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Final Ultima

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  1. That's fair enough. I don't use half the stuff I add to that list anyway. Most of the time I'm just looking for max damage off of certain setups (and in the certain cases, max damage period), but the one I posted earlier is pretty much pointless because if you're close enough to hit with 5B, 3C, 22C in Blood Kain, you're close enough to go into a full j.D loop anyway. I just wanted to combine my love of double 22C combos with my love of Blood Kain j.Ds to make something beautifully redundant.
  2. I haven't tested this myself yet, but you could probably dash cancel the 5D and do 3C, 22C for a spec of extra damage if you wanted. That's what I did for my equivalently gimmicky combos. Then again, mid-combo Blood Kain activation wrecks the untechable time, but it's probably worth trying.
  3. For some reason, I always find myself messing around with Blood Kain in Training Mode, even though I almost never use it in a match. Anyway, I was thinking of a way to consolidate my two favorite Ragna combos into one, and I think I found it. During Blood Kain:- (P2 starting point to corner) 5B, 3C, 22C, dash 5A, 5B, 6A (HJC), hj.D, j.D, land, [5D (DC)] x2, 3C, 22C - Damage: 4624 Works on everyone but Jin, Noel, Arakune and Bang. For Jin, replace dash 5A with dash 2A for 4618 damage. Unless you're against Carl, don't do 22C instantly after the 3C or it'll whiff, but you can't dawdle either or else the opponent will tech. Just wait a fraction of a second. Much like my last Blood Kain combo, this one won't work if you try to activate Blood Kain in the middle of the combo, it's to do with the way untechable time works in this game, I believe.
  4. 5C being faster might result in more regular Gauntlet Hades combo use, just so long as shortening it didn't affect it's strange anti-air hitbox.
  5. As much of a trainwreck as the opening post is, I do quite like the idea of a gimmicks and shenanigans thread. Shenanigans make the world go round, as we all know. If you don't like Zero000's content, then simply post suggested changes or better shenanigans instead of using single emoticon responses. Stuff like VR-Raiden's 5D (DC), j.A, tech, air throw would feel right at home here, I would think.
  6. And now for some more shenanigans:- (mid-screen) CH 214D, dash 5B, 2B, 3C, 22C, 5B, 623D -> immediate 236C -> delay 236C, 22C - Damage: 4498 Works on everyone that the standard double 22C works on (everyone but Jin, Rachel, Taokaka and Carl) except for Litchi, in which case you must omit the 2B for a still rather impressive 4334 damage. Worth noting, it seems that in most cases, you can do up to three hits before the 3C against most characters, but only two against Litchi.
  7. The amount of times I have to move posts here from the combo list... Anyway, let's see... 6C (DC) 6C (JCC), close range or corner 3C (JCC) on grounded opponent 4B+C into the corner CH 5C (JCC) on airborne opponent CH 6A (JCC) CH 2D on grounded opponent Low CH j.C on airborne opponent Low CH j.D CH 214B CH 214D at tip of hitbox on airborne opponent (doesn't work in Blood Kain) There are some you can do during Blood Kain as well, but of course getting 100% Heat Gauge back during Blood Kain is uncommon. BK 5D (DC) at tip of hitbox on airborne opponent Low or CH BK j.D on airborne opponent CH BK 6D 214B (whiff) -> CH BK 214D into the corner
  8. Well, that remains to be seen. A lot of the j.D loop is down to the untechable time, not just the hitbox. Some of the setups and variations will ultimately need to be altered though.
  9. They certainly seem like pretty horrifying changes so far. 22C damage being halved is mortifying, but I believe the reason that both that and his overhead damage have been decreased is because Arc System Works are looking on matches lasting longer in general. I hope his j.D hitbox nerf doesn't prevent his max damage j.D loops. I don't see the point in changing 5C either. It sounds like they're just trying to turn it into 5B mk.2, but we already have a sufficient 5B... 5B. One thing I remembering reading that was somewhat interesting though is that Berial Edge beats out Rachel's 6A, which I haven't heard any nerfs regarding, so that's certainly intriguing. If you don't mind, I'll edit the thread title to something like "Ragna Continuum Shift Loketest Discussion" (as it will likely be replaced with a proper discussion thread upon official release) and sticky this for now.
  10. Kain, I appreciate your willingness to put some quality control into the list, but in future please make such posts here instead of in the combo list itself. The "(Post Combos Only)" in the topic title is there for a reason. I'd edited out the purple throw combos, at any rate. By the way, to all those willing to give their input, what are your thoughts regarding how the various combos in the combo list should be rated?
  11. I'm not one to discount combos just because they're simple, they do work after all, but I'm starting to think the combos should be rated on some kind of damage, practicality and relevance scale. If people writing the combos don't realise the redundancy of some of the combos, then people reading the combos probably won't either.
  12. (corner) CH 2D, 6C, 214B -> delay 214D, 5B, 6A, 5D, 22C - Damage: 4311 Doesn't work on Rachel, Tager, Taokaka, Carl or v-13-. Against most characters, you must do 6C as fast as possible or else 214B will whiff. Against Ragna or Noel, delay 6C by a fraction of a section, or else they won't hit the floor, rendering you unable to 22C at the end of the combo. Against Jin, delay the 5D slightly or else the second hit will whiff. j.B+C, delay 214B -> delay 214D, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C - Damage: 4791 Tager only. Wait for as long as possible before doing Gauntlet Hades to give Tager adequate time to dip underneath you. During Blood Kain: 5B+C, 214B -> delay 214D, delay hj.D, j.D, land, 6D, j.D, land, hj.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5381 Also works off 4B+C for a mere 100 damage less. (crouching opponent only, mid-screen to corner) 6B, 5C, 6C (DC), 6D, j.D, land, hj.D, j.D (JC), delay j.D, 5D (1 hit), 214B -> delay 214D, 5D (DC), 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 6321 You have to delay either the first dash cancel or the first 6D or else the j.D will whiff. For some reason, it's a combo that becomes increasingly stubborn if you Blood Kain in the middle of it and it won't let you get as many hits, hence Blood Kain being assumed from the start of this combo. Does a very impressive 6998 damage if you omit the 6B.
  13. I've tried out a lot of these combos, and it's gotta be said, even a lot of the ones that look practical are pretty balls-hard to time. It allowed me to boost the strength of the max damage combo I had in the combo list though (8124 -> 8331) along with every other variant of the j.D loop, so that's a plus.
  14. Mhmm, indeed. Added to the list. Still, I think my brain melted a little while I was watching.
  15. There's also good odds that you'll get the High Jump visual effect.
  16. On top of the usual pressure application that has already been mentioned, it has one very limited use for comboing. If you IB another Ragna's 623C or even just block Jin's 623C, you can do just over 5k damage for free if you CH Dead Spike.
  17. It's classed as an unblockable hit (hence scaling damage, being unable to throw tech, being able to hit grounded and airborne opponents etc). As far as I'm aware, Bang won't be able to auto-guard it, but I think Haku-Men can counter it, he can certainly Astral Heat it, at least. It's pretty moot for the most part though, as you should only ever do it when it's guaranteed.
  18. I just tried it out, and yes, that would appear to be correct. I'll add it to the FAQ.
  19. Frequently Asked Questions Q: Why don't more people use Gauntlet Hades (214B) as an overhead if they have the meter to spare? Isn't it pretty fast? Especially the aerial version? A: Gauntlet Hades' start-up times for both the grounded and aerial versions are actually rather deceptive. Yes, they become active in 20 and 12 frames respectively, but the hitbox for the move starts at the top, and it takes until a certain point in the animation before it will reach a standing opponent. It's really more like 24 and 23 frames respectively. Q: Everyone tells me that Ragna's most damaging mid-screen combo involves dashing after Mada owari ja nee zo (22C) and landing a dashing 5C, but it seems really inconsistent. Is there any way to make it easier? A: Unfortunately, there is no real trick to it. You have to Dash Cancel as soon as 22C hits, and then start dashing again as soon as you recover from the Dash Cancel. Doing 5C immediately after dashing will not work mid-screen, you have to be dashing for some time before throwing out the 5C. It's a bit difficult to gauge visibly just because it's hard to determine whilst in motion when the momentum of the dash will bring you close enough for 5C's hitbox to connect, plus there is some variation between characters. I recommend that you try it out on a multitude of characters until you get a feel for it. Please note that this combo route does not work against Arakune or Kokonoe. Infrequently Asked Questions Q: Is Mada owari ja nee zo (22C) an anti-air? A: No. You are the only person to have ever thought this. Q: Is air hit 5D > Blood Scythe (214D) a good reset to use against Tager? A: No. Stop it right now. Q: Who is the last hope of the USA? A: Just play the goddamn game. Q: Is it just me or did everyone forget about the 22A~C option select after CONTINUUM SHIFT? A: It's just you. Q: Is Ragna weak/bottom tier/the worst character in the game/to ever exist in CENTRALFICTION? A: He took a hit, sure, but he lost Belial Edge, not 5B. He's still Ragna. Q: B-But in Fenritti's tier list... A: Don't just latch onto top players. They are not beyond scrutiny. Questions That Don't Pertain To Gameplay, But I Get All The Time Anyway Q: I saw some matches with Tetsu recently. Is that the same Tetsu who made all those combo movies during CALAMITY TRIGGER and CONTINUUM SHIFT? You know, the ones with the weird MS Paint art at the end? A: No, they're different people. The Guilty Gear/BlazBlue combo movie maker is "てつ", the BlazBlue player is "tetsu". The combo movie maker Tetsu hasn't played the game in a long time. Q: Then what about the more recent combo compilations? Which Tetsu is that? A: Those are by the player, tetsu. He uploads a fair amount of Sparring Mode footage of practical and semi-practical combos using simple cuts and no audio editing... a far cry from the type of combo movies that Tetsu (てつ) made. For clarity, I always refer to the player tetsu in all lowercase, as that's how he writes his name anyway.
  20. I have a note addressing the "no purple throws" rule at the top of the combo list thread, but I guess you just skimmed past it or something (countermeasure, now in bold italics instead of just italics). Still, I apologize for any confusion. On another note, I'm going to add a Frequently Asked Questions section to the 101 thread some point over the next few days, and if anyone can think of questions that will almost inevitably be asked that I may end up missing, it would be greatly appreciated.
  21. Well, it is possible to avoid it those ways, but you have to anticipate the 720 and input before the super flash because it has 0 frames of start-up after the flash. You can't just react to it.
  22. Awesome, always been a big fan of Tetsu's combo videos.
  23. 1: 2147B. 2: Faster start-up (usually offset by jumping frames though), longer active time, better recovery, hits crouchers a lot better, leads to good combos on hit. You can't do Throw -> aerial Gauntlet Hades like you would regular Gauntlet Hades because Ragna's throws are special cancelable, not jump cancelable. 3: Aside from using aerial Gauntlet Hades as an opening move, almost any situation you'll want to do Gauntlet Hades in, you either can't do aerial Gauntlet Hades anyway because the previous move isn't jump cancelable, or there's no real point to doing it.
  24. You're probably better off doing the usual dash 6D, j.D, dash 5B, 3C, 22C after the RC, which works on everyone anyway. If you're desperate for a Tager-only combo though, 5B, 5C, j.C, j.D, 214B -> delay 214D, 5B, 6A (HJC), air combo works a treat.
  25. Okay, just did some testing against a crouching Noel. 5C, 2D, 5C, 5D (DC), 6A into whatever works as normal. 5C, 2D, 5C, 5D (1 hit), 214A, 22C works, but you can't really follow-up the 22C like you normally can. 5C, 2D, 5C, 214A, 5A, 5B, 6A (HJC), air combo doesn't work, nor does 5A, 5B, 5D, 214A -> 214D, untechable time gets too short after the 5B. Without the 5C, everything works as it should. The combo list has been edited where appropriate, sorry for any confusion.
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