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Final Ultima

[CS2] Ragna Combos Thread

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Can you elaborate? Your question is kinda vague.

It appears as if the recovery of 5d is cancelled into the 22c, but every time I input 22c after 5d, it doesn't come out.

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It appears as if the recovery of 5d is cancelled into the 22c, but every time I input 22c after 5d, it doesn't come out.

If you did 3C or 2D somewhere previously in the combo, you're able to cancel into 22C.

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If you did 3C or 2D somewhere previously in the combo, you're able to cancel into 22C.

I'll try it later, thanks.

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Does anyone have any suggestions on how to time Ragna's Cross-under 3C after a corner inferno divider->uppercut->straight punch? I figured that I either need to delay the initial inferno divider so that the enemy has less air-time and I have seen people wait to do the dash immedietly after the opponent wall-bounces but I can't tell if I am doing it too late, too soon or if the proration is too high, I there any reference frame you guys use or some trick because I really like this combo ender but I can rarely do it well.

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It's something you really just have to practice to get down, took me forever when I first learned it. Do the ID and follow-ups as fast as you can, and immediately perform a dash input and then 3C.

Keep in mind, heavily prorated combos will prevent this from working, as they will shorten the untech time on the Straight Punch. For ease, do the C version of ID at the end of combos.

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It's something you really just have to practice to get down, took me forever when I first learned it. Do the ID and follow-ups as fast as you can, and immediately perform a dash input and then 3C.

Keep in mind, heavily prorated combos will prevent this from working, as they will shorten the untech time on the Straight Punch. For ease, do the C version of ID at the end of combos.

Thank you, and I do try the C-version because is prorates less. I am getting the hang of it but I want to see if I am missing anything obvious for consistency. I have found that doing the uppercut after an ID tends to make the enemy wall bounce closer to the floor giving them less untech time. Is there any character this does not work on? Also can anyone tell me how this technique might be done in Extended yet?

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What are you exactly talking about?

Inferno Divider -> Uppercut -> Straight Punch -> Dash Under 3C is universal on most combos.

Try this:

6A 623D 236C 236C

You'll notice that doing the followups quickly, the dummy will Emergency Tech (ground tech) and thus, allowing 3C.

Practice that.

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What the or most practical IAD cross up ID combo you guys have? I've finally been practicing that particular cross up

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DID starter: hjc > j.C > j.D > BE > 5C > 5D(1) > DS > 5C > 5D > 623D > 236C > 236C > cu3C > 22C.

Needs to be relatively close to the corner and the hjc j.C can be a little awkward to time, but this is what I find myself mostly going for. Might not be the most damaging option though.

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I usualy do crossup DID > RC > j.C > jc > J.C > BE > 5C > 5D(1) > DS > 2C > 5C > 5D > 623D > 236C > 236C cuC > 22C 4.9k

or after the deathspike 5D dash cancel 3C 22C 5a link etc for 5.3k

the problem with this combo is that you have to be with your ass sticked to the corner LOL

I found that also DID RC 5D(1) DS works on hazama, I have tested only on him jin and ragna and it works only on hazama so I dont know about others

anyway the combo then goes DID RC 5D(1) DS dalay 5C HJC j.C j.D jc j.C j.D BE 5C 5D(2) 623D 236 236 CU3C 22C 5.1k

for your combo you can try 2C 5C 5D after the DS,I cant test it because I cant do the HJC part lol

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Anyway I tend to use CID because its faster and invincible and the combos after are easier

if Im near the corner I usualy do CID rc 5D(1) > DS > 5C > HJC > j.C > j.D > BE > 5C > 5D > 623D > 236C > 236C > CU3C > 22C

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I often find myself in neutral game where the opponent's life is just a combo away from death and I still have a free Burst. So I've been thinking and trying a lot to make use of combos that begin with Gold Burst.

May anyone share what might be the optimum combo started with GB? (because I haven't seen it in page 1)

Btw, usually after a successful GB I do 5D (2) > dc 5C > jc j.C > j.D > jc j.C > Belial or j.D > IDD. I rarely use 5D (1) > 214D from GB because sometimes I miss the timing.

Thanks in advance!

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officially impossible to do mid screen BE > 66 > 214A with no assistance from the corner. :( hurts his midscreen oki a little *shrugs* also, his new bks are boring and suck. it's like they removed all skill barriers and said fuck the bullshit shit, this mother fucker was suppose to be SIMPLE! :B

and can they update the new frame data! >:I

meter nerf, bk nerf max damage nerf but average damage up.. i don't know how i feel about this. 6D j.Dfaint 5B after BE is fun to do though :U

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6D j.Dfaint 5B after BE is fun to do though :U

In which combos are you using this?

anyway wrong post lol!

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Hi guys,

I have several questions could someone help me out on these:

1.)Is this "623D(1) -> 236C -> 236C, CU 3C" ender better than this ender "623D -> 236C -> 214D"?

2.)I'm having trouble hitting CU 3C consistently after 236C, is there a special timing for this or do I need to input it faster?

3.) What's the difference between 623D(1) to 623D and 623C?

4.)FC 2C, 6D, j.D, dash (5B) 5C, 6C, dc (dash 5D(1)) 214D, dash 5C, hjc j.C, j.D, jc j.C, 623D -> 236C -> 214D, how do you this one? I can only connect the j.D dash 5B about 1 out of 10

So far I'm only doing the 236->214D as my primary ender as oppose to the recommended CU 3C on the first page.

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1-Yes, it's much better because it allows you to do Hell's Fang for Massive Heat gain and good oki, or 22C for the extra damage.

2-Special timing? I don't think so, but I input dash right after they bounce off the wall. As soon Ragna switches sides I input the 3C. It's a matter of practice imo.

3-

(nth hit) = Only let the nth hit of the attack connect.

Inferno Divider has 2 hits. 623C(1), means to hit only once with any of the hits (The correct notation should be 623C(2), but no one uses it).

And if you're wondering, 623D deals more damage.

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1-Yes, it's much better because it allows you to do Hell's Fang for Massive Heat gain and good oki, or 22C for the extra damage.

2-Special timing? I don't think so, but I input dash right after they bounce off the wall. As soon Ragna switches sides I input the 3C. It's a matter of practice imo.

3-

Inferno Divider has 2 hits. 623C(1), means to hit only once with any of the hits (The correct notation should be 623C(2), but no one uses it).

And if you're wondering, 623D deals more damage.

Thanks kind sir I can now do pretty consistently when doing only this "623C->236C->236C, CU 3C" but still can't when doing a long combo such as this "5B, 3C, 22C RC, 6C, dc (dash) 6D, jc j.C, j.214C, 5D(1), 214D, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C".

But how do you this "FC 2C, 6D, j.D, dash (5B) 5C, 6C, dc (dash 5D(1)) 214D, dash 5C, hjc j.C, j.D, jc j.C, 623D -> 236C -> 214D"? I was cruising through the first page and then I hit this I'm having trouble hitting the 5B after j.D dash.

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