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Each Drive has their own separate value and an increased value for Blood Kain, yes.
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All good things must come to an end. Also, I've updated the Ragna the Bloodedge 101 thread to cover some of the confirmed or otherwise well supported changes between Calamity Trigger and Continuum Shift. Look for the stuff in bold in the first post. A very important change that I think everyone should take in is the change made to Soul Eater. It may feel like a bit of a nerf at first, with moves mostly draining less by default than they used to, but realise that the longer the combo, the more worthwhile it gets. Certain Blood Kain combos now result in more health than you started with even without Yami ni Kuwarero. Big thanks to Veteru for helping me realise why Ragna's health gauge during that Final Sky combo vid had been bothering me so much.
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If you mean the Blood Kain j.D spam, he had that in Calamity Trigger too, it was just a tad more restrained off most setups. You could manage about 9-10 j.Ds off something simple though. Fatal Counter, Belial Edge and the changes made to untechable time in Continuum Shift enable more reps off of better setups.
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It would go in the Calamity Trigger Combos thread, but I won't move on account of purple throws = huge no-no. If you're gonna post a combo that can be broken out of without Burst for reasons other than execution errors, you may as well take that train of thought to its logical conclusion and post combos that disable teching altogether. In Continuum Shift, purple throw combos are considered invalid. I'm hoping that in itself will prevent people from posting stuff like "j.B+C x infinity" when Continuum Shift gets released and I open the new combos thread.
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http://www.nicovideo.jp/watch/sm9200792 - R-1 (Noel) vs kaqn (Ragna) http://www.nicovideo.jp/watch/sm9200966 - Shadow (Bang) vs kaqn (Ragna) http://www.nicovideo.jp/watch/sm9201447 - Zakiyama (Hazama) vs kaqn (Ragna) I'm pretty sure it's a case of j.C resulting in more damage, but requiring slightly finickier positioning.
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Merged into General Discussion because I don't think this warrants a new thread. If 623C is resulting in more damage than 623D, it'll be because you did a combo in which Inferno Divider only hits once. The second hit of 623C does more damage than the second hit of 623D, but because of proration, 623D will do more damage if both hits take place (unless the combo gets exceedingly long), even though both versions have the same added damage. In short, if you get close enough to hit twice, 623D is the best of both worlds. If you decide to go for 623C though, remember that it covers less vertical space than 623D, so some combos will make it difficult for you to connect with the Upper afterwards.
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In Calamity Trigger (but no longer the case in Continuum Shift), 5C prorates better than 2C, 100%/89% vs 90%/89%. The Counter Hit stagger is nice though. In Continuum Shift, 2C will probably be the go-to move for CH fishing, even if the stagger gets worse. 5k combos off a Fatal Counter, holy shit.
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Yeah, it's there. Note the opening post. I don't make always new posts when there's a YouTube mirror available, but I'll still edit the first post.
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I think if you go up-back, you'll jump before the C unless you skip some directions on the way. 21412369C works better in my opinion.
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After first hit: Dash Cancel (unsafe, can be punished by Ragna's 5A on regular block) Gatling into 6D (unsafe, will lose (or clash) to a reversal on regular block) After second hit: All of the above Jump Cancel (safe)
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Well, I guess it's my bad for using it in the 101 and the combos thread, but I feel that it's a rather self-explanatory term. I don't use Tiger Knee in those instances because for combos I always denote Jump, Dash or Rapid Cancels, and if something ends in, say 6A/3C (JC), TK 214B, it implies leaving the ground. I had considered calling it Jump Install, but I've always considered the defining aspect of the term Jump Install to be the fact that it restores a jump option, and that a Jump Install involves a Jump Cancel Cancel, but the two aren't necessarily one and the same. Using Order-Sol as an example (pardon the brief off-topic), I'd consider something like Level 1 Gun Blaze, dash 5S, 5HS into high jump and then double jump, Jump Installing, but fully charged Level 3 Rock It into Level 3 Strum Viper, Jump Cancel Canceling. It's just semantics, really.
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Well, that's for Continuum Shift. In Continuum Shift, it's a lot easier to hit with because you can special cancel into it now.
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http://www.nicovideo.jp/watch/sm9113909 - Sasuga Inoue Ashi ga Nagai (Ragna) vs Inoue (Tsubaki), MSY (Ragna) http://www.nicovideo.jp/watch/sm9114001 - Yuri (Carl) vs Shuuta (Ragna), 2nd match Edit: New videos. http://www.nicovideo.jp/watch/sm9124139 - kaqn (Ragna) vs Dennou (Jin) http://www.nicovideo.jp/watch/sm9124864 - kaqn (Ragna) vs Zakiyama (Hazama)
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http://img10.imageshack.us/img10/7004/ragnacolorchart.jpg Originally posted by Spirit Juice, thanks go to him.
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What? Every version of Musou Senshouzan except for 214A gives you time to hit with a guaranteed 5B after regular block. No Instant Block necessary. 5 frame buffer makes retaliation easier too. Even if you're really bad at timing and let him recover, if he always mashes a Sekkajin or a DP afterwards, that's just as good, because those too are free punishes if you don't eat them. At the end of the day, if a Jin is even doing random Musou Senshouzan in the first place, he shouldn't be the kind of opponent you need to worry about.
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Ragna Critique and Self-Improvement Thread
Final Ultima replied to Bandit Revolver's topic in Ragna the Bloodedge
Hrm, let's see... It seems that in some cases, you have a habit of throwing out slow or otherwise unsafe moves when you're at a stand-off. Like, I could understand a 5B or 6A, but you throw out all sorts of normals and specials and it's almost as if you're hoping the opponent just runs into them. Admittedly, it does work a few times, but still... If you hit with C Inferno Divider mid-screen, there's no reason not to go for the whole 623C -> 236C -> 236C, 5B, 6A (HJC) air combo. Also, on the occasions when you do hit with a full air combo, I see you delaying the Kakato Otoshi at the end for far too long. Kakato Otoshi has an amazing hitbox, it's designed in such a way that it's actually kinda hard to whiff it provided you don't air combo from a dashing jump or a 10-second long combo. Delaying isn't necessary. Try to hit confirm your 6Bs into the appropriate bread and butter combo (6B, 5C, 6C into whatever). I know it may be harder online than offline, but you really need to make your opponent fear 6B so a proper mix-up can come into play. If lag still prevents this, consider this: At the kind of range you were throwing 6B out at, even if they block it and you end up accidentally doing 5C as if you hit, that should give you more than enough time to realise it didn't hit, respond with a 3C and at that distance they'd probably still be forced to block it. Learning when to 3C or 5C appropriately would be best though. If you block a DP, start your punish with 5C. It prorates a damn sight better than 5B and will net you damage in the mid-late 4000s, no joke. If it's something with as long a recovery as Jin's 623C, there shouldn't be any problem with landing it in time. If you're getting Barrier Crashed, Barrier more. While I wouldn't suggest random Hell's Fangs in future, CH Hell's Fang is probably of the easiest moves in the game to hit confirm from, given its colossal amount of hit stun. If someone eats it, make them suffer for it. -
Assuming you meant 214B after throw or 6C and 3C instead of 3D, it's all in the Ragna the Bloodedge 101 FAQ. http://www.dustloop.com/forums/showpost.php?p=452835&postcount=3 Check the first question in the "Gauntlet Hades" section and the fourth question in the "Mada owari ja nee zo" section respectively.
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Actually, I find that j.B has a decent enough hitbox that you can still catch them with it just as well if you regular jump. In fact, I got into the habit of just regular jumping after a while because I used to High Jump during the throw and 2D, 5C, 5D (1 hit) versions and it would always create some horrible whiffing issues on Rachel and Carl. Also, I've been working on the Continuum Shift combos thread. What does everyone think of the layout? I'm thinking that when the console version gets released, I'll open the topic and encourage people to put down whatever decent combos they find even if they're already in the opening post as long as they provide notes (what characters it works on, things to consider regarding execution etc). That way, in the opening post, next to the difficulty I can have a little [notes] tab that directs to the appropriate post.
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Correct, all throws are at least two hits, as one hit is just for the initial grab (and the escape prompt), and the following hits lead into the actual damaging part of the throw if the opponent was unable to escape. As for the inverted part of the video, I think Tetsu just did that for the sake of aesthetics. The real reason why he showed it off is probably to show that you can special cancel into Black Onslaught now. Edit: All the throw attempts said Throw Counter, not Fatal Counter. Nothing new there.
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Yeah, all those 6Ds make his j.Ds hit harder too. It was the only way I could do that Haku-Men 9800+ damage combo or the Ragna, Carl, v-13- death combo in Calamity Trigger.
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Are you referring to the 6D, delay j.D (whiff), land stuff? He had that before.
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New combo video from Tetsu here. Amazing stuff, plus it confirms some of my previous suspicions... Black Onslaught can now be special canceled into (which makes it ten times better, even if still not all that practical just yet). Keri Age now has enough untechable time to result in presumably universal follow-ups or at least some interesting air throw combos. Also, the wiki had not lied, dash 5B now works after 22C for a universal follow-up that hurts like hell. And finally, a METERLESS, QUADRUPLE 22C FATAL COUNTER COMBO! I don't care if it's not his best option for meterless damage anymore, that is just amazing.
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http://www.youtube.com/watch?v=EskLWM8W1rU - Buppa (Ragna) vs Zakiyama (Hazama) Nice Blood Kain use from Buppa.
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According to a Japanese wiki, about 4.7k. Then again, the combo posted isn't as long as Crimson's, so who knows. Either way, that is a sexy, meterless combo, CrimsonDisaster. Keep fighting the good fight.
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Note: This thread is purely for the posting of combos only. Any discussion beyond the immediate post pertaining to said combos can be directed to Ragna the Bloodedge General Discussion. All combos posted must be red heat combos only, no blue heat combos allowed. That means no missed tech opportunities and no purple throw attempts. Damage should also be posted, exact if possible. Notes regarding combos are encouraged, even if the combo has already been posted. Ragna Continuum Shift Combos Notation CH = Counter Hit FC = Fatal Counter - new to Continuum Shift JC = Jump Cancel JCC = Jump Cancel Cancel HJC = High Jump Cancel DC = Dash Cancel RC = Rapid Cancel (attack or dash) = The attack or dash is optional. (nth hit) = Only let the nth hit of the attack connect. [???] xN = Repeat ??? N amount of times. Bread and Butter Level Practicality 5B, 5C, (2C), 214A -> 214D Damage: 1942 (without 2C), 2308 (with 2C), Difficulty: * (not in corner) 623C -> 236C -> delay 236C, (dash) 5B, 6A (HJC), j.C, j.D (JC), j.C, j.214C, 6B Damage: 2186, Difficulty: * (anti-air) (CH j.C), 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D Damage: 2217 (without CH j.C), 3066 (with CH j.C), Difficulty: * 5A/2A, (5A/2A), 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 2291 (2A, 2A), 2327 (2A, 5A), 2348 (5A, 2A), 2373 (5A, 5A), 2770 (5A), Difficulty: ** [Details] CH 6A, dash 5B, 6A (HJC), j.C (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 2365, Difficulty: ** CH 2A/2B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D (1st hit), 214A -> 214D Damage: 2372 (start with 2A), 2814 (start with 2B), Difficulty: ** (mid-screen) 623C -> 236C -> delay 236C, (dash) 5B, 6A (JC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 2405, Difficulty: ** (crouching opponent only) 2B, 5C, 2D, 5C (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 2623, Difficulty: ** (crouching opponent only) 2A, 5B, 5C, 6C (DC), 6A (HJC), j.C (JC), j.C, j.214C, delay 214A -> 214D Damage: 2724, Difficulty: ** 2B/6B/5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C Damage: 2808 (start with 2B), 3709 (start with 6B), 3827 (start with 5B), Difficulty: ** 5B+C, 214B -> delay 214D, dash 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D (1st hit), 214A -> 214D Damage: 3029, Difficulty: ** 4B+C, 214B -> delay 214D, (dash) 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D Damage: 3071, Difficulty: ** 5A, 5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 3203, Difficulty: ** [Details] 2D, 5C (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 3311, Difficulty: ** 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 214A -> 214D Damage: 3460, Difficulty: ** (crouching opponent only) 6B, 2C, 6C (DC), delay 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D (1st hit), 214A -> 214D Damage: 3574, Difficulty: ** (crouching opponent only) 6B, 5C, 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, 5D, 214A -> 214D Damage: 3733, Difficulty: ** (crouching opponent only) j.C, 5B, 5C, 6C (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, delay 214A -> 214D Damage: 3903, Difficulty: ** 5B, 3C, 5D (DC), 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 4010, Difficulty: ** [Details] j.C, 5B / 2C, 3C, 2B, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 4158 (off of j.C, 5B), 4318 (off of 2C), Difficulty: ** j.C, dash 2C, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 4513, Difficulty: ** 50% Heat Gauge Required 5B, 5C, 214A (RC), dash 6D, delay j.D, dash 5B, 3C, (5D), 22C Damage: 2781 (without 5D), 3030 (with 5D, corner only), Difficulty: *** CH j.C, 5C, 214A (RC), dash 6D, delay j.D, dash 5B, 5D, 214A -> 214D Damage: 3217, Difficulty: *** 5B, 5C, 214A (RC), 6C (DC), hj.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3364, Difficulty: ** (near corner) j.C, 5B, 5C, 214A -> 214D (RC), dash [6D, j.D (JC) j.C, j.214C] x2, 5D, 623D -> 236C -> 214D Damage: 3794, Difficulty: ** j.C, 5B, 5C, 6C (DC), 5D, 632146D Damage: 3962, Difficulty: * 4B+C, 214214D, [hj.D, falling j.D (JC), delay j.D, land] x2, j.D (JC), j.D, j.214C, 6D, j.D (JC), j.D, 623D -> 236C -> 214D Damage: 4300, Difficulty: ** 4B+C, 214214D, hj.D, falling j.D (JC), delay j.D, 5D (1st hit), 623C -> instant 236C -> instant 214D, j.D (JC), j.C, j.D, j.214C, 6D, j.D, 5D, 22C Damage: 4533, Difficulty: ** [Details: Tager and Haku-Men only?] (corner) 5B+C, 214214D, 5D (1st hit), 214B -> delay 214D, hj.D, falling j.D, 6D, delay j.D (whiff), j.D (JC), j.D, j.214C, 6D, j.D (JC), j.D, 623D -> 236C -> 214D Damage: 4535, Difficulty: ** j.C, 5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C (RC), dash 3C, 22C Damage: 4680, Difficulty: ** 5B, 5C, 3C, 214214D, 5C (HJC), j.D, falling j.D, 6D, delay j.D (whiff), hj.D, falling j.D, hj.D (JC), j.D, j.214C, dash 5D, 22C Damage: 5155, Difficulty: *** FC 2C, 6C, 214214D, [hj.D, falling j.D] x2, hj.D, falling j.D (JC), j.D, 623D -> 236C -> 214D Damage: 5520, Difficulty: ** (crouching opponent only) 6B, 2C, 6C (DC), 214214D, dash [6D, delay j.D (whiff)] x2, hj.D (JC), delay j.D, delay j.214C, 6D, delay j.D, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D, 22C Damage: 5715, Difficulty: **** [Details: Tager and Haku-Men only?] 100% Heat Gauge Required 214214D, 623C -> 236C -> delay 236C, 5B, 6A (HJC), j.D, falling j.D, hj.D (JC), j.D, 632146D Damage: 3402, Difficulty: ** 4B+C, 214214D, hj.D, falling j.D (JC), delay j.D, 6D, j.D (JC), delay j.D, hj.D (JC), j.D, j.214C, 632146D Damage: 4977, Difficulty: ** Practical CH 214A, dash 5B, 2B, 3C, 22C, 5B, 214A -> 214D Damage: 2255, Difficulty: * CH 214A, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D Damage: 2380, Difficulty: * (airborne opponent) j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 2629, Difficulty: * [Details] (corner) j.B+C, j.B, j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 2960, Difficulty: ** [Details] 2B, 5C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 2936, Difficulty: ** [Details] CH 214A, dash 3C, 22C, dash 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C Damage: 3103, Difficulty: *** 4B+C, dash 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, 6D, j.D, (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3252, Difficulty: ** 4B+C, dash 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, 5D, 214A -> 214D Damage: 3278, Difficulty: ** [Details] (not in corner) j.B (RC), 623C -> 236C -> delay 236C, (dash) 5B, 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3298, Difficulty: ** [Details] (mid-screen) j.B+C, j.214C (whiff), 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 3460, Difficulty: ** [Details] 214B -> delay 214D, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 214A -> 214D Damage: 3498, Difficulty: ** 2B, 3C, 22C, dash 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 3636, Difficulty: **** 3C, 2B, 5C (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C Damage: 3684, Difficulty: ** 214B -> delay 214D, dash 5B, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3970, Difficulty: ** 2B, 3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 4008, Difficulty: **** (corner) j.214B -> delay 214D, 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 4054, Difficulty: ** j.214B -> delay 214D, dash 5B, 5D (DC), j.B, j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 4054, Difficulty: *** [Details] CH j.214B, dash 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D Damage: 4075 (j.214C = 7 hits), 4138 (j.214C = 8 hits), Difficulty: *** 2D, 5C, 5D (1st hit), 214A, 22C, dash 5B, 6A (JC), j.C, j.D (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 4157, Difficulty: **** CH 214B, 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 4378, Difficulty: ***[Details] (mid-screen to corner) 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, 6D, j.D (JC), j.C, dash 5D, 22C Damage: 4396, Difficulty: ** CH 5D (DC), 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 4449, Difficulty: ***[Details] 3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 4486, Difficulty: *** (corner) 6B, 3C, 22C, dash 5B, 5D (DC), 6A (JC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 4492, Difficulty: **** 3C, 5D, 214A, 22C, dash 5B, 6A (JC), j.C, j.D (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 4643, Difficulty: *** FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 4934, Difficulty: *** [Details] FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 4993, Difficulty: *** [Details] 3C, 5D (DC), 2C, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 5043, Difficulty: **** [Details] FC 2C, 3C, 2B, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C, [dash 5B, 3C, 22C] x2 Damage: 5125, Difficulty: *** FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 2C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 5131, Difficulty: *** [Details] 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, Difficulty: **** [Details] 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, Difficulty: *** [Details] 50% Heat Gauge Required (corner) 623C -> 236C (RC), j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 2877, Difficulty: ** [Details] (corner) 623C -> delay 236C (RC), delay j.214B -> delay 214D, 5B, 6A (HJC), j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D Damage: 2989, Difficulty: ** [Details] (not in corner) j.B (RC), 623C -> 236C -> delay 236C, (dash) 5B, 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3298, Difficulty: ** [Details] 5B+C, 214B -> delay 214D, 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D, 632146D Damage: 3595, Difficulty: ** (max range) 2D, 5C (JC), j.C, j.D, j.214B (RC), 9, j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 3734, Difficulty: ** [Details] 5B, 5C, 632146D, dash 6A (HJC), j.C, j.D, j.214C, 5D, 214A -> 214D Damage: 3996, Difficulty: ** 214214D, 214B -> delay 214D, j.D (JC), delay j.D, land, j.D (JC), j.D, 623D -> 236C -> 214D Damage: 4281, Difficulty: ** (corner) 3C, 5D (DC), 2C, 5D (DC), j.B, j.C (JC), j.C, j.214C, 5D, 632146D Damage: 4693, Difficulty: ** (corner) 214B -> delay 214D, 2C, 5D, 214214D, 6A, 6D, delay j.D (whiff), hj.D (JC), delay j.D, delay j.214C, 6D, delay j.D (whiff), 5D, 632146D Damage: 5216, Difficulty: *** (corner) j.214B -> delay 214D, 2C, 5D, 214214D, hj.D, falling j.D, 6D (JC), delay j.D, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, hj.D (JC), j.D, 623D -> 236C -> 214D Damage: 5222, Difficulty: *** FC 2C, 6C (DC), 2C, 5D (1st hit), 214B -> delay 214D, dash 5B, 6A (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 632146D Damage: 5438, Difficulty: *** [Details] FC 2C, 3C, 22C, dash 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C, dash 5B, 3C, 22C (RC), dash 3C, 22C Damage: 5566, Difficulty: *** [Details] 4B+C, 214214D, dash [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D (1st hit), 214B -> delay 214D, 5D, 632146D Damage: 5599, Difficulty: *** 2C, 3C, 214214D, 6C (delay HJC), j.D, falling j.D (JC), delay j.D, 6D, j.D (JC), delay j.D, land, j.D (JC), j.D, j.214C, dash 5D, 22C Damage: 6090, Difficulty: *** (corner) CH j.214B, 2C, 5D (1st hit), 214214D, 5B, 6A, 6D, delay j.D (whiff), hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D (1st hit), 214B -> delay 214D, 5D, 632146D Damage: 7205, Difficulty: *** 100% Heat Gauge Required (mid-screen) j.B+C, j.214C (whiff), 2C, 5D (1st hit), 214214D, 5B, 6A, 6D, j.D (whiff), hj.D (JC), j.D, j.214C, 6D, j.D, 5D, 632146D Damage: 5266, Difficulty: *** [Details] FC 2C, 6C, 214214D, dash 6D, delay j.D (whiff), 6D (JC), delay j.D, 6D, delay j.D (whiff), 214B -> delay 214D, 6D (JC), delay j.D, hj.D (JC), j.D, j.214C, 632146D Damage: 7525, Difficulty: *** 214214D, FC 2C, [6D, j.D] x2, 6D (JC), delay j.D, hj.D (JC), j.D, j.214C, 5D, 632146D Damage: 7527, Difficulty: *** FC 2C, 6C, 214214D, dash 6D, delay j.D (whiff), 6D (JC), delay j.D, [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D (JC), delay j.D, 5D, 632146D Damage: 8018, Difficulty: *** 150% Heat Gauge Required (Extra 50% Earned) FC 2C, 3C, 214214D, 6C, 214A (whiff) -> 214D, 6A, [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D (JC), delay j.D, 5D, 214214D (RC), dash 22C Damage: 7068, Difficulty: *** FC 2C, 6C, 214214D, dash [6D (JC), delay j.D] x3, hj.D, falling j.D, land, j.D (JC), j.214C, 632146D (RC), 5D, 623D -> 236C -> 214D Damage: 7445, Difficulty: **** Astral Heat Requirements Fulfilled 2A x2, 2B, 3C, 2141236C Damage: 762 into 15763, Difficulty: * 5B+C/4B+C, 2141236C Damage: 800 into 15801, Difficulty: * Impractical CH j.214B, dash 5B, 5D (1st hit), 214B -> delay 214D, 5B, 623C -> 236C -> 214D Damage: 3354, Difficulty: *** (corner) 6D, delay j.D, land, j.C, j.D, j.214B -> delay 214D, 5B, 6A (JC), j.C (JC), j.C, j.214C, 5D, 632146D Damage: 4001, Difficulty: ** [Details: Tager only] 4B+C, dash 2C, 5D (1st hit), 623C -> instant 236C -> instant 214D, j.C (JC), j.C, j.D, j.214C, dash 5D, 22C, dash 5B, 3C, 22C Damage: 4072, Difficulty: **** [Details: Rachel (and Tager?) only] FC 2C, 3C, 22C, dash 5B, 2C, 6C (DC), 5D, 22C, dash 5B, 6A (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C Damage: 5295, Difficulty: **** FC 2C, 6D, j.D, dash 3C, 22C, dash 5B, 2C, 6C (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 5651, Difficulty: **** FC 2C, 3C, 22C, dash 5B, 2C, 6C (DC), 6B, 22C, dash 2B, 2C, 6C (DC), j.C (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 6030 (j.214C = 5 hits), 6055 (j.214C = 6 hits), Difficulty: **** [Details] Break Burst Required A+B+C+D, 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 2761, Difficulty: ** [Details] 50% Heat Gauge Required 2A x3, 5B, 3C, 5D, 632146D Damage: 1909, Difficulty: * 2A, 2B, 3C, 2B, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C (RC), dash 5D, 22C Damage: 3140, Difficulty: ** j.214B -> 214D (RC), hj.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D Damage: 3472, Difficulty: * 214214D, FC 2C, 6C (1st hit), 214A -> 214D, 2A, 5B, 5D, 214A -> 214D Damage: 3679, Difficulty: * 214B (whiff) -> CH 214D (RC), dash 5B, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, dash 6D, j.D (JC), j.C, j.214C, dash 5D, 623D -> 236C -> 214D Damage: 3769, Difficulty: ** CH 5B, 2D, 5C (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C (RC), dash 5D, 22C Damage: 3927, Difficulty: ** CH 214B, dash 5B, 5D (1st hit), 214B -> delay 214D, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 632146D Damage: 5035, Difficulty: *** 3C, 214214D, 22C, dash 5B, 6A, [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 214B -> delay 214D, 5D, 22C Damage: 6451, Difficulty: **** 3C, 214214D, 6A, [6D, delay j.D (whiff)] x2, 214B -> delay 214D, 6D, delay j.D (whiff), 6D (JC), j.D, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, dash 5D, 22C Damage: 7025, Difficulty: **** [Details: Rachel (and Tager?) only] CH 3C, 214214D, [6D, delay j.D (whiff)] x3, hj.D (delay JC), j.D, delay j.214C, 6D, j.D (JC), delay j.D, 5D (1st hit), 214B -> delay 214D, 5D, 22C Damage: 7137, Difficulty: **** [Details: Tager only] 100% Heat Gauge Required CH 5B, 214B -> delay 214D (RC), hj.C, j.D (JC), j.D, j.214C, 5D, 632146D Damage: 3770~, Difficulty: ** CH 623D (1 hit) (RC), dash 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D, 632146D Damage: 3840~, Difficulty: ** (near corner) 6B, 3C, 214214D, 5C (HJC), j.D, falling j.D (JC), delay j.D, 5D, 214214D Damage: 4404, Difficulty: ** 5B, 3C, 5D (1st hit), 632146D, dash 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 632146D Damage: 4756, Difficulty: ** FC 2C, 6C, 214214D, dash [6D, delay j.D (whiff)] x3, hj.D (JC), j.214C, [6D, delay j.D (whiff)] x2, hj.D, falling j.D (JC), delay j.D, 5D (1st hit), 214B -> delay 214D, 5D (1st hit), 632146D Damage: 8033, Difficulty: ***** 214214D, FC 2C, [6D, delay j.D (whiff)] x3, hj.D (JC), delay j.D, [6D, delay j.D (whiff)] x2, hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D, 632146D Damage: 8649, Difficulty: ***** 100% Heat Gauge and Break Burst Required A+B+C+D, 214214D, 6A, [6D, delay j.D (whiff)] x2, 214B -> delay 214D, 6D (JC), delay j.D, 6D, delay j.D (whiff), hj.D (JC), j.D, j.214C, 5D, 632146D Damage: 5056, Difficulty: **** [Details] 214214D, A+B+C+D, [6D, delay j.D (whiff)] x2, 214B -> delay 214D, 6D (JC), delay j.D, 6D, delay j.D (whiff), hj.D (JC), j.D, j.214C, 6D, j.D (whiff), 5D, 632146D Damage: 5307, Difficulty: **** [Details] 150% Heat Gauge Required (Extra 50% Earned) j.B+C (RC), 214214D, dash 5B, 5D (1hit), 214B -> delay 214D, 6D, j.D (whiff), hj.D, delay j.D, j.214C, 6D, j.D, 5D, 632146D. Damage: 5295, Difficulty: *** [Details] 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, 6D, j.D, 5D, 632146D Damage: 8969 (j.214C = 5 hits), 9012 (j.214C = 6 hits), 9055 (j.214C = 7 hits) Difficulty: ***** [Details] Hilarious Gimmick Level Practicality (corner) FC 2C, 3C (JC), j.214B, 22C, dash 5B, 2C, 6C (DC), 6B, 22C, dash 2B, 2C, 6C (DC), j.C (JC), j.C, j.214C, dash 22C, dash 5B, 3C, 22C Damage: 6163 (j.214C = 5 hits), 6186 (j.214C = 6 hits) Difficulty: ***** [Details: Works on Ragna, Tager, Taokaka, Rachel, Arakune, Haku-Men] 50% Heat Gauge Required (corner) FC 2C, 3C, 214D, 5B, [5D (DC)] x2, 5B, 632146D (1st hit), 22C Damage: 5300, Difficulty: ** 100% Heat Gauge Required 214214D, 623C -> immediate 236C -> immediate 214D (RC), falling j.D, 6D, j.D, 6D, delay j.D (whiff), hj.D (delay JC), j.D, delay j.214C, 6D, j.D, 5D, 22C Damage: 4666, Difficulty: *** FC 2C, 3C, 22C, [dash 5B, 3C, 22C] x2, dash 5B, 3C, 22C (RC), dash 3C, 22C (RC), dash 3C, 22C Damage: 4763, Difficulty: **** 150% Heat Gauge Required (Extra 50% Earned) (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, Difficulty: ***** [Details] (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, Difficulty: ***** [Details] (mid-screen to corner) 214214D, FC 2C, [6D, delay j.D (whiff)] x2, 6D (delay JC), delay j.D, 6D, delay j.D (whiff), hj.D (delay JC), j.D, delay j.214C, 6D, delay j.D (whiff), 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D (1 hit), delay 22C, dash 5B, 3C, 22C, dash 5B, 3C, 22C (RC), dash 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 9834, Difficulty: ***** [Details] 214214D, FC 2C, [6D, delay j.D (whiff)] x4, j.D (JC), delay j.214C, [6D, delay j.D (whiff)] x2, j.D (JC), delay j.D, 5D (1st hit), 623D -> immediate 236C -> immediate 214D, falling j.D, 5D (1st hit), delay 22C, dash 5B, 3C, 22C, dash 5B, 3C, 22C (RC), dash 5D (1st hit), 22C (RC), dash 3C, 22C Damage: 10176, Difficulty: ****** Astral Heat Requirements Fulfilled (anti-air) CH 623C (2nd hit), dash 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 2141236C Damage: 2613 into 17614, Difficulty: **