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Final Ultima

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Everything posted by Final Ultima

  1. Every 6D that isn't jump canceled needs that delayed j.D whiff. I put it in the combo list yesterday, by the way.
  2. There is some truth to what he's saying, by the way. Even though forward and backwards tech are vulnerable, in Calamity Trigger at least they can be special canceled before the animation is complete. Therefore, if Ragna is high enough in the air when landing the Kakato Otoshi (generally any combo that involves landing a 6A on an airborne opponent into full air combo), he can be punished for it on hit by certain characters if they choose to backwards tech.
  3. Likewise, I just try to go back to neutral.
  4. 32 frames, it's unchanged.
  5. It's a shame that half of those combos are just repeats from Fine day blue, but it's better than nothing, I suppose. Also, more Dora vs kaqn, which comes as a surprise to absolutely no-one at this point.
  6. I've already transcribed most of them in the combos thread, if it helps any. Just look for the combos with large numbers and you're set. Also yeah, seriously, can't wait to get my hands on Continuum Shift to try those combo out. I think the 6.1k one may be Rachel only though, I don't know if that TK j.214B would land on people with smaller hitboxes during knock-down (people with Continuum Shift, test this). Even still, you can probably squeeze 5.8-5.9k out of something similar. You mean 22C into dash 5B? 22C gives you... I believe... 9 frames of advantage on hit. 5B takes 8 frames to start-up and dashing takes one frame to establish momentum, so it's just barely possibly to land in Continnum Shift (unlike in Calamity Trigger when 22C had a frame less of advantage on hit). Fatal Counter helps because it gives you an extra two frames to work with.
  7. I know, it was awesome... and by awesome, I don't mean "very impressive", I literally mean something that inspires awe. So much awe in fact, that I had to amend a little note to the damage of one of the combos in the combo thread.
  8. Fine day blue by MSY - YouTube Some parts of this video, goddamn. 5k meterless off of 3C? 6k meterless off of FC 2C? There are no words. Looks like I've got a lot of combo transcribing to do. Edit: Or at least I would if the video quality was good enough to permit me to see every digit of the damage figures clearly. Oh well, I'll do what I can.
  9. http://www.nicovideo.jp/watch/sm10046526 New Dora (Bang) vs kaqn (Ragna) match. Let the good times roll.
  10. If the 623D was indeed RC'd, then it was probably referring to the first hit, not the second.
  11. I think the 623D was RC'd, but I just forgot to type it in. It's from an early version of the list where I just put every combo that I could actually read the damage for. May have been from Final Sky, actually.
  12. Yup. The moment they touch the ground they can tech, so any move hitting after that is, of course, invalid.
  13. As CrimsonDisaster stated above:- The opponent hits the ground before Berial Edge's last hit. When you touch the ground, you can tech instantly (like a lot of things that send your ass flat on the ground), but that the second to last hit is quickly followed by the last hit, which pops the opponent back up into the air. If you don't tech between the hit that knocked you down and the hit that knocks you back up, you're now in a 22C-able state.
  14. I sincerely hope you're just doing that to test hitboxes and haven't actually forgotten to do 5B after 22C.
  15. With the mook now out and with full frame data on the way, Veteru asked me to take it down. Don't worry, I'll post a complete frame data and changes thread when the information becomes available. Until then, I'll post the proration changes here.
  16. MaDaO (Ragna) makes another showing in the latest batch of matches from Taiwan.
  17. Hitboxes, pure and simple. The Ragna doing 5C is able to pass through the other Ragna thanks to Black Onslaught's invulnerability (specifically, the absence of a defensive hitbox for his upper body), at which point he's leaned too far in for Black Onslaught to connect. You could do crazy stuff like that with Sol's 6HS in Guilty Gear too.
  18. Well caught. Fixed.
  19. More than 7k if you play your cards right. The Ragna the Bloodedge 101 thread knows all. I have yet to play the game myself, but so far the following combo looks pretty ideal. There's an even stronger version that starts with "FC 2C, 6D, delay j.D, dash 3C, 22C, dash 2B" (2B prevents 5B's "multiple use" proration from taking affect), but I think that begs the question: "Is an extra 300 or so damage really worth the extra effort?"
  20. Well, I suppose the idea behind the change to Yami ni Kuwarero was to make it more viable after a long combo by making the health drain a static figure. Then again, Carnage Scissor during Blood Kain drains just as much and actually has a minimum damage, so now there's no point in ever using it unless the combo gets so long that the opponent techs before the second hit of Carnage Scissor. Of course, its better to just sit on the meter for RCing anyway. Edit: Well, using Blood Kain as a random expenditure isn't so bad if it gives you an opening to land a Fatal Counter, I suppose. A long enough combo and you get your meter back while doing a nice chunk of damage in the process. Still, Ragna doesn't need to get especially greedy in Continuum Shift.
  21. Actually, from what I've seen, if you combo into 6C (DC) and then do 5D (DC), 6A (HJC), you need to do j.C (JC), j.C if you want to land the Belial Edge properly. The extra hits start detracting from the untechable time and hitting an already well-airborne opponent with 6A knocks them pretty high up, so something's gotta give. I wouldn't be surprised if the full thing doesn't work on the shorties.
  22. Be sure to either check the BlazBlue: Continuum Shift Video Posting Thread and/or the first post of this thread every so often. Just because no matches were announced here doesn't mean they're not there. For instance, I'll always add new videos to the first post if they don't contain a match that doesn't involve a Ragna, I just won't always post about them unless they're in a batch or are particularly noteworthy for any reason. Edit: Speaking of which, new batch of kaqn matches. I suppose I may as well link to the previous batch too. For kaqn vs Shadow, you have to wait out the first 13 minutes until he picks Ragna. For Matsu vs kaqn, you have to wait out Matsu vs Shadow. He's getting pretty good at landing those double Belial Edges.
  23. I merged the Changes Discussion with General Discussion because I figured people were using General Discussion to talk about Continuum Shift combos anyway. Also again, if someone adds details to pre-existing combos, I'll leave the posts in the combos thread, but I'd still much rather it be for combos or combo details only, so questions are getting moved back, but the answers are being merged into -Ladon-'s post.
  24. I was planning on saving that for console release (much like opening the combo thread), but if there's a demand for it, I guess I can do it later today. Edit: Okay, I've marked all the old match-up threads as Calamity Trigger, but I'm gonna leave the new threads for whoever wants to make them, as I haven't played Continuum Shift enough to make an opening post worthwhile. While I'm at it, I'm gonna merge Continuum Shift Changes Discussion back into General Discussion, given that all of the changes worth mentioning are in the Ragna the Bloodedge 101 or Damage/Proration Changes thread now anyway.
  25. What I tend to do is just not actively try to approach them at all. Wait for them to approach instead so you can throw out a 5B or 6A yourself, or block one of those 5Bs of theirs and wait for them to inevitably chain it into something they'll instantly regret doing. If they respond by not actively approaching either, then you just need sharper senses than them. Keep an eagle eye out for them getting antsy and then jam an instant dash 5B down their throat.
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