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Final Ultima

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  1. Final Ultima

    [CF] Ragna Combo Thread

    Information (READ ME FIRST) This thread will be for posting combos for Ragna in Central Fiction. For your combo to be posted on here, please be sure to have these things: Damage Value Heat Gain (if obtainable, otherwise please state) Additionally, please try to add the following if at all possible: Video Source Lifesteal (if obtainable, otherwise please state) Collapsed: General Notations Used: j - Jump hj - High Jump IAD - Instant Air Dash jc or (JC) - Jump Cancel hjc or (HJC) - High Jump Cancel jcc or (JCC) - Jump Cancel Cancel dc or (DC) - Dash Cancel RC or (RC) - Rapid Cancel OD or (OD) - Over Drive cOD or (cOD) - Cancel Over Drive CH - Counter Hit FC - Fatal Counter (N) - Attack must only hit on Nth attack. [???] xN - Repeat for N amount of times. (listed as "N" means indefinitely) >> or -> - Cancel special into listed follow-up. Note: Please also consult Crothers' Ragna CF B&B Bible, as it may contain combos not listed in this thread. Mid-screen: Mid Starters: 5B > 5C > 214A >> 214D Requires: -- Damage: 2032 Heat Gain: 14% Lifesteal: 200 5B > 5C > 2D > 623D >> 236C >> 214D Requires: -- Damage: 2444 Heat Gain: 17% Lifesteal: 250 CH j.214C > 5C > jc j.C > j.214B >> delay 214D > 5B > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 2944 Heat Gain: 20% Lifesteal: 400 5B > [6A > 5D(1)] or [5C > 6A] > 214B >> delay 214D > 2C > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3353/3548 Heat Gain: 24%/25% Lifesteal: 400 5B > (5C) > 6A > 6D > j.214B >> max delay 214D > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3410 (3667) Heat Gain: 24% (26%) Lifesteal: 500 5B > 5C/3C > 2D > 236D > dc dash 5B > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3510 Heat Gain: 25% Lifesteal: 500 j.623D(1) (RC) > dash 5C > 5D (1) > 214B >> delay 214D > 2C > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: 50% Heat Damage: 3532 Heat Gain: 13% Lifesteal: 450 5B > 3C > 22C > dc dash 5C > (h)jc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3786 Heat Gain: 27% Lifesteal: 400 Notes: If hj.C is not possible, do j.C instead. If necessary, dash deep before the 5C to maximise the number of hits. 5B > 5C > 6C > 6D > j.214B >> max delay 214D > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: Crouching Opponent Damage: 4033 Heat Gain: 28% Lifesteal: 500 CH 2C > 6C > 6D > j.214B >> max delay 214D > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4027 Heat Gain: 28% Lifesteal: 500 5B > 5C > 214A >> 214D RC > dash 5B > 5C > jc j.214B >> delay 214D > 5B > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: 50% Heat Damage: 4120 Heat Gain: 20% Lifesteal: 700 5B > 5C > 214A RC > dash 6B > 6A > 5D(1) > 214B >> delay 214D > 2C > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: 50% Heat Damage: 4172 Heat Gain: 19% Lifesteal: 400 CH 2C > 5A+B (charged) > (dash) 6C > 6D > j.214B >> max delay 214D > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: 25% Heat Damage: 4561 Heat Gain: 19% Lifesteal: 500 Low Starters: 2B > 5B > 5C > 214A >> 214D Requires: -- Damage: 1901 Heat Gain: 13% Lifesteal: 200 2B > 5B > 5C > 2D > 623D >> 236C >> 214D Requires: -- Damage: 2214 Heat Gain: 15% Lifesteal: 250 2B > 5B > [6A > 5D(1)] or [5C > 6A] > 214B >> delay 214D > 2C > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 2910/3057 Heat Gain: 20%/21% Lifesteal: 400 2B > 5B > (5C) > 6A > 6D > j.214B >> max delay 214D > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 2952 (3151) Heat Gain: 21% (22%) Lifesteal: 500 2B > 5B > 3C > 2D > 236D > dc dash 5B > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3028 Heat Gain: 21% Lifesteal: 500 2B > 5B > 3C > 22C > dc dash 5C > (h)jc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3243 Heat Gain: 23% Lifesteal: 400 Notes: If hj.C is not possible, do j.C instead. If necessary, dash deep before the 5C to maximise the number of hits. Overhead Starters: 6B > 2D > 236D > dc dash 5B > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3064 Heat Gain: 21% Lifesteal: 500 6B > 6A > 5D(1) > 214B >> delay 214D > 2C > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3169 Heat Gain: 22% Lifesteal: 400 214B >> delay 214D > dash 5B > 5D > 236D > dc dash 5B > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3250 Heat Gain: 23% Lifesteal: 720 Throw Starters: 5B+C/4B+C > 214B >> delay 214D > 5B > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3063 Heat Gain: 21% Lifesteal: 400 4B+C/j.B+C > (dash) 5C > 5D(1) > 214B >> delay 214D > 5B > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3255 Heat Gain: 23% Lifesteal: 500 4B+C > dash 5B > 5C > 5D(1) > 214B >> delay 214D > 5B > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3257 Heat Gain: 23% Lifesteal: 500 Fatal Counter Combos: FC 5D(1) > 214D > (dash) 5C > 5D(1) > 214B >> delay 214D > 5B > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4034 Heat Gain: 28% Lifesteal: 500 FC 214D > dash 3C > 22C > dc dash 5C > 5D(1) > 214B >> delay 214D > 5B > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4147 Heat Gain: 29% Lifesteal: 500 FC 6D > (delay j.D (whiff)) > dash 2C > 3C > 22C > dc dash 5C > 5D(1) > 214B >> delay 214D > 5B > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4168 Heat Gain: 29% Lifesteal: 500 FC 5D(1) > 5A+B (charged) > dash 3C > 22C > dc dash 5C > 5D(1) > 214B >> delay 214D > 5B > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: 25% Heat Damage: 5000 Heat Gain: 24% Lifesteal: 400 Over Drive Combos: Mid Starters: 5B > 5C cOD > 5C > 2D > dc 3C > 22C > dc dash 5C > (h)jc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: Burst Icon, 91-100% Life Damage: 4144 Heat Gain: 29% Lifesteal: 550 Notes: If hj.C is not possible, do j.C instead. If necessary, dash deep before the 5C to maximise the number of hits. 5B > 5C cOD > 5C > 214A >> 214D > dc 6B > 236D > dc dash 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: Burst Icon, 91-100% Life Damage: 4477 Heat Gain: 32% Lifesteal: 700 5B > 5C cOD > 5C > 214A >> 214D > dc 5C > hjc j.C > jc j.C > j.214C >> 214D > dc 214214D Requires: 50% Heat, Burst Icon, 45-53% Life Damage: 5268 Heat Gain: 28% Lifesteal: 1600 5B > 5C > 3C cOD > 3C > 214A >> 214D > dc 5C > hjc j.C > jc j.C > j.D > j.214C >> 214D > dc 214214D Requires: 50% Heat, Burst Icon, 45-53% Life Damage: 5520 Heat Gain: 30% Lifesteal: 1750 5B > 5C > 214A RC > 6B cOD > 5C > 6C > 214D > 5C > hjc j.C > j.D > j.214C >> 214D > dc 214214D Requires: 100% Heat, Burst Icon, 45-53% Life Damage: 5723 Heat Gain: 22% Lifesteal: 1600 Overhead Starters: 6B > 5D(1) cOD > 5C > 3C > 214A >> 214D > dc 5C > hjc j.C > j.D > j.214C >> 214D > dc 214214D Requires: 50% Heat, Burst Icon, 45-53% Life Damage: 4926 Heat Gain: 26% Lifesteal: 1750 Throw Starters: 5B+C/4B+C delay cOD > dash 5C > hjc j.C > jc j.C > j.D > j.214C >> 214D > dc 214214D Requires: 50% Heat, Burst Icon, 91-100% Life Damage: 4175 Heat Gain: 21% Lifesteal: 1450 5B+C/4B+C delay cOD > dash 5C > jc j.C > j.214B >> 214D > jc j.C > j.214C >> 214D > dc 214214D Requires: 50% Heat, Burst Icon, 63-72% Life Damage: 4327 Heat Gain: 22% Lifesteal: 1450 Near-Corner: Mid Starters: 5B > 5C > 623D(1) >> 236C >> 236C > dash 5C > 5D > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3359 Heat Gain: 24% Lifesteal: 550 5B > [6A > 5D (1)] or [5C > 6A] > 214B >> delay 214D > dash 3C > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3558/3749 Heat Gain: 25%/26% Lifesteal: 500 5B > 3C > 22C > dc dash 5C > 5D > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4005 Heat Gain: 28% Lifesteal: 500 Low Starters: 2B > 5B > 5C > 623D(1) >> 236C >> 236C > dash 5C > 5D > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 2830 Heat Gain: 20% Lifesteal: 550 2B > 5B > [6A > 5D (1)] or [5C > 6A] > 214B >> delay 214D > dash 3C > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3067/3213 Heat Gain: 22%/23% Lifesteal: 500 2B > 3C > 22C > dc dash 5C > 5D > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3424 Heat Gain: 24% Lifesteal: 500 Overhead Starters: 6B > 6A > 214B >> delay 214D > dash 3C > 22C > 236D > dc 2C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3254 Heat Gain: 23% Lifesteal: 500 Throw Starters: 5B+C/4B+C > 214B >> delay 214D > dash 3C > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3251 Heat Gain: 23% Lifesteal: 500 Fatal Counter Combos: Over Drive Combos: Corner: Mid Starters: j.214C >> 214D RC > 6D > j.214D > 3C > 22C > dc 5B > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: 50% Heat Damage: 3077 Heat Gain: 15% Lifesteal: 820 6A > hjc j.C > jc j.C > j.D > j.214D > 22C > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3108 Heat Gain: 22% Lifesteal: 500 5B > (5C) > 6A > 6D > j.214D > (dash) 3C > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3715 (3947) Heat Gain: 26% (28%) Lifesteal: 600 5B > 3C > 22C > dc 5B > 5D > 236D > 5B/2C > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3962/3999 Heat Gain: 28% Lifesteal: 600 5B > 3C > 22C > dc 5B > 5C > jc j.214B >> max delay 214D > 2C > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4272 Heat Gain: 30% Lifesteal: 500 5B > 5C > 6C > 6D > j.214D > (dash) 3C > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: Crouching Opponent Damage: 4321 Heat Gain: 31% Lifesteal: 600 CH 2C > 6C > 6D > j.214D > (dash) 3C > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4340 Heat Gain: 31% Lifesteal: 600 5B > 5C > 214A RC > 6C > 6D > j.214D > (dash) 3C > 22C > 236D > dc 2C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: 50% Heat Damage: 4467 Heat Gain: 22% Lifesteal: 600 5B > 5C > 6C > 6D > j.214D > (dash) 6C > 214D > (dash) 3C > 632146D Requires: Crouching Opponent, 50% Heat Damage: 4555 Heat Gain: 26% Lifesteal: 600 CH 2C > 5A+B (charged) > (dash) 3C > 22C > 236D > 2C > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: 25% Heat Damage: 4707 Heat Gain: 23% Lifesteal: 400 Low Starters: 2B > 5B > (5C) > 6A > 6D > j.214D > (dash) 3C > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3183 (3364) Heat Gain: 22% (24%) Lifesteal: 600 2B > 3C > 22C > dc 5B > 5D > 236D > 5B/2C > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3386/3417 Heat Gain: 24% Lifesteal: 600 2B > 3C > 22C > dc 5B > 5C > jc j.214B >> delay 214D > 2C > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3655 Heat Gain: 26% Lifesteal: 500 Overhead Starters: 6B > 6A > 6D > j.214D > (dash) 3C > 22C > 236D > dc 2C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3264 Heat Gain: 23% Lifesteal: 600 214B >> delay 214D > 2C > 5C > 5D > 22C > 236D > dc 2C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3519 Heat Gain: 25% Lifesteal: 600 Throw Starters: 5B+C/4B+C > 214D > (dash) 3C > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 3313 Heat Gain: 23% Lifesteal: 500 5B+C/4B+C > 5A+B (charged) > (dash) 3C > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: 25% Heat Damage: 3513 Heat Gain: 19% Lifesteal: 400 Fatal Counter Combos: FC 214D > (dash) 6C > 6D > j.214D > (dash) 3C > 22C > 236D > 2C > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4103 Heat Gain: 29% Lifesteal: 720 FC 6D > (delay j.D (whiff)) > dash 5C > 6C > 214D > (dash) 3C > 22C > 236D > 2C > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4165 Heat Gain: 29% Lifesteal: 600 FC 5D (1) > 214D > (dash) 3C > 22C > dc 5B > 5C > jc j.214B >> delay 214D > 2C > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4462 Heat Gain: 32% Lifesteal: 500 FC 5D (1) > 5A+B (charged) > (dash) 3C > 22C > dc 5B > 5C > jc j.214B >> delay 214D > 2C > 5C > hjc j.B > j.C > jc j.C > j.D > j.214C >> 214D Requires: -- Damage: 4933 Heat Gain: 21% Lifesteal: 400 Over Drive Combos: Mid Starters: 5B > 5C cOD > 5C > 2D > 236D > dc 6B > 22C > 236D > dc 5C > 6A > hjc j.C > jc j.C > j.D > j.214C >> 214D Requires: Burst Icon, 91-100% Life Damage: 4294 Heat Gain: 30% Lifesteal: 750 5B > 3C > 22C cOD > 6D > j.214D > 5D > 214214D Requires: 50% Heat, Burst Icon, 91-100% Life Damage: 4415 Heat Gain: 21% Lifesteal: 1450 5B > (5C > 2D > 236D > dc) 3C cOD > 2C > 5C > hjc j.C > jc j.C > j.D > j.214C >> 214D > dc 3C > 214A >> 214D > dc 214214D Requires: 50% Heat, Burst Icon, 45-53% Life Damage: 5166 (5158) Heat Gain: 28% Lifesteal: 1750 (2050) Notes: Opponent ends up out of the corner. 5B > 3C cOD > 5B > 5C > 5D(1) > 632146D > 5B > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C >> 214D Requires: 50% Heat, Burst Icon, 91-100% Life Damage: 5430 Heat Gain: 23% Lifesteal: 1090 5B > 5C > 214A >> 214D RC > 6B > 5D(1) > 22C cOD > 2C > 5C > hjc j.C > jc j.C > j.D > j.214C >> 214D > dc 3C > 214A >> 214D > dc 214214D Requires: 100% Heat, Burst Icon, 45-53% Life Damage: 5815 Heat Gain: 26% Lifesteal: 1950 Notes: Opponent ends up out of the corner. FC 5D (1) > 5A+B (charged) > 5C > 6C > 214D > (dash) 3C > 22C cOD > 236D > 5C > j.C > jc j.C > j.214C >> 214D > dc 3C > 214A >> 214D > dc 214214D Requires: 75% Heat, Burst Icon, 1-34% Life Damage: 6522 Heat Gain: 23% Lifesteal: 2080 Notes: Opponent ends up out of the corner. Overhead Starters: 6B > 5D(1) cOD > 5C > 214A >> 214D > dc 5B > 5C > jc j.214B >> 214D > jc j.214D > 3C > 22C > 623D >> 236C >> 214D Requires: Burst Icon, 73-81% Life Damage: 3846 Heat Gain: 27% Lifesteal: 755 Throw Starters: 5B+C delay cOD > dash 6D > j.214C >> 214D > dc dash 5B > 5D > 214214D Requires: 50% Heat, Burst Icon, 91-100% Life Damage: 3957 Heat Gain: 19% Lifesteal: 1600 Notes: Opponent ends up out of the corner. 5B+C cOD > 6B > 214A >> 214D > dc 5C > hjc j.C > j.D > j.214C >> 214D > dc 214214D Requires: 50% Heat, Burst Icon, 54-62% Life Damage: 4466 Heat Gain: 23% Lifesteal: 1750 Notes: Opponent ends up out of the corner. 5B+C > 5A+B (charged) > 3C > 22C cOD > 2C > 5C > hjc j.C > jc j.C > j.D > j.214C >> 214D > dc 3C > 214A >> 214D > dc 214214D Requires: 75% Heat, Burst Icon, 45-53% Life Damage: 5055 Heat Gain: 22% Lifesteal: 1750 Notes: Opponent ends up out of the corner.
  2. 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.
  3. Information Use this thread to post, discuss, and analyze videos of Ragna in BlazBlue: Central Fiction. To find Ragna matches, please consult the "Video Databases" tab below the forum banner and use the search engines provided. If you know of any tutorial or combo videos that have yet to be posted, please do post them and they will be added to the opening post. Notable Players Fenritti [Hades] Twitter: @fenritti Denpo [Kishin] Twitter: @denpo031980 ZX [Kishin] Twitter: @zx_narumi kaqn [Hero] Twitter: @kaqn1978 Masamune [Hero] Twitter: @masamunebiglove Monster [Duodecim Head] Twitter: @Monster_ragna tetsu [Duodecim Head] Twitter: @tetsurk Iwashi [25th Dan] Twitter: @iwasiraguna HARA [24th Dan] Twitter: @haraguna Chaos [24th Dan] Twitter: @chaos_kitimove Misc Videos Strategy/Tutorial Videos: Ver.1.30 Footage Blazblue Central Fiction - Ragna the Bloodedge 22C Oki loops Concept Revised by NQuad1Zero Ver.2.00 Footage 【BBCF 2.0】 - Ragna Nightkasu (single hit NE oki) by Tong Combo Videos: Ver.1.30 Footage BBCF Ragna Combo Video Compilation by Isshy BlazBlue CF Ragna Beginner Combo Movie by Hero BBCF Ragna Combo Video by anthony piccaver BBCF Ragna The Bloodedge FC Combos by Jourdal 【BBCF】 - Ragna Fullscreen, CT Punishes, OD and Optimized Combos! by Tong Ver.2.00 Footage 【BBCF 2.0】 - Ragna New Combos and some OD combos by Tong
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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.
  17. 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.
  18. Final Ultima

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    Xrd has a 3 frame input buffer, and reversals have a 2 frame window (except for reversal Gold Bursts, which only have a 1 frame window). The follow-up window to perform Tataki Otoshi after Volcanic Viper is its own separate thing.
  19. Final Ultima

    [Xrd] Sol Badguy Combo Thread

    If you really want to land Fafnir on those tricky lightweights, you want to do everything you can to mitigate how high they are by the time you're expected to land it. To that end, perform 5HS immediately after 6P so that they don't gain too much height off the wall bounce, then delay the Jump Cancel into the D-Loop rep to give them time to drop further. As Orrax mentioned, the further away you are, the easier it is.
  20. Final Ultima

    [Xrd] Sol Badguy 101/Q&A/FAQ Thread

    While the combo itself works on anyone at moderate range, the maximum range that it works from is largely character specific, due to a combination of character weight and airborne hurtboxes. Trying to perform a dash 5K after Bandit Bringer at absolute maximum f.S > 5HS range will not work on many characters, and many of the characters that it will work on still require some degree of adjustment afterwards. The combo listed below it, "f.S > 5HS (RC) > Bandit Bringer, dash f.S > 5HS (JC) > IAD j.P > j.HS(1) > Aerial HS Volcanic Viper -> Tataki Otoshi" works at maximum range, but requires slightly better execution.
  21. Final Ultima

    [CF] Ragna Video Discussion/Analysis Thread

    A recent GAME CHARIOT match between kaqn and Denpo has highlighted something very interesting. We already know that the Same Attack Combo system has been altered so that performing certain specials more than once in the same combo now only affects damage rather than hitstun decay. This in itself happens to have an additional benefit for Ragna. Due to the considerable untechable time of Ragna's Drives during Blood Kain, Over Drive combos can last basically as long as the Over Drive duration can afford. The thing that makes this particularly noteworthy is that while repeating most beneficial specials in Over Drive will sacrifice damage in the long run, lifesteal will continue to increase. As a result, large life swings such as this can now occur with added frequency.
  22. Final Ultima

    [CF] Ragna Gameplay Discussion

    Yeah, it's been that way since the third location test. The opening post has all the noted changes thus far, but if you notice anything that hasn't been listed, don't hesitate to mention it.
  23. Final Ultima

    [CF] Ragna Gameplay Discussion

    Tora, the player that tweeted out damage and proration values for Ragna in BBCF, recently tweeted an updated list. Several proration errors in the original list have been fixed, and the damage values for Yoko Fukitobashi and the damage and proration values for Ragna's Exceed Accel "Seed of Tartarus" are now included. The list at the end of the opening post has now been updated with these changes.
  24. Final Ultima

    [CF] Ragna Video Discussion/Analysis Thread

    It took a while, but here's our first Ragna combo compilation in BLAZBLUE CENTRALFICTION, courtesy of Isshy. Now that we've got some combos to work with (outside of whatever people piece together in matches), I'll start work on the combo thread over the next couple of days. And yes, Black Onslaught is way faster now.
  25. Final Ultima

    [Xrd] Sol Badguy Gameplay Discussion

    Sol's Air Throw deals 90 stun damage, 1.5 times its base damage. The Sol frame data page includes all exceptions to standard stun damage. (Note: You may notice that some of the values listed don't match with the values given in the 4Gamer Wiki frame data. This is because they didn't change the stun damage listing for moves with altered base damage in Ver.1.1. Despite the fact that stun damage isn't specified as a modifier anymore, I believe that's how they still function, and so I changed the values to go along with that. Some testing based on my understanding of the stun formula seems to corroborate that theory.)
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