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2C instead of 5C seems like a better option for combos overall now that it gatlings into 6C. It does better damage and as you said, less pushback, for the same P2 rating (at least back in Calamity Trigger, I wouldn't be surprised if 5C is actually worse now in that regard). Edit: I'm loving that regular Gauntlet Hades is now a legitimate mix-up threat even without meter. No more auto-pilot low guarding the moment Ragna pushes himself out of 3C territory, woo! Also, I noticed in a recent Ragna vs Noel match that Dead Spike does not seem to Fatal Counter, despite being a guard breaker. I suppose it's for the best. If its proration hasn't been altered since Calamity Trigger, improving on it would be lead to some absurd counter or IB'd DP punishes. Second edit: Haha, oh wow, 6B works after Belial Edge. That's quite the untechable time you've got there, Ragna.
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Ah, I should've clarified, I was responding to Kain's question. As for Abelcru's problem regarding dashing during a Gauntlet Hades combo, I only ever really find myself trying dash 5B after Keri Age if I hit with a TK Gauntlet Hades from too far away, so I'm guessing that's what you're referring to. Anyway, I can't really offer much advice other than to get a feel for when you've recovered from the Keri Age so that you can double tap in time to dash as soon as you recover. Also, make sure you hit neutral to prevent an awkward 6B. It's honestly the same principle as the "6D, j.D, dash 5B, 3C, 22C" combo extender or the "combo into 22C, dash 5A/2A" variants of the double 22C combo, the only huge hiccup once you get those down is that Keri Age's recovery is a lot more misleading. Once you feel out those 20 frames, it shouldn't be too bad.
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Off of pretty much everything but a distant 6C, distance isn't really an issue for the most part. In a lot of the cases where 6A whiffs against characters the combo will work against, it's because you actually hit with 5B a tad too early. 6A hits before Ragna fully extends his arm up, but if you barely clip the opponent with 5B, the 6A takes too long to reach them. Edit: Oh! Make sure you're doing back throw instead of forward throw. For forward throw you wanna be delaying the Keri Age as much as possible and doing 5C (JC), j.B, j.C (JC), j.C, j.D, 623D -> 236C -> 214C instead.
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Thanks to the latest Ko-Hatsu tournament, we now know that (dash) 6A, 5D works after Belial Edge despite not doing in the last location test. It might not work against Jin or the midgets, but combo ideas are already beginning to form in my head.
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I think it still does, but against a lot of characters you could probably just do 5D (DC), 6A (HJC) instead as long as you're reasonably close. I suppose 2B, 5C (HJC) would be a good idea if you just barely caught with the 3C, but as you said, we'll have to see if 5C's new hitbox will allow it.
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To be honest, I always saw the life drain on his Drives as a bonus, and not something to aim for necessarily. Even during Blood Kain, I'm thinking more about the damage than I am my own health. So while Yami ni Kuwarero does kinda suck now, I don't think it'll affect anyone in the long run.
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Fair point. I wouldn't be surprised if Tsuika did whiff after so many hits anyway though. That's how it tended to work in Calamity Trigger. No one's really used Blood Kain properly so far. I can see the improvements to Burst killing some otherwise guaranteed combos, but honestly it never really saw as much use as RCing anyway. On paper, it could destroy worlds. If the proration hasn't ruined it, that is.
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I'm pretty sure I saw kaqn finish it in the corner against Shadow a couple of times, but not all the time. I assume that it's combo length specific, as FlyingVe said. I also noticed that if you combo into Belial Edge from a knock down move, Belial Edge, 5D, 22C doesn't work, but Belial Edge, dash 5D, 22C does. It had quite the heat count as well, so it may even work if the combo is especially long. Edit: As it turns out, against Taokaka you don't need to dash like you do against Bang. Huzzah for character specific variations. I'm guessing dash 5D will still work on more or less everyone but Rachel and Carl though, as is the custom.
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Just noticed in the Shadow vs kaqn match that Yami ni Kuwarero now does 4968 instead of 5520.
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Forgive the sloppiness of the layout and the need to edit pre-existing posts for now. I'll start moving more Ragna matches into the opening post when they start get separated from other matches. Edit: Goddamn, kaqn be beasting with those Belial Edge combos.
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Judging from CH 214B combo, I'd argue that Keri Age is probably the thing with the heavy scaling, not so much the Gauntlet Hades itself. It wouldn't be doing 4.2k otherwise. Also, Belial Edge into 5B working on a crouching opponent is sort of interesting, might make for some interesting combos off of like j.C, because for some reason I can't imagine 5B, 5C, TK 214C actually connecting and all the other ground jump cancelable moves with any kind of hit stun launch or knock down anyway. I'd consider 6D if it wasn't slower now (for some reason). Also, when all the changes are confirmed, I'm probably going to make a separate sticky for Calamity Trigger -> Continuum Shift changes, which I'll then modify fully once we get frame data for it.
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If you want to punish a reversal counter attempt, I'd say Dead Spike is the way to go. It'll catch all of his standing counters during recovery, and on Counter Hit, you're looking at 4.9-5.2k damage. Only do it if you expect him to do it or you've conditioned him to block though.
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Delay the second 5D slightly so that Jin drops low enough for it to connect.
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Also added high damage, meterless combos. http://www.youtube.com/watch?v=btQaexc5bUI I figured it'd be a waste to just put in the strongest meterless combo if it was going to be significantly shorter than the previous videos, so instead I added the top three I had written up in the combo list. They're all pretty different, so I think it works well.
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So, after what started as a one-off because I saw a combo that I just couldn't believe actually worked and decided to try to make it a tad more practical (well, barely), I've started to chronicle all the high damage combos I've been able to find thus far that don't involve Tsuika trading or something equally as retarded. I only have two so far, but another video with the the highest damaging meterless combos will be uploaded later tonight, if I can help it. http://www.youtube.com/watch?v=JZcKHKMiIAQ http://www.youtube.com/watch?v=zPR87sAQvW8 What does everyone think? Edit: Changed my mind, moving these to the video thread after all.
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Tetsu's latest multi-character combo video gave me some inspiration. During Blood Kain:- (P1 starting point to corner) CH 5C, [6D, delay j.D (whiff), land] x2, j.D (JC), delay j.D, land, 5D (1 hit), 214B -> delay 214D, dash 5D (1 hit), 214B -> delay 214D, 5D (DC), 2141236C - Damage: 22170 Death combo on Ragna, Carl and v-13-. Against Carl and v-13-, the combo becomes much easier if you omit the first 5D (1 hit) for a total of 21982 damage. Against Carl, this is advised. Now unfortunately, unlike the Haku-Men combo posted earlier, this combo does not earn back the 50% you use for Blood Kain if you do the CH 5C as soon as you recover. Instead you will only regain 48%, 47% without the first 5D (1 hit). This means, you either have to perform the combo some time after entering Blood Kain, but with enough time to end the combo by the Dash Cancel, or you have to be in critical health so that your Heat regenerates slowly throughout the combo. Edit: Combo improved. Second edit: Now with video! http://www.youtube.com/watch?v=zPR87sAQvW8
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You can do 5B, 6A off a standing Gauntlet Hades, but it generally has to be done on an opponent that's just been launched high (and to make 6A easier, launched pretty far, as 5B, 6A works best when the 5B hits the opponent full on instead of just clipping them). Back throw and 6C are the most common setups. If the opponent hasn't been launched very far from you but is still at just about Ragna's head height, such as after a neutral throw, you can do 5C instead.
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Sounds good to me. Still being able to do 4k damage off a back throw is nice because I could've sworn Gauntlet Hades would've ruined it otherwise. I just wonder what the standard combo after Hell's Fang RC is going to be, comboing into 22C is hardly likely to be the best option anymore. 6C (DC), 6A (HJC), j.C, j.D (JC), j.C/j.D, Belial Edge into knockdown maybe?
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(away from corner) j.B+C, immediate 214B (whiff), 5B, 5C, 5D (1 hit), 214B -> delay 214D, 5B, 623C -> 236C -> 214C - Damage: 4794 Works on everyone except Rachel and Carl. Against Rachel, replace 5C, 5D (1 hit) with a 6A for a still very respectable 4395 damage. Against everyone but Jin, Tager, Bang and Haku-Men, you need to delay the 5B ever so slightly for the 5C to land. This combo is annoying to land on v-13- sometimes because 5C will often whiff even when it looks like it shouldn't, and it's especially annoying to land on Taokaka due both the same reason as v-13-, and because landing Inferno Divider can become extremely irritating if you're not doing everything as fast as possible whilst still accounting for the delays. Against most characters, you need to delay the Upper slightly, because the C version of Inferno Divider doesn't cover as much ground as the D version. This combo can work from full regular jump height, but due to the rather infuriating manner in which Ragna will often 5B in the opposite direction after he lands, it is best done off a low air throw. Edit: Also works on Carl, but only if both Ragna and Carl are right in the corner by the time of the second 5B so that Inferno Divider will reach him earlier. He has mostly the same problems as Taokaka regarding actually executing the combo, except even worse, hence why the corner is necessary. Strangely, against some characters (tested on Bang and Carl), if you attempt the combo from full regular jump height, the 5B will almost never whiff because even when Ragna's facing the wrong way. 5B will hit anyway and then Ragna will auto-correct. 5C will even hit without needing to delay too. This also happens against Arakune at just over mid-jump height.
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BlazBlue Setting Material Collection Information
Final Ultima replied to Suzaku's topic in Zepp Museum
Well they certainly were dropping hints for the Λ-11- replacement, given that Tager's got himself a container with the kanji for 11 on it (compare it to v-13-'s symbol). -
To be honest attempting to kara-cancel 22C isn't something I've tried extensively. There aren't many situations where you can't follow-up a 3C if 22C is in a position where it'll whiff. You've got both mid-screen and corner combos that follow up a 3C with something aside from 22C that will eventually end in a 22C anyway. jiyuna already posted that particular combo on the first page of the Combo List anyway. Admittedly he said it only worked on Jin.
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Sounds good for the most part, especially 5C regaining its original proration rate despite no mention of it returning to its old speed. Not being able to do 5D (DC), 6D during Blood Kain may hurt some of his combos though. When I read that Belial Edge results in untechable knockdown on Counter Hit, my first thought was "Ooh, 22C combo opportunity perhaps?", but then I remembered that 22C sucks now and it depressed me a little. A shame.
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I sorta expected that 6A, 5D probably wouldn't work after Belial Edge, but given that you can do either one or the other anyway, it's not too bad. Strange that a previous combo said you could though. The return of mega-range 5C is nice. 2D having less recovery is intriguing if true, a mid-range low option that doesn't get you instantly punished by anyone with any sort of range would be quite nice.
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High meterless damage time! (crouching opponent only) CH 214D, dash 5B, 5C, 6C, 214B -> delay 214D, 5B, 6A (HJC), j.C, j.D (JC), j.C, 623C/D -> 236C -> 214C - Damage: 5270 Works on everyone but Taokaka, Rachel and Carl. Against Bang, you have to do the C version of Inferno Divider, but it does the same damage anyway. On a standing opponent, you can still do 6C immediately after the CH 214D and continue the combo from there, adding an extra j.D before the 623D for a very respectable 4976 damage, but I felt it was more appropriate to throw in the strongest version given the nature of the post. And now for some exploration into double 22C combos that work anywhere! 5B, 2C, 3C, 22C, dash 5A, 5B, 3C, 22C (whiff), dash 3C, 22C - Damage: 3416 The combo posted by TITANIUM BEAST!!! in this post works without the use of meter by replacing Blood Kain with a whiffed 22C. The characters it works and doesn't work on are effectively the same, although the Tager/Litchi variation is no longer possible because 5D will not connect after the OTG 3C, due to regular 5D being 4 frames slower than Blood Kain 5D. Fortunately, against Tager you can replace dash 3C with dash 5C, and it'll work for just a few points less (as 5C only does 10 damage less than 3C even when not scaled). Be warned that this combo gives you 6 frames less leeway than the Blood Kain version. (corner) CH 214D, dash 5B, 2C, 3C, 22C, dash 5A, 5B, 3C, 22C (whiff), dash 3C, 22C - Damage: 4817 This combo is just a beefier version that only works in the corner. On top of the characters the regular version doesn't work on, this combo will also fail against Rachel, Carl and v-13-, as too many hits will force the second 3C to whiff. Against Carl and v-13-, you may omit the dash 5B to do 4444 damage instead. Rachel unfortunately, is a lost cause if you try adding even one extra hit to the standard version.
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No, 6C is no longer special cancelable.
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