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Final Ultima

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About Final Ultima

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  • Birthday 07/15/1987

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    Cleethorpes, North East Lincolnshire, England
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  1. Final Ultima

    [CF] Ragna Combo Thread

    The Aerial Gauntlet Hades need to be done immediately, so yes, a Tiger Knee motion would be appropriate. As for the second combo, the combo parts all need to be done as quickly as possible. The problem is pushback. Landing Dead Spike (DC) > dash 5B depends on how far you start the combo, whether or not you have dash momentum when you start and how much pushback is in the opening few hits. For 5C, you need to be starting point blank and with dash momentum. 3C is a little more generous pushback-wise and deals the same damage, so it's preferable. Omitting either attack keeps you close enough to land the dash 5B from a much further starting position.
  2. Final Ultima

    [CF] Ragna Combo Thread

    The dash cancel needs to start as soon as you connect with the move in question. Hitstop should be sufficient to buffer the dash cancel if you weren't already waiting for it. Getting a dash immediately after recovering from the dash cancel, however, is generally more troublesome than the dash cancel itself, at least at first. For that, you'll just need to keep practicing until you get a feel for it. For 22C (DC) > dash 5C specifically, you need to be dashing for a while so that you catch up to the sliding opponent. You can't just start a dash, immediately throw out 5C and expect to connect.
  3. Final Ultima

    [CF] Ragna Ver.2.0 Changes Discussion

    It's universal, going by the changelog. Early tweets seem to indicate that it's at least -9 on block. As for its minimum damage, I don't know that at the moment. It's the only move that's values aren't listed in Tora's damage/proration notes. I'll be sure to update the opening post when that information comes to light.
  4. Ragna the Bloodedge Airborne Hurtbox Hurtbox has been expanded upwards. 2D Changed to a low. 6A Starts up faster. 6B Hitstun time has been increased. 6D Regular version starts up faster, start-up matches the Over Drive version. Dash momentum has been reduced. Gauntlet Hades (All) Untechable time has been increased. Blood Scythe During movement, body, foot and projectile attribute invulnerability have been added. Slide duration has been increased. Nightmare Edge Damage and proration have been adjusted. First hit has reduced active frames, easier to hit grounded opponents. Last hit can no longer be emergency teched on ground hit. Counter Hit cannot be emergency teched regardless of ground or air hit. Specific Changes 6A Start-up decreased from 13 frames to 12 frames. 6B Hitstun time increased from 19 frames to 21 frames. 6D Start-up decreased from 26 frames (22 frames in Over Drive) to 21 frames. Airborne duration changed from frames 20~42 (frames 16~38 in Over Drive) to frames 15~37. Foot attribute invulnerability duration changed from frames 5~26 (frames 5~22 in Over Drive) to frames 4~20. Gauntlet Hades (All) Untechable time increased from 28 frames to 30 frames. Blood Scythe Frames 5~16 have body, foot and projectile attribute invulnerability. Nightmare Edge Damage decreased from 560*N to 480*N. P2 decreased from 89% to 79% (once). First hit active frames reduced from 3 to 2. All hits now ground bounce on air hit, no longer downs. Ground bounce increased on Counter Hit. Seed of Tartarus 10% minimum damage (60, (70*4), 245) added on hit. Blockstun increased from 25 frames to 26 frames. Recovery increased from 23 frames to 34 frames. Frame advantage decreased from ±0 to -10.
  5. Final Ultima

    [Xrd] Sol Badguy Combo Thread

    Regarding your first question: The route you just listed is a perfectly functional route that at the very least is guaranteed to work on everyone in any situation where a D-Loop rep into Fafnir can possibly connect in the corner. Even for that route however, there's no reason to do HS Volcanic Viper immediately after Kudakero. You have enough untechable time at your disposal for a slightly better ender. End the combo with 6P into either 6HS for late cancel into meaty Gun Flame, Bandit Revolver for longer advantage on knockdown or delay 5HS > HS Volcanic Viper -> Tataki Otoshi for better damage (depending on character hurtbox, weight, and combo length, this can also work off 6HS). In regards to routes that are more efficient, that depends on what you mean exactly. A more simple route can be something as straight-forward as dash c.S > 6P > 6HS into an optional HS Volcanic Viper -> Tataki Otoshi, depending on what you want to do for okizeme. A more optimal route would involve a dash Gun Flame into largely the same route you listed in your original post (2HS instead of 5HS on lightweights, Sin, Raven and Answer, and a High Jump instead of a regular jump for the j,D on non-super heavyweights). As for your second question: The standard Fafnir combo route is Fafnir, dash 5HS > 2HS (JC) > j.D, falling j.D |> Fafnir, dash 5K/c.S > 6P > delay 6HS (> HS Volcanic Viper -> Tataki Otoshi). The idea is to hit the opponent with the second Fafnir as high as possible so you have enough time to catch them with 5K or c.S before they hit the floor. This way, the lack of a tumble doesn't even come into play. Certain lightweights require you to omit one of the early normals so that the D-Loop rep is low enough that Fafnir hits them. Optimally, you can replace the dash 5HS > 2HS with Gun Flame, 5HS if you're already deep in the corner. This variation can also work on said lightweights. Off a CH Fafnir, you can replace the Gun Flame with a dash Bandit Bringer for better damage and some pretty ridiculous corner carry.
  6. The build for REV 2 they were using at KSB had prompts during start-up asking whether you wanted to transfer various bits of REVELATOR save data over to REV 2 (separate prompts for System Data, Story Mode Data, Replay Data and Digital Figure Mode Data), so yeah.
  7. Final Ultima

    [XrdR-XrdR2] Sol Badguy Video Discussion/Analysis Thread

    There's no change to either Kudakero or untechable time decay. The reason the combo is dropping for you is because you're delaying 5HS for too long. It just so happens that the untech decay timer is at such a point where the difference between no delay (or a very minimal delay) and the usual delay early on in the combo is the difference between one untech decay threshold and the next by the end of the combo.
  8. Final Ultima

    [Xrd] Sol Badguy Gameplay Discussion

    Sol Badguy Ver1.10 Location Test (AC), Ver.1.03 (CS) Changes Crouching state: Hurtbox increased vertically. Standing hitstun state: Mid hitstun state, low hitstun state hurtbox increased. Vertical knockdown~face-up knockdown: Hurtbox increased. Falling knockdown: Hurtbox increased. 6HS: Fixed a bug where Counter Hit state during the attack's active frames cut off early. Air Throw: After the attack, there are 4 extra frames before falling recovery starts. Aside from the fact that we lost meterless air throw combos, we got off pretty light, all things considered.
  9. Final Ultima

    [Xrd] Sol Badguy Combo Thread

    In the corner, the route varies based on the hurtbox of the opponent. 5HS > (delay) 6HS > Bandit Bringer is optimal, but many characters aren't hit by the initial 5HS, so for those you want to do 2HS instead. For characters that won't be hit by the Bandit Bringer off a 6HS (Faust, I-No), you'll want to do 2HS (x2) instead. After the Bandit Bringer, do Fafnir and then go into standard, non-CH routes. There's not a whole lot of reason to go for Homing Dash mid-screen, due to additional proration hampering damage and forced plummet hampering corner carry, but if you want something, 5D > Homing Dash > 6HS > Gun Flame, (dash) 5K/c.S > HS Volcanic Viper -> Tataki Otoshi was the best I could find during early access. Omit the 5K/c.S on heavyweights.
  10. Final Ultima

    [XrdR-XrdR2] Sol Badguy Video Discussion/Analysis Thread

    The other thread was locked because it was the video thread for SIGN, not REVELATOR, and there's probably not going to be anymore SIGN footage from here on out.
  11. Final Ultima

    [XrdR-XrdR2] Sol Badguy Video Discussion/Analysis Thread

    Fresh off the release of GGXrdR in Japan, Endu has released a new video detailing practical combo routes to use on Kum Haehyun. The video can be seen here. Edit: Here's the equivalent video for Raven.
  12. Final Ultima

    [XrdR-XrdR2] Sol Badguy Video Discussion/Analysis Thread

    ...I'll just leave this here. Notes are in the description. Also, to complete his recent set of character-specific videos, Endu released a new video detailing combos to use on Jam, which can be seen here. One thing not demonstrated from that video that I happened to stumble across during testing is that Jam is seemingly the only lightweight vulnerable to Gun Flame, 6P > Gun Flame after a near-corner Fafnir, Bandit Bringer. Not only that, but she is also one of the characters that can be hit by a j.K afterwards, meaning that you can land a variation of the optimal route on her. Landing Kudakero afterwards can be a bit finnicky though.
  13. Final Ultima

    [XrdR-XrdR2] Sol Badguy Video Discussion/Analysis Thread

    Endu recently posted a video of combo routes to use against Johnny. Check the video link here. As demonstrated, Johnny's height allows for standing IAD combos in the same vein as old Potemkin infinites, very useful in this case as it allows us to get full conversions off 5HS for no Tension expenditure. There's also an example of the Bukkirabou ni Nageru, Blitz Shield Charge Attack (min charge), Fafnir route that Machaboo demonstrated shortly after arcade release. Edit: Endu just uploaded an equivalent video for Jack-O', which can be seen here. Kudakero (1) into Fafnir is an interesting combo part.
  14. Final Ultima

    [Xrd] Sol Badguy Combo Thread

    It's not a change, it just happens to be a character specific combo due to airborne hurtboxes. Consider it the universe's way of paying us back for Venom being able to slip away from Kudakero in long combos.
  15. Final Ultima

    [Xrd] Sol Badguy Combo Thread

    j.K has more horizontal range and also comes out 4 frames faster, so you can afford to spend longer dashing to get deeper in. It's true that you can often still get j.S off a sufficiently deep D-Loop rep, but it's more of a precaution than anything else. The deeper you are in the corner, the more ways you can adjust your position to ensure a good ender.