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Final Ultima

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  1. The combo list mentions following up 3C, Blood Kain, 5C with 5D (presumably leading into the D Loop in the corner), but mid-screen I reckon you could probably replace 5D with Hell's Fang, 5A, 5B, 5D, Hell's Fang, Tsuika like you can after a 2D, or just j.C, j.D into j.D loops or something.
  2. Yup, you can combo it in after a 5D up close (I can't recall if you cancel the first or second hit, probably the first) or after a 5D dash cancel in the corner. It's probably better to catch with it bare if you can manage it though.
  3. On top of that, the hitbox for any D move during Blood Kain becomes massive. And with such incredible untechable time, Blood Kain Ragna can do loops of (j.D, JC, (delay) j.C, j.D, land) x N for at least three loops, possibly more. Not only is it an alternative to the D Loop, so you've got something to do against Tager, but it also reminds me of Sol's old GGXX Dust Loop.
  4. I imagine Blood Kain's start-up is probably too slow to use mid-combo after anything that isn't special cancelable.
  5. I've either seen that same video or it's been done on more than one occasion. Either way, the wiki combo list has that very combo and makes no mention of if it's character specific or not. It looks like something that'd work on a fair few characters at least, if not all of them. It's just all about the timing for that Keri Age, much like those beefy throw combos.
  6. Well, whenever the Japanese wiki updates Ragna's combos, I'll add it to the combo list on the Dustloop wiki entry.
  7. After watching one of kaqn's matches with Ragna, I noticed that during Blood Kain, Tsuika wall bounces on hit. Geez, Blood Kain is scary even at mid-screen. Matches need more Blood Kain, safety be damned.
  8. I'm guessing that it works on opponents on the ground regardless of if it's off a knock down or just pre-bounce. I mean, look how low Bang was after the second hit of that 5D. He was on the ground, he just didn't get the chance to bounce. I doubt we'll see much of it in future though given that the pushback on 5D probably only makes that combo possible in the corner.
  9. Well regarding the proration, I held off on adding it while there was a question mark next to the figure, but after said question mark was removed, I figured I'd put it down for now given that there's not much else worth saying about 5A/2A/j.A that isn't already obvious. As for the combo notation, I compromised. I changed the attack names to numbers, but with the spacing intact so it's not just a long string. How's that?
  10. Well, the reason I didn't add which moves had health drain was because in the Drive section I put a general entry for Soul Eater with "any direction/command + D", but your comments are fair. The combo section was literally just a copy/paste of my ongoing translation from the Japanese wiki entry for Ragna. I don't intend to just copy everything they say, I'm just using it purely as a basis to get the ball rolling, that's all. As for the notation, I'll shorten it up. I liked having the attack names in though, they were all already listed immediately above the combos anyway, and long strings of numbers and letters give me a headache.
  11. As far as I'm aware, D Inferno Divider tends to work in pretty much every combo situation unless you want to do a grounded Inferno Divider into Yoko Fukitobashi and combo from it. The j.D in most air combos seems to position you quite nicely for a D Inferno Divider. Also, I'm probably going to start work on the Ragna the Bloodedge entry on Dustloop Wiki soon, provided no one minds that it's being written by someone who hasn't played the game yet. XD Edit: http://dustloop.wikia.com/wiki/Ragna_the_Bloodedge
  12. Yeah, now that you mention it, the order given in the wiki certainly seems wrong. Carl definitely takes damage just as bad as Ragna, if not a little worse.
  13. From what I've seen, it seems to. I've just always assumed that the amount of health Ragna gets back is proportional to the damage of the move itself (with the exception of Yami ni Kuwarero, which is 1:1), like how Slayer's bite heals 25% of the damage it does in Guilty Gear. Boss Ragna seems to emphasise this in a hilariously Gold Slayer-ish fashion. 22C.
  14. So, as I brought up in the System Mechanics thread, Ragna has less health than most characters. The wiki puts his health at 9000 (compared to Tager's 12000), but this has been proven erroneous. Of course, he has Soul Eater, so provided Ragna gets some momentum throughout the match, it's not as huge a setback as it could be. On that note, the combo list includes some damage figures now (see above), as well as giving the base damage for Carnage Scissor and Yami ni Kuwarero. A bare Carnage Scissor deals 2934 damage. A bare Yami ni Kuwarero deals 5520 damage and heals Ragna by the same amount.
  15. Ah, I've been curious about its potential use in combos ever since I saw it written in the wiki. How's the damage? Does the health drain scale horribly?
  16. That Blood Kain combo was amazing. All I need now is to see someone stick a Yami ni Kuwarero on the end and I can die happy.
  17. Oh well, at least you're in the same country as one. XD *Goes off somewhere to cry* On another note, thanks to a recent post in the Video Discussion Thread, we now know that the following combo is possible mid-screen:- 6B, 5C, 6C, Gauntlet Hades, Keri Age, 5B, 6A, JC, j.C, j.D, JC, j.D, D Inferno Divider, Upper, Kakato Otoshi That's a nice combo considering it works anywhere at long as the opponent is crouching (and if they got hit by a 6B, they damn well better be crouching).
  18. Combo list update. The wiki now includes a line of explanation for each combo (sans the Blood Kain ones), but I'm not nearly good enough with the language to translate it all. Ground combos 2A, 5B, 5C, any special -> followup 5B, 5C, 5D, (delay) Hell's Fang, Tsuika 2A, 5B, 5C, 2C, Hell's Fang, Tsuika 6B, 5C, 2C, Hell's Fang, Tsuika 5B, 3C, 22C, 5B, 5C, Hell's Fang, Tsuika With 50% Heat Gauge ..., Hell's Fang RC, dash slightly, 6D, j.D, land, 5B, 3C, 22C, 5B, 5C, Hell's Fang, Tsuika ..., 5B, 5C, Carnage Scissor, dash 5B, D Inferno Divider -> followups Launch into air combo (near corner) ..., 5C or 2C, 5D, DC, 6A, JC or HJC, air combo (crouching opponent only) ..., 5C, 6C, DC, air combo (crouching opponent only) ..., 5C, 2D, 2B, 5C, JC, air combo (crouching opponent only) 6B, 5C, 6C, Gauntlet Hades, Keri Age, 5B, 6A, JC, air combo - Damage: 4600~ (near corner) Inferno Divider, Upper, Yoko Fukitobashi, 5B, 6A, JC, air combo 6A, 5D, DC, 6A, HJC, air combo 2A (repeat), 5B, 6A, JC, air combo CH Gauntlet Hades, 6A, air combo CH Hell's Fang, 5B, Inferno Divider, (delay) Upper, (delay) Yoko Fukitobashi, land, 6A, air combo With 50% Heat Gauge ..., 5C, Hell's Fang RC, 6C, DC, air combo 2A (repeat), 5B, 5C, Hell's Fang RC, 5B, 6A, JC, air combo (corner) 2B, 5C, 3C, Dead Spike RC, air combo Air combos j.B, j.C, JC, j.C, j.D, D Inferno Divider -> followups j.C, j.D, JC, j.C, j.D, D Inferno Divider -> followups Throw combos Throw, Gauntlet Hades, (delay) Keri Age, 5B, Inferno Divider -> followups Throw, Carnage Scissor - Only works on heavyweight characters (corner) Throw, D Inferno Divider, Upper, Kakato Otoshi Back throw, dash 6A, forward HJ, j.C, j.D, JC, j.C, j.D, D Inferno Divider -> followups - Damage: 3000~ Back throw, Gauntlet Hades, (delay) Keri Age, 5B, 6A, air combo - Character specific? - Damage: 3500~ Air throw, Gauntlet Hades, Keri Age Combos including Blood Kain * Normal chain~ ..., 3C, Blood Kain, 5C, 5D etc (corner) ..., 3C, Blood Kain, 5C, (5D, DC) x 3, Inferno Divider -> followups (crouching opponent only) 6B, 5C, 6C, Blood Kain, JC, j.D, (delay) j.D, land, (5D, DC) x 2, 6D, j.D, JC, j.D, Inferno Divider -> followups - Damage: 5700~ * Throw~ (corner) Throw, Blood Kain, (5D, DC) x 2, 5D (1 hit), D Inferno Divider -> followups Back throw, Blood Kain, j.D, JC, (delay) j.D, land, j.D, JC, j.B, D Inferno Divider -> followups Combos during Blood Kain (5D, DC) x N, Carnage Scissor - known as "D Loop" (tentative) (near corner) 5B, 6A, JC, (j.C, j.D, JC, (delay) j.D, land) x 2, (5D, DC) x 2, Gauntlet Hades or Yami ni Kuwarero
  19. Well, you can double jump after a High Jump without Jump Install (see kaqn's Gamechariot vids, which I'm glad I saw because that combo on the wiki was confusing me for so long), so BlazBlue definitely doesn't have the same jump rules as Guilty Gear.
  20. That'll probably be the setup in the combo list that Titanium Beast brought up earlier. Combo into 3C, Blood Kain, 5C, 5D. Commence murder.
  21. I believe it's his 6D, given that it has the Soul Eater effect and the combo root table on the wiki connects 6D to j.D.
  22. Throw in the corner definitely seems to be the most profitable setup so far, but 5B, 5C, 5D in corner seems to work pretty well too. According to the combo list, it would seem there are mid-screen setups as well, but I imagine there isn't enough D goodness to compensate for the health loss. Also, I think the health regain is proportional to the damage of the move itself, so scaling would be a logical outcome. I've only ever seen it used after an overhead, so I'm guessing so. There's always "combo into 5D, dash cancel, 6A" as an alternative to just doing 6A, but I assume that variation doesn't work on everyone.
  23. Good stuff. Definitely clocking those tactics. Honestly, I don't know why Blood Kain combos don't see more use. It's not like you're really losing all that much health if you connect with the full combo anyway, what with all the j.Ds and 5Ds. Hell, if you're sitting on 100% Heat Gauge, you can get more health than you started with. Biggest problem I see with it is that I imagine a lot of players (particularly the defense deprived ones) would probably save their Barrier Burst for just such an occasion.
  24. It's still early days yet, but to me it seems like he'll always be quite a competent character choice, but not absurd. Good rushdown, intuitive combos and a standing overhead you can gatling from are all good enough for me. Don't forget that he's got a desperation attack in the form of Yami ni Kuwarero too. Anyway, combo list edited. Also, it seems the wiki now has a combo root table. http://www40.atwiki.jp/blazblue/?plugin=ref&serial=8
  25. Ah yeah, I had forgotten that it could also mean "ahead", and given that it's not a corner combo, I guess forward HJ makes sense. Having a JC after that still confuses me a little though, it's not like it's a Jump Install or anything. Ooh, mid-screen? Here's hoping. I'll check it out. Edit: I'm loving some of those combos of his. CH Hell's Fang has ridiculously good untechable time to go with it's absurd hitstun, I see. He managed to get that back throw combo off once as well, but the rest of the time it didn't quite work out for him. Guess he just wasn't delaying the Keri Age enough?
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