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[CSE] Ragna BK Combo Thread

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BK Combo thread! Simple BK Combos that you should learn! These are pretty much all universal and very stable (with the exception of one, haha), though timing and hitboxes have to be altered vs some characters. Its rather intuitive, so dont worry about it! Multiple variants exist to avoid repeat proration, and thus let you be prepared for any situation you might come across!

What i /dont/ cover in this thread is when to use which combo. Experiment for yourself and get a good feel for how all of ragna's moves prorate! As such, i wont talk about damage (generally lower prorate = better damage, with some exceptions) because all of these are enders for combos. There are a multitude of starters and ways to go into these combos, these are just followups to a combo into 6B BK or 5D(1) BK.

All inputs are post BK activation. Keep in mind for all combos you can generally wing it to kill and stick in a claw after 5D assuming the proration isnt TOO harsh.

Low proration isnt always the answer, there are situations in which you can add in some moves before the BK and come out with higher damage using a higher proration followup.

Generally, the amount of meter required for claw ender at low proration is ~15 corner, ~20 midscreen and ~25 corner to corner. However, with omitting moves you lose out on heat so be aware. Everything is intending to be optimal in terms of meter gain, as the meter gain can be 10-15 pts higher than other combos that only do 100-200 more damage.

If you find improvements to the combos / ways to make them more stable, share!

CORNER

*[] indicate moves that you may or may not use based on specific proration

*/ shows variants depending on what height/starter.

*L/M/H signify Low/Medium/High proration. Heavily prorated > High proration, Lightly prorated > Low proration.

-------------------

Basic combo off of general BK starters (6B, 5D(1)) without having used 5D in combo.

BASIC-22C OKI *Staple combos based on proration, just tinker around and get used to what works when. 6B needs to be done really low to the ground at high proration or else the opponent will tech out. These generally work on everyone without need for adjustment, but you may want to omit 5D(1) at the end of the combo at higher proration to make sure you dont drop it. Really good heat gain.

L-5B/5C 5D(1) 214D [5C] 5D DC 5D(1)/6D 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 5D(1) 214A 214D 3C 214A 214D 6622C

M-[5B [5D(1)]]/[5C] 623D 236C 214D jD 5D(1) 214B 214D 6D TK j214C 5D 214D [5D(1)] 214A 214D 3C 214A 214D 6622C

H-[5B [5D(1)]]/[5C] 623D 236C 214D j214B j214D 6D TK j214C 5D 214D [5D(1)] 214A 214D 3C 214A 214D 6622C

BASIC- CLAW *Many claw followups are very proration sensitive and can be influenced by character hitbox. Delay moves as necessary to accommodate. The major part of the combo that insures that you will get the claw is the height of the wallpunch. The reason why this happens is because the 5D(2) bounce differs based on height, and at max height it allows 214A 214D to connect as soon as possible. On some characters you can get away with not having the 5D hit at its highest point, but some (jin for example) require that specific bounce (from the max height 5D) to ensure that both hits land as soon as possible or else they will tech out. 6B 5D(1) 623C 236C 236C will generally net the perfect height that you need. You may need to alter the followup on some characters with smaller hitboxes. But if 6B 5D(1) 623C 236C 236C will prorate too harshly and cause you not to be able to combo into claw, omit the 6B, 5D(1), or both.

L-5B/C 5D(1) 214D 5C/5D(1) 623D 236C 214D jD j214C 5D(1) 214B 214D [6B] 5D(1) 623C(1) 236C 236C 5D 214A 214D 214214D

M-[5B [5D(1)]]/[5C] 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 214D [6A]/[5D(1)] 623C 236C 236C 5D 214A 214D 214214D

H-[5B [5D(1)]]/[5C] 623D 236C 214D j214B j214D 6B 214D 6A/5D(1) 623C(1/2) 236C 236C 5D 214A 214D 214214D

-------------------

USED GROUND GH - 22C OKI *Combo for after you have used your gauntlet hades in combo, whether it be GH or 5B 6A GH or something of the like.

L-5B 5D(1) 214D [5C] 5D DC 5D(1)/6D 623D 236C 214D j214B j214D 6B 5D(1) 214A 214D 214A 214D 3C 214A 214D 6622C

H-Same as high prorate basic combo.

USED GROUND GH - CLAW *Claw ender for used ground GH combos.

L-5B 5D(1) 214D 5C [5D(1)] 623D 236C 214D j214B j214D 6D TK j214C (slight pause, or dash 5D(1)) 623C(1) 236C 236C 5D 214A 214D 214214D

H-Same as high proration basic combo.

-------------------

USED AIR GH - 22C OKI *Followups after you have used your air GH whether it be air GH starter or Ch or midcombo, followup into BK optimally.

L-Same as low proration basic combo

H-[5B [5D(1)]] 623D 236C 214D jD 5D(1) 214B 214D 6D TK j214C 5D 214D [5D(1)] 214A 214D 3C 214A 214D 6622C

USED AIR GH - CLAW *Same stuff, highly damaging.

L-Same as low proration basic combo

H-[5B [5D(1)]] 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 214D [6A]/[5D(1)] 623C 236C 236C 5D 214A 214D 214214D

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USED STRAIGHT PUNCH - 22C OKI *For use after DP wallbounce into 6B.Works at high proration.

[5C] 623D 236C 214D jD 5D(1) 214B 214D 6D TK j214C 5D 214D 5D(1) 214A 214D 3C 214A 214D 6622C

USED STRAIGHT PUNCH - 22C OKI *For use after DP wallbounce into 6B AFTER USING 5D MIDCOMBO(example, 6A CH 5B 5D DC 623D 236C 236C 6B BK). Works at very high proration.

[5C] 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 5D(1) 214A 214D 3C 214A 214D 6622C

USED STRAIGHT PUNCH - CLAW *For use after DP wallbounce into 6B. Works at high proration. Omit the 5D between the 6B and dead spike if you used 5D before the punch. Second combo is if proration is low enough and the character you are comboing can be clawed after triple hells fang. Double hells fang > claw is very char spec, but triple hells fang works on a bunch more characters. However, it requires that the proration be light.

[5C] 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 5D 214D 5D 214214D

[5C] 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 214D 214A 214D 214A 214D 214A 214D 214214D

-------------------

USED BERIAL - 22C OKI / CLAW *Simply end early to land with Claw ender for these

L-5B/5C 5D(1) 214D 5C/6D 623D 236C 214D j214B j214D 6B 5D(1) 623C 236C 236C 5D 214A 214D 214214D/ 3C 214A 214D 6622C

H-[5B [5D(1)]]/[5C] [TK] 623D 236C 214D j214B j214D 6B 214D 5D(1) 623C/623D 236C 236C 5D 214A 214D 214214D/3C 214A 214D 6622C

MIDSCREEN SHIT

*%'s indicate what percentage of the stage (distance from the corner) you can be when attempting the combo

All combos can be delayed during GH, Airdashes, DP's, etc to gain additional distance.

-------------------

Basic combo off general BK starters (6B, 5D(1)) without having used 5D in combo.

BASIC-22C OKI 70%~

665B/5C 5D DC 665C 623D 236C 214D 66jD j214C 5D(1) 214B 214D 6B 214D 5D(1) 214A 214D 3C 214A 214D 6622C

BASIC-CLAW 60%~

[5B/5C [5D(1)]] 623D 236C 214D j214B j214D 6B 214D 6A jD j214C 623C 236C 236C 5D 214A 214D 214214D

BASIC-22C OKI 90/100%~

(Used Air GH or Used Ground GH variants both work fine, Used Air GH variant gains 10 more meter(!!!) when doing double hells fang,does a little less damage, and is much tighter. Use the Used air GH variant when at high proration where triple hells fang wont connect for used gauntlet hades variant)

BASIC-CLAW 90/100?%~*Delay DP followups, airdashes, jD, and gauntlet hades for maximum corner carry. TK the DP so you can use 623D twice(as well as better carry!), otherwise just use 623C the second time.

[5C TK]/[665B 5D(1)] 623D 236C 214D 66jD j214B j214D 6B 214D 665C 623C/623D 236C 236C 5D 214A 214D 214214D

-------------------

USED AIR GH- 22C OKI 70%~

Same as basic

USED AIR GH- CLAW 60%~

623D 236C 214D 66jD j214C 665D(1) 214B 214D 6B 214D 5D(1) 623C 236C 236C 5D 214A 214D 214214D

USED AIR GH- 22C OKI 90/100?%~

5B/C 5D DC 665C 623D(1/2) 236C 214D [66] 623D(1/2) 236C 236C [5D(1)] 214B 214D 6B 214D 214A 214D 3C 214A 214D 6622C

-------------------

USED GROUND GH- CLAW 60%~

Same as basic

USED GROUND GH- CLAW 90/100?%~

Same as basic

USED GROUND GH- 22C OKI 100%~

5B/C 5D DC 665C 623D 236C 214D 66 jD j214B j214D 6B 214D 214A 214D 3C 214A 214D [214A 214D] 6622C

-------------------

22C RC

High damage 150% meter combos that use 22C RC for max damage. All of these build back 50 heat for claw ender.

this is almost always started off of 6B BK 22C, though you can also get it off of 5C 5D(1) BK 22C. Another way is BK 3C 22C RC.

(w) = Whiff.

CORNER

BASIC-LOW PRORATE*Basic go to combo for 6B BK with 100 meter. Works off of many starters, like 6B 5C 6C 214D 66B, BC 214D 6B, etc.

6D jD(w) 5D(1) 214D 6D jD(w) 5D(1) 214B 214D 6D 623D 236C 214D jD djD j214C 5D DC 5D 214214D

(still under construction~)

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Based SKD. I'll experiment with some of these and see if I can optimize any, but I really like this post.

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I don't think 6B>5D(1)>623C>236C>236C can ever get the right hight for Bang. I needed to omit the 6B and use 5D(1), but I may just be fucking up the timing. (Either way, I'm getting this a lot more constantly on Bang, so I'd rather use this in a tournament.)

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i just ran into training mode and tried it, no problems? Just do everything quickly, really. During the 6B 5D(1) 623C 236C 236C the reason why it gets the perfect height on like everyone is because the 5D(1) hits so low along with the 2 DP hits that on the way up while the opponent is rising the last followup tags the very bottom of their hitbox. But you generally have to do everything ASAP.

Its a little easier if you omit the 6B for proration stuff but at the same time make sure you have the final hit of the DP hit as close to the bottom of their hitbox as possible. You want as much height between you and them so you land faster and can do 5D for that perfect bounce~

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Yeah, when I was trying it on Bang it's hitting low instead of the very bottom, but I'll mess with it more when I get the chance.

Also, for standing after you used BE, 5C/5D(1)>623D>236C>214D>j.D>5D(1)>214B>214D works as a replacement for the j.214B>214D when you want to use claw. It doesn't work for the 22C enders though.

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Ah, yeah i think i put air GH in the interest of proration. 6A doesnt prorate very well, but on air to air > berial you can stick more stuff in.

like, for example, say i land a 2B midscreen, and i want to corner. so i do 5B 6A jC jD jC jD j214C 6B. At this point the proration is kind of bad lol, so using jD 5D(1) 214B wouldnt allow me to followup from punch into 5D even if i omit the 5D(1). However, with air GH you can. But if you start the combo from an air normal, yeah stick whatever the hell you want in there haha

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bonus! you can go into bk midscreen combos off 2D RC, if anyone has ever tried it. Its not a bad use of 100 meter cause it builds back 45-50 meter and does a good amount of damage + corner + oki. Off of 5B 5C 2D in corner you can do 6469 and gain back 50 meter, lol. Just do 2D RC 214D 5C 5D(1) BK. For higher proration (practically only 2A 2B 5B 5C) you cant do the optimal low proration followup that uses 6D, so yeah. But off of like, 5A 5B 5C 2D it works just fine. just make sure you hitconfirm everything as well as possible. jC jD 5A 5B 5C 2D is a no no :( in that case go straight to 5B. But jC 5A works just fine! I have this in my cmv(in progress ;_; ) too~

It'll work off of j.C/2A>5B>6A>j.C>BE>6B>BK

yeah, but that requires you to be really close to the corner. Though its good to keep in mind, that delay actually gives you a ton more meter iirc

edit : why did i type 2c lol

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(sees a tumble weed go by) wow...this thread has a had a post in a while

oh well anyways wondering if anyone could optimise this for me? I ain't so good at BK :( its a BK combo off a corner throw

forward throw, BK, 5C, 5D(1), DS, 5C, 5D(1), 214B, 214D, 6D(1), j.c, BE, 5D(2), DID into 214D, 214B, 214D, 5D(2), 22C = 5K put Devour instead of 22C = 6.1K

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(sees a tumble weed go by) wow...this thread has a had a post in a while

oh well anyways wondering if anyone could optimise this for me? I ain't so good at BK :( its a BK combo off a corner throw

forward throw, BK, 5C, 5D(1), DS, 5C, 5D(1), 214B, 214D, 6D(1), j.c, BE, 5D(2), DID into 214D, 214B, 214D, 5D(2), 22C = 5K put Devour instead of 22C = 6.1K

5B+C > 214D > 6B > 214214D > 5C > 5D(1) > 214D > 5C > 5D(1) > 214B > 214D > BK combo stuffs

if you try to do 5B+C > 5C > 5D(1) > 214D > 5C > 5D(1) > 214214D, the very last 5D won't connect.

if you have 100 heat:

5B+C > 214D > 6B > 214214D > 22C RC > 6D > j.D whiff > 5D(1) > 214D > 6D > j.D whiff > 5D(1) > 214B >> 214D > 6D > 623D >> 236C >> 214D > j.D > j.214C > 5D > dc 5D > 214214D

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oh ok cool I will test those out :)

I think though I'll stick to barely using BK (besides corner throw combos and FTW combos when my opponent is burstless) or at least online

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the meter gain alternative is BC 214D 6B(or 5C 5D) BK 5B/C 5D(1) 214D 5C 5D(1) 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 5D(1) 623C 236C 236C 5D 214A 214D Claw, or BC 214D 6B BK 5C 5D(1) 214D 5C 5D DC 6D 623D 236C 214D jD j214C 5D(1) 214B 214D 6B 5D(1) 214A 214D 3C 214A 214D 6622C

I would definitely do the meter gain alternative for 22C oki.

but for claw ender since you are generally going for high damage, i would only do the meter gain claw ender when i dont have enough heat for the damage one (which is approximately 4/5 heat more, like 65 starting heat as opposed to 70 or something?)

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Beginners BK combo in the corner 5B+C blood kain 5B 5D1 214D 5C HJC jC jD j214C 5DD 623D 236C 214D 623C 236C 214D jD 214B 214D

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Easiest 7K combo in game:

(BK already active)

2C(FC)>6D>jump cancel>Falling j.5D(Near Ground)>5D(1)>214B~214D>6D>jump cancel>Falling j.5D(Near Ground)>5D(1)>214D>5D(1)>623D~236C~214D>Falling j.5D>Jump>j.5D>jump cancel>j.5C>j.5D>j.214C>5D>665D>214214D

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you can get an easy 9k off of FC 2C starter in BK

and PLEASE don't tell me that you were using infinite BK with this

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It gave barely enough when I tried it. (Combo didn't bluebeat, set all CPU techs to neutral) Unless I goofed somewhere.

Edit: Yeah, looking at the recorded combo, I mistook this one for the one I has auto-BK on for. It gives just a bit less but its essentially the same combo but inferno divider shifted to the front. (After BK activation)

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you're definitely doing something wrong, and i'll prove it to you:

FC 2C has roughly 27 frames.

BK's startup is 19+1 frames.

6D in BK has a startup of 22 frames.

19+1+22 = 42 frames, which is 15 more than what FC 2C allows.

unless you meant 623D instead of 6D, that combo route will not work.

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Edited my post, Yeah I fucked up. my bad.

Here is the normal one:

2C(FC)>214214D>623D~236C~214D>Falling j.D>6D>jump Cancel>falling j.D>5D(1)>214D>6D>jump Cancel>falling j.D>5D(1)>214B>214D>5D>665D>214214D

For 6.9K

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