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Tong

[CSE] Ragna Combo Thread/Discussion

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6.2k =/ i think u can live with the 500 less dmg to save 50 meter

anyways if u want a 100 meter throw combo then just do throw>214d>6b>214214d>22c>rc>6d>5d(1)>214d>6d>5d(1)>214b>214d>6d>623d kick>j.d>j.214c>5d(2)>dc>5d(2)>214214d for 7k

Edited by xlolxlolx

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doesn't do as much damage though

BC 214D 6B BK 22C RC 6D 5D(1) 214D 6D 5D(1) 214B 214D 6D j623D j236C j214D jD j214C 5D DC 5D 214214D > 7008

o! someone posted that already. well,

max damage overhead combo issss

(in corner)

6B 5C 6C DC 6B 214D 5C 5D(1) BK

OR

6B 5C 6C 214D (hits with later active frames) 66B(deep) 5C 5D(1) BK

22C RC 6D 5D(1) 214D 6D 5D(1) 214B 214D 6D j623D j236C j214D jD j214C 5D DC 5D 214214D

for 7.5k

You can start this at 76 heat or so.

------

Throw combo starting at 56 heat!

5/4BC 214D 6B BK 5C 5D(1) 214D 5C 5D(1) 214B 214D 6D 623D 236C 214D jD djD j214C 5D 214A 214D 214A 214D > 6.4k

------

Edited by not_lunaris

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So quick question, I'm messing around with Blood Kain combos in CS2 trying to get a feel for CSX before it's release and this link --> ... 6D j.214C 5D(2) 66 6D 623D... <---- is giving me trouble. Specifically what the problem is 5D(2) dash cancel to 6D, the enemy always tech out too soon. I don't think it's a height thing cuz I see the second hit of 5D bounce them essentially resetting the height of the enemy. Is this a EX change or is there a specific timing to this? Many thank yous!

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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..

Jin's falling hitbox is huge. And, yes, you need to input j.C almost at the same you input Super Jump Cancel.

a bit off topic guys but can you do 5D(1) DP 236C 236C 5D CS during the last part of a bk combo?this came in my mind after watching this,

http://www.youtube.com/watch?v=hUZG0Q6UXZg&feature=g-all-u&context=G2a4f639FAAAAAAAAAAA#t=664

losing a tourney coz 1 heat must hurt,a lot

Yes you can but finishing a BK combo with CS is not the best option, since most BK finishers are setup so you may use DbD. Iin that case though, it would've killed him, sadly he didn't build the necessary heat in time...

Skyll might've had it had he used the Hell's Fang variation, which gives a lil' (lot?) bit more heat. That corner version requires more heat.

So quick question, I'm messing around with Blood Kain combos in CS2 trying to get a feel for CSX before it's release and this link --> ... 6D j.214C 5D(2) 66 6D 623D... <---- is giving me trouble. Specifically what the problem is 5D(2) dash cancel to 6D, the enemy always tech out too soon. I don't think it's a height thing cuz I see the second hit of 5D bounce them essentially resetting the height of the enemy. Is this a EX change or is there a specific timing to this? Many thank yous!

Nah, 'its still the same thing in CSEX.

I take that you're trying combos from this or the old combo thread right? Only 3 things can mess-up that link:

-Proration (Air tech occurs)

-Height (Ground tech occurs)

-Your inputs

But look, Proration is rarely a factor since I could link 5D (DC) 6D even with 2AAA starter. Not to mention that proration will hurt previous combos parts.

Also, 6D j.214C is actually 6D (JC) j.214C. The higher you hit Berial, the higher they will bounce off the ground.

Edited by Tong

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i can't remember if it was 5C CH IAD j.C j.D etc or IAD j.C j.D buuuuuuuttt

etc , IAD j.C > j.D > 66 > 5B > 5C > j.C > j.D > 5A > 5B > 5C > j.C > 5A > 5B > 5C > hells fang 3.6k performed on jin

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Here's more underwhelming combo info =P Something to get a tiny bit more damage/heat off 6B midscreen, hopefully not obvious to everyone already.

6B - 5C - 6C - dc 6B - 5C - 5D - dc (dash) 5C - 6A- hjc j.D jc - 623D > 236C > 214D

Damage: 3428

Heat: 39

Extra jc before ID allows all hits of ID without causing the air tech afterwards. Have to be quick, but it gives an extra 80 damage and 3 heat. Might be applicable in other combos. Oh, and it does 2 more damage (2 whole damage) than if you do 6A sjc j.CD>ID(1) (and 1 extra life stealing hit).

Edited by VR-Raiden

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i can't remember if it was 5C CH IAD j.C j.D etc or IAD j.C j.D buuuuuuuttt

etc , IAD j.C > j.D > 66 > 5B > 5C > j.C > j.D > 66> 5A > 5B > 5C > j.C. > j.D > 66 > 5A > 5B > 5C > hells fang 3.6k performed on jin

Jin, Valk, Arakune, Litchi, TAGER :P, Hazama, Lambda, Mu, Hakumen, Tsubaki, Relius^

Edited by Leonil_Requiem

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Two questions my ragna brothers.. 1. Any tips on landing 5d after landing the 6d, jd, for some reason i cannot connect it. 2. landing an ID after a hellfang is proving hard aswell.. Thanks in advance.

Edited by Cromnus

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Two questions my ragna brothers.. 1. Any tips on landing 5d after landing the 6d, jd, for some reason i cannot connect it. 2. landing an ID after a hellfang is proving hard aswell.. Thanks in advance.

1. Delay the j.D ever so slightly. It might seem a little tricky at first, but you'll get the hang of it.

2. I think this was character specific? Honestly, someone else is best off answering this question, I've yet to even try ID after HF honestly :(

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Updated with New BK Combos. 50 heat+DbD is not dead!

I was confused as hell wondering whether I should use pre-BK or the beginning of the combo as Heat Gain reference.

I guess the former works better to show that 50 Heat+DbD combos still exist.

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damnit tong, you got me all horny. i thought you meant you gain 50 heat in combo to do DBD, not you have 50 heat and burn it and you have enough later do do DBD =.= i like these though. hopefully i can do them justice at fr.

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But that's what it means, you get all your Heat back during the combo to perform DbD.

After looking at these again, I figured that this stuff is good. Not overly good or awesome because for all pratical starters, like 6B, the heat requirement is kinda high.

But the benefits for these crouching hits are excellent. 100% Corner carry+50 Meter Gain... damn you 6B.

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Oh, I should probably tell people about these huh. :/

Litchi/Mu/Bang/Plat only:

BE>dash 2C>5D(2)>HF>TS>CID(1)>236C>236C>dash 3C

Example - 2D(RC)>5C>5D(1)>DS>5C>j.C>j.D>j.C>BE>dash 2C>5D(2)>HF>TS>CID(1)>236C>236C>dash 3C

Easiest on Litchi. The 2C is height specific. Litchi is easy enough that I would even use this in tournament. The other three are a little more finicky.

Repeat from the old thread that got axed a while back

Jin/Ragna/Tao/Carl/Noel (Hakumen/Rachel?)

BE>dash 6B>5C>5D(1)>DS>5D(1)>HF>TS>CID>236C>236C>dash 3C

BE>dash 5D(2)>HF>TS>CID>236C>236C>dash 3C

The first is a lot easier than the second. The first is harder on Noel because you need to dash more before 6B than the others. DID works on Hakumen and Rachel for the first (maybe the second? haven't tested yet), but I didn't test with them to see if they were like Noel.

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Long story short, doesn't work on: Hazama, Tager, Makoto, Valk, Arakune, Lambda, Tsubaki and Relius.

However, I've heard that Tsuika > 22C works on some of these (Valk and Arakune).

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Relius only, corner only combos:

GH (RC) > 5C > 5D(1) > DS > 5C > sjc j.C > j.D > jc j.C > j.D > BE > dash 6B > 2C > 5D(2) > HF > TS > CID(1) > 236C > 236C > dash under 3C > HF > TS

Damage = 4924

Heat = 54

2D (RC) > 5C > 5D(1) > DS > 5C > jc j.C > j.D > jc j.C > BE > dash 6B > 2C > 5D(2) > HF > TS > CID(1) > 236C > 236C > dash under 3C > HF > TS

Damage = 5104

Heat = 51

This is pretty ridiculous.

Turns out these also work on Haz and Valk.

I'm sorry for assuming people read the thread. I think these also work on Tager. Nothing works on Makoto, Lambda, or Tsubaki. And no, it's not long story short. There's a lot of character specific BS you have to remember if you want to do links after Tsukika, and when you say "long story short" we get a million questions about why it doesn't work.

Edited by MashThat5A

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Good data there. Would love to see how these work for practical combos:

-6B 5C 6C delay 214D dash 6B 2C delay 5C (HJC) j.C BE>dash 2C>5D(2)>HF>TS>CID(1)>236C>236C>dash 3C <- Allows BE > 6B. If there's no need for it, add more jumping moves before Belial.

-6B 5C 6C (DC) 6D (JC) j.C BE>dash 6B>5C>5D(1)>DS>5D(1)>HF>TS>CID>236C>236C>dash 3C

I understand that the point of this specific is earning back heat used for RC.

I'll be happy if you can get back all heat using starters like "j.C (2A) 5B 3C 22C (RC)..."

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Oh, I should probably tell people about these huh. :/

Litchi/Mu/Bang/Plat only:

BE>dash 2C>5D(2)>HF>TS>CID(1)>236C>236C>dash 3C

Example - 2D(RC)>5C>5D(1)>DS>5C>j.C>j.D>j.C>BE>dash 2C>5D(2)>HF>TS>CID(1)>236C>236C>dash 3C

Easiest on Litchi. The 2C is height specific. Litchi is easy enough that I would even use this in tournament. The other three are a little more finicky.

Thanks for sharing. I was trying to see how this improves combos.

Far 5B hit in corner:

5B>5C>2D(RC)>DS>dash 5C>j.C>BE>dash 2C>5D>HF>TS>CID(1)>236C>236C>CU 3C

4359 damage, 28 heat after RC

vs the standard:

5B>5C>2D(RC)>5C>5D(1)>DS>5C>sjCD>BE>6B>2C>5D>DID(1)>236C>236C>CU 3C

4673 damage, 34 heat after RC

So then I tried 2D on it's own:

2D(RC)>5C>5D(1)>DS>5C>j.CDC>BE>dash 2C>5D(2)>HF>TS>CID(1)>236C>236C>CU 3C

4908 damage, 36 meter

vs the standard:

2D(RC)>5C>5D(1)>DS>5C>sjCDCD>BE>6B>2C>5D>DID(1)>236C236C>CU 3C

4939 damage, 33 meter

Also tested from GH(RC):

GH(RC)>5C>5D(1)>DS>5C>sjCD>BE>dash 2C>5D>HF>TS>CID(1)>236C>236C>CU 3C

4592 damage, 33 heat

vs the standard:

GH(RC)>5C>5D(1)>DS>5C>sjCDCD>BE>6B>2C>5D>DID(1)>236C>236C>CU 3C

4746 damage, 33 heat

So far it doesn't seem worth the trouble, is there anywhere this is applicable? I guess the 3 extra heat from 2D is worth the small damage loss.

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the fuck? youre doing it all wrong

its 5b>5c>2d>rc>6c>dc>6d>dj.214c>6b>5c>5d(1)>214d>5c>5d(2)>214a>214d>623c/d(1)>236c>236c>3c>22c = 5137 dmg 48 meter

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48 Heat gain with 22C finisher?

That's godlike, with Tsuika you get more heat than spent, effectively creating an infinite supply of Heat.

Outstanding.

Is this the Jin/Ragna/Tao/Carl/Noel (Hakumen/Rachel?) specific?

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