High Jump forward and instantly j.D (if you're near the corner, you can also neutral jump), then wait a tiny amount, backwards jump and j.D (if you're in the corner but not too deep, you can also neutral jump), wait an even tinier amount, j.214C. The reason you need to jump in such a way is to keep you in Blood Kain j.D range, but out of the range of Belial Edge's first hit, which would knock the opponent up too high for the rest of the Belial Edge to connect. Some parts of this sequence you need to feel out the timing before, because you have to ensure that the opponent is level with you or a little higher when the Belial Edge connects. If they drop below you, they're gonna tech. Best thing about this combo? Ragna earns about a third of his entire life back. Second edit: Now with video.
  15. He's saying you can't combo the opponent down into the Astral Heat health requirement and still activate it anymore. Their health bar has to be at 35% before the combo starts. Fortunately I don't think it applies to Heat. Edit: Oh yeah, quick update. Almost all of the combos in the previous combo video have now been transcribed and added to the combos thread. The notation started getting so long, I decided to stop including "land" unless it's required to understand how the combo works.
  16. Jourdal posted up an interesting new combo video, based around Blood Kain combos. Ragna the Bloodedge Combo Movie - Nico Nico Douga or YouTube
  17. Plenty of kaqn (Ragna) matches to be found in the latest set of Chariot Pickups, especially Parts 4 and 7.
  18. 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.
  19. Ragna Calamity Trigger -> Continuum Shift Changes General Changes Character Combo Rate 100% -> 90% Soul Eater Health Drain: Percentage Based -> Set Figures Move Changes Normals 5A Damage: 165 -> 200 P2: 80% -> 82% 5B P1: 75% -> 80% Active Frames: 5 -> 8 Recovery Frames: 19 -> 16 Added 70% same move proration. Horizontal hitbox increases during last six active frames. 5C P1: 100% -> 90% P2: 89% -> 85% Active Frames: 2 -> 5 Recovery Frames: 36 -> 20 Static Difference: -21 -> -8 Counter Hit State: 36F -> 26F Added 70% same move proration. Horizontal hitbox straighter. 2B P1: 70% -> 80% Recovery Frames: 16 -> 15 2C P1: 90% -> 100% Start-Up Frames: 14 -> 12 Active Frames: 1 -> 3 Recovery Frames: 23 -> 13 Static Difference: -7 -> +1 Counter Hit State: 26F -> 21F Counter Hit Stagger: 51F -> 28F Added Fatal Counter property. Horizontal hitbox shorter. 6A P1: 60% -> 70% Added 70% same move proration. 6B P1: 90% -> 80% 6C Damage: 640+760 -> 640+740 P1: 80% -> 90% If the first hit connects on Counter Hit, the second hit is also treated as a Counter Hit. 3C P2: 70% -> 84% Added 70% same move proration. j.A P1: 80% -> 90% j.B P1: 90% -> 100% j.C Damage: 680 -> 760 Neutral Throw Damage: 0+1200 -> 0+800 P2: 100%, 70% -> 100%, 65% Back Throw Damage: 0+1100 -> 0+800 P2: 100%, 70% -> 100%, 60% Air Throw Damage: 0+1100 -> 0+800 P2: 100%, 92% -> 100%, 65% Counter Assault Active Frames: 5 -> 10 Recovery Frames: 28 -> 23 Drives 5D P2: 92%, 75% -> 75% If the first hit connects on Counter Hit, the second hit is also treated as a Counter Hit. Health Drain: 0+100 5D (during Blood Kain) P2: 92%, 80% -> 92%, 70% Untechable Time: 30F, 60F -> 30F, 36F If the first hit connects on Counter Hit, the second hit is also treated as a Counter Hit. Second hit removes a Guard Primer on block. Health Drain: 0+200 2D Removes a Guard Primer on block. Health Drain: 100 2D (during Blood Kain) Removes a Guard Primer on block. Health Drain (hit): 300 Health Drain (block): 200 6D Start-Up Frames: 22 -> 26 Foot Attribute Invulnerability: Frames 1-24 -> Frames 1-28 Airborne Status: Frame 16~ -> Frame 20~ Health Drain: 100 6D (during Blood Kain) Health Drain (hit): 400 Health Drain (block): 200 j.D Damage: 720 -> 680 Recovery Frames: 20+3 Landing -> 20 P1: 80% -> 90% Health Drain: 30 j.D (during Blood Kain) P1: 80% -> 90% Health Drain (hit): 250 Health Drain (block): 60 Specials Hell's Fang P1: 100% -> 75% Start-Up Frames: 14 -> 15 Counter Hit State: 47F -> 48F Added push-back on Counter Hit. Tsuika Removes a Guard Primer on block. Health Drain: 100 Tsuika (during Blood Kain) Removes a Guard Primer on block. Health Drain (hit): 400 Health Drain (block): 200 Inferno Divider © P1: 75% -> 70% If the first hit connects on Counter Hit, the second hit is also treated as a Counter Hit. Inferno Divider (D) Health Drain: 50+50 If the first hit connects on Counter Hit, the second hit is also treated as a Counter Hit. Whichever hit of the grounded version connects first removes a Guard Primer on block. Inferno Divider (D, during Blood Kain) Health Drain (hit): 250+100 Health Drain (block): 100+100 If the first hit connects on Counter Hit, the second hit is also treated as a Counter Hit. Whichever hit of the grounded version connects first removes a Guard Primer on block. Upper Recovery Frames: 22 Landing -> 19 Landing Yoko Fukitobashi Recovery Frames: 14 Landing -> 15 Landing Kakato Otoshi Command Change: 214C after Upper -> 214D after Upper Recovery Frames: 17+12 Landing -> 17+13 Landing Now has Soul Eater property. Health Drain: 100 Kakato Otoshi (during Blood Kain) New move state, same frame data as regular Kakato Otoshi. Health Drain (hit): 250 Health Drain (block): 150 Gauntlet Hades (ground) P1: 80% -> 90% P2: 92% -> 88% Untechable Time: 35F -> 38F Added 70% same move proration. Gauntlet Hades (air) Added 70% same move proration. Keri Age Damage: 950 -> 650 Untechable Time: 43F -> 45F Removes a Guard Primer on block. Added 60% same move proration. Health Drain: 100 Keri Age (during Blood Kain) Untechable Time: 54F -> 45F Removes a Guard Primer on block. Added 60% same move proration. Health Drain (hit): 400 Health Drain (block): 200 Dead Spike P1: 100% -> 80% Static Difference: +3 -> +5 Guard Recovery: 23F -> 25F Removes a Guard Primer on block. Dead Spike (during Blood Kain) If a hit connects on Counter Hit, the following hits are also treated as Counter Hits. Removes a Guard Primer on block. Health Drain: 100*3 Mada owari ja nee zo Damage: 0+800 -> 0+400 Hit Advantage: +8 -> +10 Stagger: 41F -> 25F Decreased push-back on hit. NEW MOVE - Belial Edge Command: j.214C Cancel: Rapid Cancel Only Damage: 300+250*N+100 P1: 90% P2: 85%, 80%*N Guard: All Level: 4 Attribute: Head Start-Up Frames: 8 Active Frames: 4, (10) until landing, (3), 3 Recovery Frames: 12 Static Difference: -2 Counter Hit State: Entire Duration Untechable Time: 25F, 25F*N, 50F Ground hit has 15 frames of hit-stun. Air hit has float property. Ground block has 12 frames of block-stun. If a hit connects on Counter Hit, the following hits are also treated as Counter Hits. From the second hit, P2 proration only applies once throughout. 60% same move proration. Next attack after landing has bonus 100% proration. From the second hit, each hit has 3 frames of hit-stop. Distortion Drives Carnage Scissor P1: 100% -> 85% Active Frames: 2, (48), 3 -> 2, (48), 4 If the first hit connects on Counter Hit, the second hit is also treated as a Counter Hit. Second hit removes two Guard Primers. Minimum Damage: 20% Health Drain: 0+300 Carnage Scissor (during Blood Kain) Damage: 1000+3800 -> 1000+3000 P1: 100% -> 85% Active Frames: 2, (48), 3 -> 2, (48), 4 If the first hit connects on Counter Hit, the second hit is also treated as a Counter Hit. Second hit removes two Guard Primers. Minimum Damage: 20% Health Drain (hit): 0+1000 Health Drain (block): 0+600 Yami ni Kuwarero Health Drain: 0+1000 Astral Heat Black Onslaught Start-Up Frames: 2+25 -> 3+25 Static Difference: -6 -> -12 Counter Hit State: 40F -> 41F Invulnerability: Frames 1-28 -> Frames 1-29 Can now be special canceled into. Frame data taken from BLAZBLUE.CO.NR - Ragna the Bloodedge Dustloop Guides - BlazBlue: Continuum Shift Frame Data
  20. 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.
  21. That ought to work, actually. I'm pretty sure most anti-air hits into 5D (1 hit) let you land a 5C after Keri Age provided its delayed fully. If it works for the neutral throw starter, the 5B, 6A, (5C), 5D (1 hit) starter and the 2D, 5C, 5D (1 hit) starter, I see no reason why 6A, 5D (1 hit) would be any more finicky. Worst case scenario, just delay the 5D (1 hit) slightly so they lift higher. Hell, if you're catching them with 6A as an anti-air, odds are it'll be CH anyway, so you can more or less do what you like.
  22. I think it's still +1. I believe the only thing that changed was that it got an extra frame of start-up. Someone feel free to correct me if I'm wrong though.
  23. I don't see why it wouldn't work. That said, there was that combo that showed that you can land a delayed Gauntlet Hades -> delay Keri Age after an air throw and still combo from it into a full Belial Edge combo, so whiffing it might not even be strictly necessary anymore.
  24. Note to others: A slightly wordier explanation of the above can be found in the newly updated Frequently Asked Questions section of the Ragna the Bloodedge 101 thread. Amusingly enough I was working on the update before I saw that post too, so I suppose its just as well someone mentioned it again so I could segway into the update.
  25. Just to add to this, it has to be done on a grounded opponent too, landing 3C on an aerial opponent will not have the desired effect because it doesn't knock down. Technically Kakato Otoshi works too, but good luck with that against anyone but Rachel, Tager and Haku-Men.
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