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Tong

[CSE] Ragna Combo Thread/Discussion

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Man you guys are nerds with all your silly maths. I think what's important here isn't if you can land 6B after BE but if you can still end the combo with a 3C~ ender after DP.

Not sure if you guys want to add this or not, but I tested to see which characters 6A HF Tsuika 22C works on. The only ones that it works on, sadly, are Valkenhyne and Arakune.

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Spirit, it serves as a "benchmark". If a combo allows Belial > 6B, unless you mess up royally after that, 3C~ after DP will obviously be possible since its proration requirements are not that strict.

Now the biggest question, does Tsuika > ID work on everyone? Ignore adaptation requirements.

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haha yutta combos, anyways i should have my vita on monday so i guess ill dish out 5k yen for this derp update and mash out some combos

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k lets see....

ch 5c>6c>dc>6b>5d(2)>dc>5c>5d(1)>214d>5c>j.c>j.214c>6b>stuff works

ch 5c>6c>dc>6b>6d>j.d>5d(2)>dc>5c>5d(1)>214d works but timing is retarded and no follow up possible

ch 5c>6c>dc>6b>5c>5d(2)>dc>5c>j.c>dj.c>j.214c>6B>214d>stuff works

5b>5c>6c>dc>6b>5d(2)>dc>5c>j.c>j.214c>6b>214d>stuff works

couldnt really do much of the hf relaunch ender stuff since its a bitch to do on vita dpad......

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hmm messed around with new stuff for fc 2c

fc 2c>5c>6c>dc>6d>jc>j.214c>5c>5d(1)>214d>6b>5c>22c>5a>5c>6c>214a>214d>5b>5d(2)>214a>did(2) punch>5d(2)>22c = 6.7k 86 meter

proly possible to break 7k

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I came up with a pretty similar damaging combo when I first dabbled with Fatal Counter stuff (FC 2C, 5C, 6C (DC), 5C, 5D (1), 214D, 6B, 5C, 22C, (dash) 5A, 5C, 6C (DC), 6D (JC), j.C, j.214C, 6B, 5C, 5D, 214A -> 214D, 623D -> 236C -> 236C -> 5D, 22C), but it looks like yours has slightly better Heat Gain anyway.

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highest i could get:

fc 2c>5c>6c>whiff 214a>214d>5b>5c>5d(1)>214d>6b>5c>22c>5a>5c>6c>dc>6d>j.c>j.214c>6b>2c>5d(2)>214a>214d>623d(2) punch>5d(2)>22c>5a = 6850 dmg 96 meter

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tager, for it to work on others you have to be at specific distance from corner so you can get that lvl 3 RI thing to hit easier and you have to omit 5c after 6b

Edited by xlolxlolx

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Not sure if you guys want to add this or not, but I tested to see which characters 6A HF Tsuika 22C works on. The only ones that it works on, sadly, are Valkenhyne and Arakune.

Leonil made it work on Hakumen iirc.

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Plat Valk Haku Kune there's other characters it might work on but that with 10 minutes on each one and me having work in a hour. :I

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These combos probably wont be used commonly cause of spacing, but they seem helpful if you're getting close to the corner. The back throw one just looks cool to me and actually does nice damage, but requires a RC so only use it for a fancy finish or for extra damage. The forward throw I think will get more love since this one is useful. Mainly its not only meterless but you get more damage and heat than using a GH combo.

Note: The back throw combo starts about a Ragna backdash away from opponents starting position and then you jump behind them and throw, while forward throw is about 2 Ragna backdashes from starting position.

Back Throw Combo: 4+BC~HF(Whiff)~Tsuika~RC~Dash 6B~5C~5D(1)~DS~5C~JC j.C~j.D~BE~5D~CID~214C~214C~Dash under 3C~22C=4195 damage and 35 heat

HF ender = 3886 damage and 41 heat.

Forward Throw Combo:5+BC~DS~Dash 5C~JC j.C~j.D~JC j.D~BE~5D~CID~214C~214C~Dash under 3C~22C= 3860 damage and 40 heat

Optimal Variation:5+BC~DS~Dash 5C~JC j.C~j.D~BE~6B~2C~5D~CID~214C~214C~Dash under 3C~22C= 3957 damage and 43 heat

HF Ender 1st combo= 3577 damage and 49 heat HF Optimal Combo= 3660 damage and 52 heat

I find myself having to be slightly closer to the corner than 2 backdashes for optimal F.throw combo. These look practical to me at least since even the back throw gives back most of the heat along with better damage. let me know what you think.

Edited by Dont_Explain

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Pretty sure the forward throw optimal combo with DS special cancel is DS>6B>5C>j.C>BE>6B>2C>5D>ender. Should be optimal with back throw though.

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Not sure if Ragna players already found DbD combos that build their own heat and if not, apparently he can still build 50 heat and end in DbD rather than Not Over Yet. I started with 5B and I'm gonna test other starters (I'm doing these as post). These will as start in the corner as all BK combos should. I say "these" now because I'm sure I can start with more than 5B.

On a croucher: 5B~5C~6C~Delayed DS~~Dash 6B~BK~5C~5D(1)~GH~6D~DID~214C~Ax Kick~Falling D~BE~5D(2)~HF~HF~3C~HF~DbD = 6763 damage

(I remember having 1 heat leftover one time so I think I missed a hit on BE, but I think we can live without that 1 heat lol)

Starting with FC 2C and doing same combo path: 7643 damage and you get that 1 heat back :)

This next one builds 46 heat, so I figured why not add it cause we shouldn't go off the basis "I only have 50 heat to start with". So assuming you start with 54 heat...

FC 2C~5C~6C~Delayed DS~Dash 6B~5C~5D(1)~BK~5B~5D(1)~DS~(Wait a short second) 2C~5C~5D(1)~GH~Spin Kick~6D~DID~Falling D~JC j.D~BE~5D(2)~DC~5D(2)~DbD= 8185 damage

Edited by Dont_Explain

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Pretty sure the forward throw optimal combo with DS special cancel is DS>6B>5C>j.C>BE>6B>2C>5D>ender. Should be optimal with back throw though.

This is if you're getting close to the corner, but not there yet. That's why I said these are really spacing specific, but seem useful to me since without GH you get way more damage.

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Heya, hoping you guys could help me out~

I can't seem to get sj.C to land after 214D > C... Any tips on that?

I tried waiting for the opponent to fall as low as they can after 214D into 5C so many times but it never seems to connect. One really simple combo I can't even do is "2D > 5C > 5D (First hit) > 214D > C > sj.C > ~

Sick of being stuck on Mission #11 and staring at this damn replay. xD

Edit --

I passed it and retried it multiple times while being successful.. I guess my problem was not hitting sj.C quick enough? I'm not for sure but hey.. it works.

Edit--

Why does this combo work on Jin but not Ragna? -- Corner "CH 632146D (hold) > 5B > 5D (first hit) > 214D etc~ When I try to do it on Ragna, the 5B wiffs and Ragna already teched.. Haven't tried with other characters yet..

Edited by Psyken

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Just a general thing I noticed for adding a CS at the end of combos for the extra damage kill. It seems like now you can do CU 3C > CS from most combos, doesn't have to be fatal combos. Does more damage than 5D(2) > CS. Correct me if I'm wrong but I remember the 2nd hit whiffing in CS2 when you did CU 3C > CS outside of fatal combos.

Also, the old unburstable throw to CS combos are back. 4B+C one is no longer character specific, yay.

5B+C (slight delay) > CS = 2633 dmg

4B+C (immediately) > CS = 2633 dmg

Edited by VR-Raiden

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new BK combo setup that i came up with that uses 100 heat, figure it might be optimal or shit

5B+C - 214D - 6B - 214214D - 22C - RC 214D - dash 5B - 623D > 236C > 214D - j.D - j.214C - 5D(1) - 214B - 214D - 5D - 214A > 214D - 3C - 214A > 214D - 214214D

i'm using CS2 to test this (i replaced 6B with 3C in CS2 to better test this) and i get around 6.6~6.7k for damage.

there are some parts that i'm experimenting with (i.e. dash 5B and falling j.D) but i'm pretty sure this gets more damage than the one i have posted or the one BB challenge 15 has. but i dunno, i don't have EX yet.

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Midscreen

CH 6D j.D(whiff) > 6B 5C 5D(DC) > 5C hjc j.C j.D jc j.C > 623D236C214D = 3811 dmg, 33 heat

Better, harder version: CH 6D j.D(whiff) 6C(DC) > (delay) 6B 5C 5D(DC) > 5C hjc j.C j.D jc j.C > 623D236C214D = 4064 dmg, 38 heat

CH 6C (DC) > 6C > (delay) 6B 5C 5D(DC) > 5C hjc j.C j.D jc j.C > 623D236C214D = 3894 dmg, 40 heat

Corner

CH 6D j.D(whiff) > 6B 5C 5D(1) 214D > 5C hjc j.C j.D jc j.C j.D j.214C > 6B 2C 5D 623C(1)236C236C > CU 3C = 4962 dmg, 53 heat

CH 6C (DC optional) > 6C(DC) > 6D jc j.214C > 6B 214D > 5C 5D 623C(2)236C214D > CU 3C= 4245 dmg, 40 heat

Edited by VR-Raiden

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you can still do 50 meter burger king throw combo

throw>214d>5c>5d(1)>214214d>5b>5d(1)>214d>6d>j.d>5d(1)>214b>214d>6d>623d kick>j.d>j.214c>5d(2)>214a>214d>214a>214d>214214d

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