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Final Ultima

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  1. Afraid so. They can hit you between the Hell's Fang and 2P.
  2. All I can really say is do 214B as early as possible and 214D as late as possible. Also, if you want to get 6A to connect after 5B, you'll want to wait slightly for the opponent to drop further (as counter-intuitive as it may sound, 6A has a much better lower hitbox than it looks). Hitting the opponent too high with the 5B will make the 6A whiff.
  3. I don't think it starts up any faster, but the Blood Kain version does have more invulnerability, if that solves anything. I'm pretty sure Carnage Scissor is flat out faster anyway, irregardless of the distance it needs to cover.
  4. For the mid-screen double 22C combo, you need to do 5B, 623D or dash 5A, 5B, 623C, just 5B, 623C on its own will always whiff because it doesn't have as large a hitbox. As for mid-air 5B, 6A (HJC) combos, they won't work against Rachel and Carl, and against some characters (although only Taokaka comes to mind), you'll want to dash before 5B. It's great damage when you start getting it right though.
  5. You're right, my mistake. I just tested to see why I wasn't getting it before, and it's down to the fact that if you do a Blood Kain 5D too quickly after a 3C, they never actually touch the ground from the 3C in the first place, so you can't 22C. Letting the 3C knockdown by either doing a regular 5D into Blood Kain or merely delaying the Blood Kain 5D makes it possible. The followups to 22C at the end appear to be erroneous (5C just doesn't want to combo), by everything prior to that definitely works. Anyway, thanks for catching that. Never did know which of those Japanese wiki combos were erroneous. Edit: I'll add in some more of the above combos later, including the ones I missed earlier.
  6. For 5D, 22C, as long as you did a 3C or 2D previously during the same combo, 5D cancels into 22C just like any other special cancel. Note that this won't work during Blood Kain because 5D just bounces the opponent up. As for 214B -> delay 214D, as long as you do 214B as fast as possible, just do 214D as late as you can without touching the ground. 214B has more untechable time than it seems. Edit: Adding those Blood Kain combos to the list. Thanks guys.
  7. As long as you're doing the first 236C as quickly as possible and the second 236C as late as possible, it shouldn't be an issue. Your timing has to be spot on against some characters though. Tager is surprisingly picky in regards to the timing, sometimes Noel too. Ah, and in case you're still having trouble, I should probably mention that the above variation won't work on Jin, Rachel, Taokaka or Carl.
  8. Hmm... I think I took that particular combo from a Japanese wiki or BBS or something, but yeah, it looks like it doesn't work properly (at least not as standard). Oh well, finishing it with just the 22C on it's own is perfectly fine. It sets you up nicely for a reset. Edit: It seems that was an error on my part. I checked the wiki in question, and the combo stops at 5C, so I imagine I just assumed it would end with Hell's Fang -> Tsuika.
  9. Dash after the Hell's Fang RC. Trying to put dash momentum into the 5B will help too, but it's not always necessary.
  10. That would be correct. It's consistent with the way start-up frames have pretty much always been represented regarding Supers, Overdrives, Distortion Drives etc. As for the invulnerability, I don't know about the actual Players Guide, but the note on the frame data on Zetaboards says that it's invulnerable throughout activation.
  11. I don't think it can be done on reaction, you need to anticipate it. The start-up on Genesic Emerald Tager Buster is 5+0, which means that all the start-up frames are prior to the super flash. Basically, if you haven't already put in the command for Blood Kain when the super flash goes off, he's got you. Those five frames beforehand aren't exactly the best of tells for that.
  12. Yeah, that'll happen. Carl and Rachel are rather... uncooperative when it comes to pretty much all of Ragna's biggest combos. It's best to keep it simple against them.
  13. That depends. If you don't launch the opponent beforehand, there's not really a whole lot you can do. You need to Rapid Cancel to follow it up, really. If you do launch the opponent beforehand, however, in several instances if you just delay the Keri Age, you'll be able follow it up, generally with one of the following combos. 5B, 623D -> 236C -> 214C 5C, hj.B, j.C (JC), j.C, j.D, 623D -> 236C -> 214C 5B, 6A, hj.C, j.D (JC), j.D, 623D -> 236C -> 214C Which one you'll be able to do is sort of situation specific, but it mostly depends on how long the combo is and how high the opponent was when you hit with the Keri Age. Starting from a back throw is ideal, but 6C on a crouching opponent or 6A on Counter Hit should do the job nicely on a majority of the cast.
  14. The frame data notes seem to miss out a lot of details, to be honest. It's got a lot more block stun than a regular Level 4. But regarding the active frame thing, if it wasn't the case, you wouldn't be able to do 2D into 5C, 214A, 5A, 5B, (6A), 5D, 214A -> 214D or 22C and combos of that ilk because with the active frames tacked on, the opponent would be able to tech out (at close range, probably before Ragna even recovered from the 214A, let alone started throwing out the 5A).
  15. That's what I was trying to say, Hell's Fang does the same. When I said the active frames cease, I didn't mean that they cease becoming active, I meant that they cease... being there at all.
  16. It doesn't work that way. Once Hell's Fang connects, all active frames cease, just like Order-Sol's Rock It.
  17. A lot of players don't Perfect Guard it as much as they ought to, and the 4 frames they get on regular block isn't enough for most characters to punish reliably.
  18. It's not quite enough. An RC'd Hell's Fang would give you like +29 on block, but a Gold Burst in regular condition takes 32 frames.
  19. Well honestly, it's not as if this forum is the least active. This thread in particular has had a decent amount of discussion in it. I could see people being turned off by the Sol comparisons, even if the similarities are mostly cosmetic (because seriously, if Sol had Ragna's range and some decent overheads, I'd be winning a lot more).
  20. 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 General Discussion for the time being. Notes put alongside the combos however, are welcomed. The less confusion generated, the better. Edit: New rule:- Please refrain from adding combos that include purple throws (a possible exception may be made if it's officially the most hilarious gimmick combo ever, but only then). If it can be teched out of without using Barrier Burst, it doesn't really count. Ragna Calamity Trigger Combos Notation CH = Counter Hit JC = Jump Cancel JCC = Jump Cancel Cancel HJC = High Jump Cancel DC = Dash Cancel RC = Rapid Cancel Ground combos 5A/2A, 5B/2B, 5C, any special -> followup 5B, 5C, 5D, delay 214A -> 214D 5A/2A, 5B/2B, 5C, 2C, 214A -> 214D 6B, 5C, 2C, 214A -> 214D 5B, 3C, 22C, 5B, 5C, 214A -> 214D 623C -> 236C -> 236C, 5B, 623D -> 236C -> 214C 5B, 6A, 5C, 5D (1 hit), 214B -> delay 214D, 5B, 623D -> 236C -> 214C (near corner) 5B, 2B, 3C, 5D (DC), 6A, 5D, 22C (crouching opponent only) ..., 5C, 6C (1 hit), 214A -> 214D (corner, crouching opponent only) ..., 5C, 6C (DC), 6A, 5D, 214A -> 214D (corner, crouching opponent only) ..., 5C, 2D, 5C, 5D (DC), 6A, 5D, 22C (mid-screen) 5B, 2B, 3C, 5D (1 hit), 623C -> immediate 236C -> delay 236C, 22C (mid-screen) 5B, 2B, 3C, 22C, 5B, 623D -> immediate 236C -> delay 236C, 22C (mid-screen) 5B, 2B, 3C, 22C, dash 5A, 5B, 623C -> immediate 236C -> delay 236C, 22C 2D, 5C, 214A, 5A, 5B, 5D, 214A -> 214D 2D, 5C, 5D (1 hit), 214A, 22C, 5B, 5C, 214A -> 214D CH 2D, 5C, 5D (1 hit), 214B -> delay 214D, 5B, 623D -> 236C -> 214C (corner) CH 2D, dash 5C, 5D (DC), 6A, 5D, 214A -> 214D With 50% Heat Gauge ..., 214A (RC), dash 6D, delay j.D, dash 5B, 3C, 22C ..., 5B, 5C, 632146D, dash 5B, 623D -> 236C -> 214C ..., 3C, 22C (RC), dash 3C, 5D, 22C ..., 3C, 22C (RC), dash 6A, 6B, 22C Launch into air combo 2A (repeat), 5B, 6A (JC/HJC), air combo 6A, 5D (DC), 6A (HJC), air combo (near corner) ..., 5C/2C, 5D (DC), 6A (HJC), air combo (crouching opponent only) ..., 5C, 6C (DC), air combo (crouching opponent only) ..., 5C, 2D, 5C (JC), air combo (crouching opponent only) ..., 5C, 6C, 214B -> delay 214D, 5B, 6A (HJC), air combo - Damage: 4600~ (near corner) 623C -> 236C -> 236C, 5B, 6A (HJC), air combo CH 214B, 5B, 6A (HJC), air combo CH 214B, dash 5B, 6A, 214B -> delay 214D, 5B, 6A (HJC), air combo CH 214D, 5B, 623C -> delay 236C -> delay 236C, 6A (HJC), air combo CH 6A, 5B, 6A, 214B -> delay 214D, 5B, 6A (HJC), air combo 2D, 5C, 214A, 5A, 5B, 6A (HJC), air combo (anti-air) CH 623C (1 hit), 5C, 214A, 5A, 5B, 6A (HJC), air combo CH 2D, dash 5C, 5D (1 hit), 214B -> delay 214D, 5C (JC), air combo With 50% Heat Gauge ..., 5C, 214A (RC), 6C (DC), air combo 2A (repeat), 5B, 5C, 214A (RC), 5B, 6A (JC), air combo (corner) 2B, 5C, 3C, 214D (RC), air combo 623C/623D (1 hit) (RC), 5B, 6A, 214B -> delay 214D, 5B, 6A (HJC), air combo 214B -> 214D (RC), 214B -> delay 214D, dash 5B, 6A (HJC), air combo Air combos j.C, j.D (JC), j.D, 623D -> 236C -> 214C j.C, j.D (JC), j.C, 623D -> 236C -> 214C j.B, j.C (JC), j.C, j.D, 623C/D -> 236C -> 214C j.C, j.D (JC), j.C, j.D, 623C/D -> 236C -> 214C Note: j.C, j.D (JC), j.C, j.D is ideal off most setups (JC off a grounded launch, HJC off a mid-air launch), but you'll often need to do j.C, j.D (JC), j.C/j.D instead (j.C for less proration, j.D if the opponent is too high for j.C). After a mid-air 5C launch, you need to use j.B, j.C (JC), j.C, j.D instead. Throw combos 5B+C, 214B -> delay 214D, 5B, 623D -> 236C -> 214C - Damage: 3200~ 5B+C, 214B -> delay 214D, 5C (JC), air combo 5B+C, 632146D (corner) 5B+C, 623D -> 236C -> 214C 4B+C, dash 6A (JC/HJC), air combo - Damage: 3100~ 4B+C, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo - Damage: 3500~ j.B+C, 214B -> 214D j.B+C, air dash j.C, j.D, 623D -> 236C -> 214C (corner) j.B+C, 623D -> 236C -> 214C Aerial Gauntlet Hades combos j.214B -> delay 214D, dash 5B, 5D (1 hit), 214B -> delay 214D, dash 5B, 623D -> 236C -> 214C - Damage: 4200~ Combos including Blood Kain Normal chain~ ..., 3C, 214214D, 5C, 5D etc (corner) ..., 3C, 214214D, 5C, [5D (DC)] x3, 623D -> 236C -> 214C (near corner, crouching opponent only) 6B, 5C, 6C, 214214D, hj.D, j.D, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5700~ (corner) ..., 5D, 214214D, 5D etc (corner) ..., 3C, 5D, 214214D, 6A, 5D, 22C (corner) ..., 3C, 214214D, 5C (HJC), j.D, j.D, (JC), j.D, 5D (DC), 5D, 22C (corner) ..., 3C, 214214D, 2B, 5C, 5D (1 hit), 214B -> 214D, 5D (DC), 5D, 22C Throw~ (corner) 5B+C, 214214D, 5D (DC) x2, 5D (1 hit), 623D -> 236C -> 214C 4B+C, 214214D, j.D (JC), delay j.D, land, j.D (JC), j.B, 623D -> 236C -> 214C 4B+C, 214214D, hj.D, j.D, land, j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C With 100% Heat Gauge 4B+C, 214214D, hj.D, j.D, 214214D - Damage: 5300~ Aerial Gauntlet Hades~ (near corner) j.214B -> delay 214D, dash 5B, 5D (1 hit), 214214D, 5D (DC), 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5200~ With 100% Heat Gauge 2147B -> delay 214D, dash 5B, 5D (1 hit), 214214D, 5B, 5D (1 hit), 214B -> delay 214D, 5D (DC), 5D, 214214D - Damage: 6260 Combos during Blood Kain 5B, 5C, 5D (DC), 214A -> 214D 5B, 5C, 5D (1 hit), 214A -> 214D, 5B, 5D, 214B -> 214D 5B, 5C, 5D (1 hit), 214A -> 214D, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D, 236C, 214C (corner) [5D (DC)] xN, 632146D (corner) [5D (DC)] xN, 6D, j.D (JC), j.D, 623D -> 236C -> 214C [6D, j.D (JC), delay j.D, land] x2, hj.C, j.D (JC), j.C, j.D, 623D, 236C, 214C (corner, anti-air) 5D (DC), 6D, j.D (JC), delay j.D, land, 6D (JC), delay j.C, j.D, land, j.C, j.D (JC), j.D, 623D, 236C, 214C 5B, 6A, 6D, j.D, land, [214B -> delay 214D, dash 5D (1 hit)] x2, 214B -> delay 214D, dash 5D (DC), 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5400~ With 100% Heat Gauge (near corner) 5B, 6A (JC), [j.C, j.D (JC), delay j.D, land] x2, [5D (DC)] x2, 214214D 2D, 5B, 5D (1 hit), 214B -> delay 214D, dash 5D (1 hit), 214B -> delay 214D, dash 5D (DC), 5D, 214214D - Damage: 5800~
  21. After Blood Kain, he does a hj.D (JC), delayed j.D, land, 5D, dash cancel, 6D, j.D (JC), j.D, Inferno Divider (623D) -> Upper (236C) -> Kakato Otoshi (214C). You can combo into 2D on a crouching opponent, so 6B, 5C, 2D ought to work provided that you hit them because they were blocking the wrong way as opposed to just not blocking at all. As for using 2B, 5C as a relaunch, 5C on it's own works just fine off a 2D. 2B, 5C is really only necessary if you knocked them down with a 3C, but if you're up close you should just go for 22C instead.
  22. He doesn't really feel all that much like Sol to me, special move similarities aside. For dealing with Litchi's range, unless you're absolutely sure she's going to bust out that move, I reckon it'd be far safer to just dash brake until you close some distance or find an opening. Last thing you want to be doing is whiffing an Inferno Divider in front of her face. His j.C is pretty good to use because it's got a nice hitbox on it (that's pretty much a universal tip though). And yeah, when you're dealing with resets, 5A and 2A tend to work far better than 5B. If 5B had as much speed as it does range, it'd be a monster. Perfect Guard is really good, but I wouldn't try to reversal Inferno Divider every time unless they really start getting in your face, because too far away and you won't really be able to capitalize from it unless you RC it. Mind you, if they're doing moves with slow recovery anyway, you could probably get away with murder. Note: The above advice is from someone who's only played the game himself on two occasions, so take it with a pinch of salt.
  23. Oh yeah, duh, it slipped my mind that 22C can only be initiated (as opposed to only working) after a knockdown.
  24. Huh, I would've thought that the 22C would come out regardless. That's good to know though. I don't know how many reps you can keep it going for. Generally as soon as you get to the corner, it's better to just do 5D dash cancels instead. It's easier than the Dust Loop though. Sol's #Reload j.D was untechable for 30 frames, whereas Ragna's Blood Kain j.D is untechable for 36 frames.
  25. After a long bout against laziness, the Ragna the Bloodedge article on Dustloop Wiki has been updated. Filled in some blanks regarding damage figures (huzzah for the Players Guide) and included some new combos, mostly the ones jiyuna mentioned. Also spent about an hour tweaking some relatively insignificant details in a rather obsessive manner.
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