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[CS2] Ragna Combos Thread


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#1 04 May 2011 - 01:15 AM

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Ragna Continuum Shift II Combos

Notation

CH = Counter Hit
FC = Fatal Counter
JC = Jump Cancel
JCC = Jump Cancel Cancel
HJC = High Jump Cancel
DC = Dash Cancel
RC = Rapid Cancel
CU = Cross Under (dash underneath an airborne opponent, also denoted as "dash under")

-> = Previous special cancels into next special.
(attack or dash) = The attack or dash is optional.
(n) = Attack must deal n amount of hits.
(nth hit) = Only let the nth hit of the attack connect.
[???] xN = Repeat ??? N amount of times.


Recommended Practical Optimal Combos

Midscreen, Meterless, Standing
Note: If 2B, 6D - j.D, Dead Spike, or any aerial move hits a standing opponent, refer to these combos.

5B, (5C), (2C), 3C, 214A
Damage: 1363, Heat Gain: 8
+ 5C = Damage: 1712, Heat Gain: 11
+ 2C = Damage: 1671, Heat Gain: 10
+ 5C, 2C = Damage: 1996, Heat Gain: 13
Notes: Gives the most + frames out of any midscreen option, able to apply 22A~C OS easily for better oki.

5B, (5C), (2C), (3C), 623D -> 236C -> 214D
Damage: 1319~1618, Heat Gain: 7~10
+ 5C = Damage: 1672~1949, Heat Gain: 10~13
+ 2C = Damage: 1631~1897, Heat Gain: 10~13
+ 3C = Damage: 1661~1924, Heat Gain: 10~13
+ 5C, 2C = Damage: 1959~2204, Heat Gain: 13~16
+ 5C, 3C = Damage: 1986~2228, Heat Gain: 13~16
+ 2C, 3C = Damage: 1936~2171, Heat Gain: 13~16
+ 5C, 2C, 3C = Damage: 2226~2454, Heat Gain:16~19

5B, 6A, jc j.C, j.D, jc j.C, 623D -> 236C -> 214D
Damage: 2312, Heat Gain: 20

5B, 6A, j.214B, 5B, 5D, dc 5C, hjc j.C, j.D, 623D -> 236C -> 214D
Damage: 2866, Heat Gain: 31
Notes: Works on Ragna, Jin, Noel, Rachel, Taokaka, Bang, Carl, Hazama, Makoto and Platinum. j.214B is TK GH. Not advised unless you have consistent success.

5B, 6A, 214B, 5A, 5B, 5D, dc 6A, hjc j.C, j.D, 623D -> 236C -> 214D
Damage: 2518, Heat Gain: 29
Notes: For when j.214B didn't come out in the above combo, which takes precedence over this one.

6C, dc (dash 5D(1)) 214D, dash 5C, hjc j.C, j.D, jc j.C, 623D -> 236C -> 214D
Damage: 3479~3603, Heat Gain: 27~29

214B -> 214D, dash 5D, dc 5C, hjc j.C, j.D, 623D -> 236C -> 214D
Damage: 2364, Heat Gain: 24

CH 6A, 5C, 5D, dc dash 5B, 5D(1), 214D, dash 5C, hjc j.C, j.D, 623D -> 236C -> 214D
Damage: 3016, Heat Gain: 35

CH 5A, 5D, dc dash 5B, 5D(1), 214D, dash 5C, hjc j.C, j.D, 623D -> 236C -> 214D
Damage: 2535, Heat Gain: 30

j.214B, dash 5A, 5B, 5D, dc dash 5B, 5D(1), 214D, dash 5C, hjc j.C, j.D, jc j.C, 623D -> 236C -> 214D
Damage: 3366, Heat Gain: 38

4B+C, dash 5D(1), 214D, dash 5C, hjc j.C, j.D, jc j.C, 623D -> 236C -> 214D
Damage: 2445, Heat Gain: 27

Midscreen, Meterless, Crouching
Note: (dash 5D(1)) means dash 5D(1) is optional, but is advised if you still end up spaced after 6C dash cancel.
Note Note: If 2B, 6D - j.D, Dead Spike, or any aerial move hits a crouching opponent, refer to this combo.

(5B/6B), 5C, 6C, dc (dash 5D(1)) 214D, dash 5C, hjc j.C, j.D, jc j.C, 623D -> 236C -> 214D
- 5B, 5C starter = Damage: 3532~3627, Heat Gain: 32~34
- 6B, 5C starter = Damage: 3265~3348, Heat Gain: 33~35
- 5C starter = Damage: 3756~3870, Heat Gain: 30~32
Note: If you think 6C(2) will whiff, you can cancel the first hit into 214A -> 214D for a shorter but still complete combo.

Midscreen, 50 Meter
Note: Midscreen BK combos do not count as they should only be used in the corner for optimal practicality.

(5B), (5C), 2D RC, 5C, 5D, dc dash 5B, 5D(1), 214D, dash 5C, hjc j.C, j.D, jc j.C 623D -> 236C -> 214D
- 5B, 5C starter = Damage: 3823, Heat Gain: 26
- 5C starter = Damage: 4104, Heat Gain: 24
- 2D starter = Damage: 3921, Heat Gain: 21

(5B), (5C), 2D RC, dash 6C, dc dash 5D(1), 214D, dash 5C, hjc j.C, j.D, jc j.C 623D -> 236C -> 214D
- 5B, 5C starter = Damage: 3884, Heat Gain: 25
- 5C starter = Damage: 4175, Heat Gain: 23
- 2D starter = Damage: 4002, Heat Gain: 20

5B, 3C, 22C RC, 6C, dc dash 5D(1), 214D, dash 5C, hjc j.C, j.D, jc j.C, 623D -> 236C -> 214D
Damage: 4198, Heat Gain: 24

214B RC, 5C, 5D, dc dash 5B, 5D(1), 214D, dash 5C, hjc j.C, j.D, jc j.C, 623D -> 236C -> 214D
Damage: 3873, Heat Gain: 23

5B+C RC, dash 214D, dash 5C, hjc j.C, j.D, j.C 623D -> 236C -> 214D
Damage: 3066, Heat Gain: 11

Near/In corner, Meterless, Standing
Note: If 623D(1) is too hard to execute, you can try using the C version of Inferno Divider (623C) and omitting any dashes after Belial Edge (214C).

5B, 5C, 3C, 214A -> 214D
Damage: 2037, Heat Gain: 18

5B, 5C, 3C, 623D -> 236C -> 236C, 5D(1), 214D, 6A, j.214C, 5D, 214A -> 214D
Damage: 3257, Heat Gain: 44

5B, 6A, jc j.C, j.D, jc j.C, j.214C, 5D(1), 214D, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 3300, Heat Gain: 39

6C, dc (dash) 6D, jc j.C, j.214C, 5D(1), 214D, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 4068, Heat Gain: 37

214B -> 214D, dash 5D(1), 214D, dash 5C, hjc j.C, j.D, j.214C, 2C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 3136, Heat Gain: 40

623C -> 236C -> 236C, CU 5C, 5D(1), 214D, 6A, j.214C, 5D, 214A -> 214D
Damage: 2302, Heat Gain: 37

CH 6A, 5C, 5D(1), 214D, dash 5C, hjc j.C, j.D, j.214C, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 3472, Heat Gain: 40

CH 5A, 5D, dc 5C, 5D(1), 214D, 5C, jc j.C, 214C, 6B, 623D(1) -> 236C -> 236C, CU 3C
Damage: 2826, Heat Gain: 35

j.214B, dash 5A, 5B, 5D(1), 214D, dash 5C, hjc j.C, j.D, j.214C, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 3758, Heat Gain: 40

4B+C, dash 6D, jc delay j.C, j.214C, 5D(1), 214D, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 2744, Heat Gain: 35

5B+C, 5C, 5D(1), 214D, 5C, hjc j.C, j.D, j.214C, dash 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 3496, Heat Gain: 40

j.B+C, 5C/2C, 5D(1), 214D, 5C, hjc j.C, j.D, j.214C, dash 2C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 3824/3738, Heat Gain: 43

Near/In corner, Meterless, Crouching
Note: If 623D(1) is too hard to execute, you can try using the C version of Inferno Divider (623C) and omitting any dashes after Belial Edge (214C).

(5B/6B), 5C, 6C, dc (dash) 6D, jc j.C, j.214C, 5D(1), 214D, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 3988/3652, Heat Gain: 42/43

Near/In corner, 50 Meter
Note: Corner BK combos do not count as they will have their own section.

(5B), (5C), 2D RC, 5C, 5D(1), 214D, 5C, hjc j.C, j.D, j.214C, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
- 5B, 5C starter = Damage: 4282, Heat Gain: 30
- 5C starter = Damage: 4653, Heat Gain: 27
- 2D starter = Damage: 4525, Heat Gain: 25

5B, 3C, 22C RC, 6C, dc (dash) 6D, jc j.C, j.214C, 5D(1), 214D, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 4574, Heat Gain: 31

214B RC, 5C, 5D(1), 214D, 5C, hjc j.C, j.D, j.214C, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 4326, Heat Gain: 25

5B+C RC, (5D(1)) 214D, dash 5C, hjc j.C, j.D, j.214C, 2C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 3473/3421, Heat Gain: 26/24

Fatal Counter

FC 2C, 6D, j.D, dash (5B) 5C, 6C, dc (dash 5D(1)) 214D, dash 5C, hjc j.C, j.D, jc j.C, 623D -> 236C -> 214D
Damage: 4532~4628, Heat Gain: 38~42

(corner) FC 2C, 6D, j.D, dash (5B) 5C, 6C, dc 6D, jc j.C, j.214C, 5D(1), 214D, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 4924~4979, Heat Gain: 48~50

Character Specific
Note: 22C, dash 5A only works on Ragna, Tager, Hakumen, Hazama, Lambda, and Mu. Tager requires no dash.
Note: (FC) 22C, dash 5A works on Ragna, Jin, Taokaka, Rachel, Tager, Bang, Haku-Men, Lambda, Hazama, Mu, and Makoto.

(5B/6B), 5C, 6C, dc (dash) 6D, jc j.C, j.214C, 5D(1), 214D, 3C, 22C, dash 5A, 5B, 5C, 623D(1) -> 236C -> 236C, CU 3C
Damage: 4388/4052, Heat Gain: 44/45

4B+C, dash 6D, jc delay j.C, j.214C, 5D(1), 214D, 3C, 22C, dash 5A, 5B, 5C, 623D(1) -> 236C -> 236C, CU 3C
Damage: 3144, Heat Gain: 37

5B+C, 5C, hjc j.C, j.D, j.214C, 5D(1), 214D, 3C, 22C, dash 5A, 5B, 5C, 623D(1) -> 236C -> 236C, CU 3C
Damage: 3809, Heat Gain: 43

FC 2C, 6D, j.D, dash 5B, 2D, 22C, dash 5A, 5C, 6C, dc 6D, jc j.C, j.214C, 5D(1), 214D, 5C, 5D, 623D(1) -> 236C -> 236C, CU 3C
Damage: 5440, Heat Gain: 56

5B+C, dash 5B, 5C, hjc j.C, j.D, j.C 623 -> 236C -> 214D
Damage: 2786, Heat Gain: 26
Note: Works on Noel and Tsubaki.

Blood Kain
Note: Most Blood Kain combos require 50 heat at the very beginning of the combo.
Note: Good starters for BK combos: 6D on crouchers, CH 6A, 4B+C, 5B+C, 6B on crouchers, 5B on crouchers, Dead Spike

(5B/6B), 5C, 6C, (dash) 214D, 5C, 5D(1), 214214D, (dash) 5B, 5D(1), 214D, dash 6D, j.D whiff, 5D(1), 214B -> 214D, dash 6D, 623D -> 236C -> 214D, j.D, j.214C, 5D, 214A -> 214D, 214A -> 214D, 214214D
Damage: 6504, Heat Gain: 66 - 50

5B+C, 5C, 5D(1), 214214D, 5B, 5D(1), 214D, dash 6D, 623D -> 236C 214D, j.214B -> 214D, dash 6D, jc delay j.214C, 5D, 214A -> 214D, dash 3C, 214A -> 214D, 214214D
Damage: 5966, Heat Gain: 50 - 50

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"Anywhere on Screen" Combos

Quick Mid Combos


5B, 6A, j.214B, dash 5A, 5B, 5D (DC), 5C, 6A (HJC), j.C, j.D, 623D -> 236C -> 214D
Damage: 2648, Heat Gain: 32
Notes: Works on Taokaka.

5B, 6A, 214B, 5A, 5C, 5D (DC), 5C, 6A (HJC), j.C, j.D, 623D -> 236C -> 214D
Damage: 2724, Heat Gain: 33
Notes: Works on Jin, Noel, Tager, Arakune, Haku-Men, Λ-11-,Tsubaki, μ-12- and Valkenhayn.

5B, 6A, j.214B, 5B, 5D (DC), 5C (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D
Damage: 2946, Heat Gain: 33
Notes: Works on Ragna, Jin, Noel, Rachel, Taokaka, Bang, Carl, Hazama, Makoto and Platinum.

Overhead Combos

214B -> 214D, hj.C (JC), j.C, j.214C, 214A -> 214D
Damage: 2279, Heat Gain: 26

50% Heat Required
5B, 5C, 2D (RC), 6C (DC), 5D (DC), 5C, 5D, 214A -> 214D
Damage: 3121, Heat Gain: 23

Throw Combos

4B+C, dash 5C, 5D (DC), 5C (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D
Damage: 2307, Heat Gain: 29

50% Heat Required
B+C (RC), dash 5C, 5D (1), 214D, dash 5C (HJC), j.C, j.D, 623D -> 236C -> 214D
Damage: 3177, Heat Gain: 14


P2 Starting Position to Corner Combos

Quick Mid Combos

dash 5B, (2B), 3C, 22C, dash 5A, 5B, 5C, 623D -> immediate 236C -> immediate 236C, dash 5D, 214D, dash 5D, 22C
Damage: 3724, Heat Gain: 37
+ 2B = Damage: 3583, Heat Gain: 38
Notes: Works on Ragna, Tager, Haku-Men, Λ-11-, Hazama and μ-12-. Against Tager, you do not need to dash after the 22C.

50% Heat Required

5B, 5C, 2D (RC), 6C (DC), dash 5D (1), 214D, dash 5C (HJC), j.C, j.D, j.214C, 5D, 623C -> immediate 236C -> immediate 236C, dash under 3C, 22C

Damage: 4653, Heat Gain: 38

50% Heat Required
5B, 3C, 22C (RC), 6C (DC), dash 5D (1), 214D, dash 5C (HJC), j.C, j.D, j.214C, 5D, 623C -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 5015, Heat Gain: 35

50% Heat Required
5B, 3C, 22C (RC), 6C (DC), 6D (JC), j.C, j.214C, dash 5C, 5D (1), 214D, delay 5C, 5D, 623C -> immediate 236C -> immediate 236C, dash under 3C 22C
Damage: 5081, Heat Gain: 35

100% Heat Required
(5B), 5C, 632146D (RC), dash 5C, 5D (1), 214D, 5C (HJC), j.C, j.D, j.214C, (5C), 5D, 623C -> immediate 236C -> immediate 236C, 5D, 22C
+ 5B = Damage: 5579, Heat Gain: 25
+ 5C = Damage: 6264, Heat Gain: 28

Overhead Combos

6B, 5C, 6C (DC), (dash 5D (1)), 214D, dash 5C (HJC), j.C, j.D, j.214C, 5D, 623C/623D -> immediate 236C -> immediate 236C, dash under 3C, 22C
623D = Damage: 3929, Heat Gain: 41
623C + dash 5D (1) = Damage: 3968, Heat Gain: 43

214B -> 214D, dash 5D (1), 214D, dash 5C (HJC), j.C, j.D, j.214C, dash 5D, 623C immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 3479, Heat Gain: 40

High Proration Combos


214D, [dash 5B, 5C (JC), j.B, j.C, j.D] x2, dash 5B, 3C, 22C, (dash) 5A, 5B, 5C, 623D -> immediate 236C -> immediate 236C, dash under 5D, 22C
Damage: 5430, Heat Gain: 55
Notes: Tager only.

6D, delay j.D, dash 5C, 6C (DC), dash 5D (1), 214D, dash 5C (HJC), j.C, j.D, j.214C, delay 5C, 5D, 623C -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 5444, Heat Gain: 49
Notes: Crouching opponent only.

CH 6D, delay j.D (whiff), 5C, 6C (DC), 6D (JC), j.C, j.214C, dash 5C, 5D (1), 214D, dash 3C, 22C, dash 5A, 5B, 5C, 623D -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 6114, Heat Gain: 52
Notes: Crouching opponent only. Works on Ragna, Tager, Haku-Men, Λ-11-, Hazama and μ-12-.

CH 214D, (dash) 6D, delay j.D, dash 5C, 6C (DC), 6D (JC), j.C, j.214C, delay 5C, 5D (DC), 3C, 22C, dash 5A, 5B, (2C), 5C, 623D -> immediate 236C -> immediate 236C, (dash under) 5D, 22C
Damage: 6468, Heat Gain: 60
+ 2C = Damage: 6533, Heat Gain: 63
Notes: Crouching opponent only. Works on Ragna, Tager, Haku-Men, Λ-11-, Hazama and μ-12-. Adding the 2C after the 5B only works on Tager.

Fatal Counter Combos


FC 2C, 6D, delay j.D, dash 5C, 6C (DC), 6D (JC), j.C, j.214C, dash 5C, 5D (1), 214D, dash 3C, 22C, dash 5A, 5B, 5C, 623D -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 5995, Heat Gain: 57
Notes: Works on Ragna, Jin (on a technicality), Taokaka, Rachel, Tager, Bang, Haku-Men, Λ-11-, Hazama, μ-12- and Makoto. Against Tager, you do not need to dash after the 22C.

FC 2C, 6D, delay j.D, dash 5B, 2D, 22C, dash 5A, 5C, 6C (DC), 6D (JC), j.C, j.214C, dash 5C, 5D (1), 214D, delay 5C, 5D, 623D -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 6004, Heat Gain: 63
Notes: Works on Ragna, Jin (on a technicality), Taokaka, Rachel, Tager, Bang, Haku-Men, Λ-11-, Hazama, μ-12- and Makoto. Against Tager, you do not need to dash after the 22C.

FC 2C, 6D, delay j.D, dash 5C, 6C (DC), 6D (JC), j.C, j.214C, delay 5C, 5D (1), 214D, delay 5C, 5D (DC), 3C, 22C, dash 5A, 5B, (2C), 5C, 623D -> immediate 236C -> immediate 236C, (dash under) 5D, 22C
Damage: 6224, Heat Gain: 68
+2C = Damage: 6273, Heat Gain: 70
Notes: Adding the 2C after the 5B only works on Tager. Dash under 5D only works on Tager and Hazama.


Corner Only Combos

Quick Mid Combos

5B, 3C, 623D -> immediate 236C -> immediate 236C, dash under 5C, 5D, 214D, dash 5D, 22C
Damage: 3184, Heat Gain: 32

50% Heat Required

5B, 5C, 214A -> 214D (RC), 214D, 5C (HJC), j.C, j.D, j.214C, 5D, 623C -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 3850, Heat Gain: 33

Overhead Combos


214B -> delay 214D, 5D (1), 214D, 5C (HJC), j.C, j.D, j.214C, 5D, 623D -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 3527, Heat Gain: 42

j.214B, 2A, 5B, 5D (1), 214D, 5C (HJC), j.C, j.D, j.214C, 5C, 5D, 623C -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 4097, Heat Gain: 42

Throw Combos

5B+C, 5C, 5D (1), 214D, 5C (HJC), j.C, j.D, j.214C, 5D, 623C -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 3875, Heat Gain: 41


Cornered to P1 Starting Position Combos

Quick Mid Combos


5B, 6A, 214A, 5A, 5C, 5D (DC), 5C, 6A (HJC), j.C, 623D -> 236C -> 214D
Damage: 2325, Heat Gain: 30

50% Heat Required
623C (RC), dash under 5D (1), 214D, (dash) 5C (HJC), j.C, j.D, j.214C, 5C, 5D, 623C -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 3523, Heat Gain: 22

50% Heat Required

IAD cross-up j.623C (RC), dash 5D (1), 214D, (dash) 5C (HJC), j.C, j.D (JC), j.C, j.D, j.214C, dash 5C, 5D, 623D -> immediate 236C -> immediate 236C, dash under 3C, 22C
Damage: 5117, Heat Gain: 29


Blood Kain Combos

Anywhere on Screen Combos

50% Heat Required
CH j.214C, 5B, 5C, 6C (DC), 5D (1), 214214D, 5B, 5D (1), 623D -> immediate 236C -> immediate 214D, falling j.D, j.214B -> 214D, 5D, 214D, dash 5D, 22C
Damage: 4277, Heat Gain: 26
Notes: Impractical starter, use j.C on crouching opponent as a high option for better damage.

P2 Starting Position to Corner Combos

100% Heat Required
5B, 5C, 2D (RC), dash 5C, 5D (1), 214D, dash 5C, 5D (1), 214214D, dash 5B, 5D (1), 214B -> 214D, 6D (JC), j.214C, 6D, 623D -> immediate 236C -> immediate 214D, falling j.D, j.214B -> 214D, 5D, 214D, 5D, 22C
Damage: 5589, Heat Gain: 30

100% Heat Required
214214D, 5D (1), 22C (RC), 6D, whiff j.D, 5D (1), 214D, 6D, whiff j.D, 5D (1), 214B -> delay 214D, 6D, j.623D -> immediate 236C -> immediate 214D, falling j.D, 5D, 214D, dash 5D, 214214D
Damage: 8180, Heat Gain: 50
Notes: Standing opponent only.


Impractical Combos

P2 Starting Position to Corner Combos

100% Heat Required
CH 5D (DC), 5A, 5C, 6C (DC), j.C, j.214C, dash 5D (1), 214D, 3C, 22C, 5A, 5B, 5C, 623C (1) -> 236C -> immediate 236C, dash under 5D, 632146D (RC), dash 5D, 22C
Damage: 5637, Heat Gain: 48
Notes: Crouching Tager only. The 5D (1) needs to be delayed slightly to enable the 3C after Dead Spike.

100% Heat Required
CH j.214B, dash 5B, 5D (1), 214214D, dash 5B, 5D (1), 632146D (1), 5B, 5D (1), 214D, dash 5C, 5D (1), 214B -> delay 214D, 6D, j.623D -> immediate 236C -> immediate 214D, falling j.D, 5D, 214D, dash 5D, 214214D
Damage: 6960, Heat Gain: 56
Notes: In order to connect 5B after Carnage Scissor (1) consistently, land all prior hits as early as possible to guarantee maximum height. The falling j.D must connect as late as possible in order to land the next 5D. Strict Blood Kain timer.

100% Heat and 1 Break Burst Required
214214D, 5D (1), 22C (RC), 6D (JC), A+B+C+D, 6D, whiff j.D, 5D (1), 214D, 6D, whiff j.D, 5D (1), 214B -> 214D, 5D (1), 623D (2) -> immediate 236C -> immediate 214D, falling j.D, 5D, 214214D
Damage: 9602, Heat Gain: 50
Notes: 623D must hit twice in order to build the necessary amount of Heat to activate the 214214D at the end of the combo. Very strict Blood Kain timer.


Corner Only Combos


100% Heat and 2 Break Bursts Required
CH 214D, (dash) 6D (JC), A+B+C+D, slight dash A+B+C+D, 214214D, dash 3C, 22C (RC), 6D, j.D (whiff), 5D (1), 214D, 6D, j.D (whiff), 5D (1), 214B -> delay 214D, 6D, j.623D (2) -> 236C -> 214D, falling j.D, j.214C, 5D (DC), 5D, 214214D
Damage: 11017 or 11036, Heat Gain: 57, Health Gain: 2375
Notes: Crouching opponent only. j.623D must hit twice in order to build the necessary amount of Heat to activate the 214214D at the end of the combo. Very strict Blood Kain timer.

Edited by Final Ultima, 28 October 2011 - 02:39 AM.

「寄り道はココまでだ!」

#2 15 May 2011 - 03:33 AM

Beautiful Death
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Yo dude. Sick stuff. You’d think there would be like….you know…posts. Oh well. I DON’T CARE ABOUT COMBOS. I LOVE HAVING POOR DAMAGE OUTPUT.

Double jab LET’S A-GO!

-Standing corner double jab starter.

5A/2A>5A/2A>5B>6A>9>JC>214JC>66>5D(1)>214D>5D>623C>236JC>236JC>66>3C>22C

-Corner only, of course.
-Around 2600 damage.
-35 heat. Sick.

-Crouching corner double jab starter.

2A>2A>5C>6C>66>9>JC>214JC>66>5D(1)>214D>5D>623C>236JC>236JC>66>3C>22C

-Corner only.
-2900 damage or so. So nice.
-37 heat.

-Edited. I did so because I have discovered better then what I had written previously. Such as doing Belial Edge off of crouching jabs. Yes. Indeed.

Edited by Beautiful Death, 18 May 2011 - 03:21 AM.


#3 15 May 2011 - 08:43 AM

advancedNoob
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Throw combo: B+C 5C 5D(1) 214D 3C 22C 66 5A 5B 5C 214D 214C 214C dash under 3C 22C.
4040 damage.
Don't everyone's experience with 22c 665a, but I can only get it to work on HZ, RG, HK, LA, havent tested vs dlc characters.

#4 15 May 2011 - 10:31 PM

Zeromus_X
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Transcript of this Burger King combo vid:

http://www.youtube.c...h?v=WwYFStawmoU


http://www.youtube.c...StawmoU#t=0m38s

4B+C (into corner), 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D, 263D-> immediate 236C -> immediate 214D, falling j214B -> 214D, 6D (JC), j214C, 5D, 214A -> 214D, 214A, 214D, 214214D

Damage: 5453 Heat Gain: 52 (Requires 50 meter)


http://www.youtube.c...StawmoU#t=1m07s

5B+C, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D, 623D -> immediate 236C -> immediate 214D, falling j214B -> 214D, 6D (JC), j214D, 5D, 214A -> 214D, dash 3C, 214A -> 214D, 214D214D

Damage: 5966 Heat Gain: 50 (Requires 50 meter)


http://www.youtube.c...StawmoU#t=1m34s

6B, 5C, 6C, 214214D, dash 5D (1), 214D, 5C, 5D (1), 623D -> immediate 236C -> immediate 214D, falling j214B -> 214D, 6D (JC), j214C, 5D, 214A -> 214D, dash 3C, 214A -> 214D, 214214D

Damage: 6324 Heat Gain: 50 (requires 50 meter)


http://www.youtube.c...StawmoU#t=2m02s

j214B, 2A, 5B, 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D, 263D -> immediate 236C, immediate 214D, falling j214B -> 214D, 6D (JC) j214C, 5D, 214A -> 214D, dash 3C, 214A -> 214D, 214214D

Damage: 6400 Heat Gain: 50 (requires 50 meter)


http://www.youtube.c...StawmoU#t=2m33s

5B, 5C, 2D (RC), dash 6C (DC), 9jump jC, j214C, dash 5C, 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 623C -> immediate 236C -> immediate 214D, falling j214B -> 214D, 5D, 214D, 5D, 214A -> 214D, 214A -> 214D, 3C, 214A -> 214D, 214214D

Damage: 6670 Heat Gain: 50 (Requires 100 meter)


http://www.youtube.c...StawmoU#t=3m12s

6B, 5C, 6C (DC), 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D (JC) j214C, 6D 263D, immediate 236C, immediate 214D, falling j214B -> 214D, 5D, 214D, 5D, 214214D

Damage: 6292 Heat Gain: 51 (requires (50 meter)


http://www.youtube.c...StawmoU#t=3m40s

6B, 5C, 6C (DC), A+B+C+D, 214214D, 3C, 22C (RC), dash 6D, 5D (1), 214D, 6D, 5D (1), 214B -> delay 214D, 6D, 263D -> immediate 236C -> immediate 214D, falling jD, 5D, 214D, dash 5D, 214214D

Damage: 7264 Heat Gain: 60 (Requires 100 meter and 1 Burst)


http://www.youtube.c...StawmoU#t=4m08s

(Guard Crush), 6B, 5C, 6C (DC), 5D (1), 214D, 5C, 5D (1), 214214D, 5B, 5D (1), 214D, 6D, 263D -> immediate 236C -> immediate 214D, falling j214B -> 214D, 6D (JC), j214C, 5D, 214A -> 214D, 214A -> 214D, 214214D

Damage: 7502 Heat Gain: 62 (Requires 50 meter)


http://www.youtube.c...StawmoU#t=4m39s

2C FC, 5C, 6C (DC), 5D (1), 214D, 5C, 5D (1), 214214D, 3C, 22C (RC), dash 6D, 5D (1), 214D, 6D, 5D (1), 214B -> delay 214D, 6D, 263D -> immediate 236C -> immediate 214D, falling jD, 5D, 214D, dash 5D, 214214D

Damage: 8667 Heat Gain: 57 (Requires 100 meter)


http://www.youtube.c...StawmoU#t=5m08s

CH 214D, 5C, 6C (DC), A+B+C+D, A+B+C+D, 214214D, 3C, 22C (RC), 6D, 5D (1), 214D, 6D, 5D (1), 214B -> delay 214D, 6D, 623D -> immediate 236C -> immediate 214D, falling jD, 5D, 214D, dash 5D, 214214D

Damage: 10,360 Heat Gain: 57 (Requires 100 meter, 2 Bursts, and crouching opponent)

Edited by Zeromus_X, 15 May 2011 - 10:37 PM.

:MU:   :ballNA:  :ballJU:   :KYX:

 

 

who needs meter when you have GAINZ

 


#5 17 May 2011 - 02:08 PM

T.Kang
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I don't know if it's okay to post this over here, but I've tested this combo:

5B, 6A, j.214B, 5B, 5D (DC), 5C (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D
Damage: 2946, Heat Gain: 33
Notes: Works on Ragna, Rachel, Bang, Carl, Hazama, Makoto, Platinum.

on characters that weren't included in the notes and it seems to work perfectly fine on Jin and Noel, so you might want to add them both :3.

EDIT: It also works on Taokaka.

Edited by T.Kang, 17 May 2011 - 02:31 PM.


#6 17 May 2011 - 07:00 PM

Tong
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P2/P1 starting point or near-corner meterless FC

FC 2C 3C 22C dash 5A 5C 6C DC 214D dash 5C (HJC) j.C j.D 214C dash 2C 5D(1) 214D 5D 623C(1) immediate 236C immediate 236C reverse dash 3C 22C
There are 3 versions of this combo:

Mainstream, mentioned above
Damage:5357, Heatgain:55
Works on everyone except: Noel, Litchi, Valkenahyn, Jin, Carl, Tsubaki, Arakune. Should work on everyone who is "dash 5A'able" after FC 22C.

Tager only?
Damage:5415, Heatgain:62
Instead of going for the Inferno Divider finisher, 5D 22C is used instead.Much more easier and realiable than the formentioned version because of Tager's weird falling hitbox.

And Plus
Damage:5378, Heatgain:58
Works on Hazama and Hakumen.
Exactly like the mainstream, except for this:
FC 2C 3C 22C dash 5A 2C 5C 6C
The extra 2C however, makes the final reverse 3C much more harder to connect. Not very reliable sometimes.

PS.:Combo outdated and sucks, there is a better and reliable Fatal, which is:

FC 2C 6D delay j.D dash 5C 6C DC 6D (JC) j.C 214C 5C 5D(1) 214D 5C 5D 623D 236C 236C reverse dash 3C 22C [dash 5A 5B 3C 214A 214D]
Damage:5806 Heatgain:72
+(dash 2C)after [6D delay j.D] Damage:5772 Heatgain:75

Edited by Tong, 25 May 2011 - 03:47 PM.


#7 20 May 2011 - 06:24 AM

MashThat5A
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Anti-air Counter-Hit combos from anywhere on screen

Basic:
6A (CH), 5C->5D (2) (DC), 5C (HJC), j.C -> j.D (JC), j.C -> j.D -> 623D -> 236C -> 214D
Dmg - 2800
Heat - 31

Advanced:
6A (CH), 5C -> 5D (2) (DC), dash 5B -> 5D (1) -> 214D, dash 5C (JC), j.C -> j.D (JC), j.C -> j.D -> 623D -> 236C -> 214D
Dmg - 3091
Heat - 38
If DID hits twice, then Dmg - 3168 and Heat - 40.

Works on the entire cast. If you're by the corner, you can just do a forward throw combo.

EDIT: Looks like these combos also work if you happen to score 5B or 5C aerial counter hits. This may be a generic ground to air counter hit combo.

Edited by MashThat5A, 20 May 2011 - 06:29 AM.

:RG:RIP Ragna 2011-2013 :RG:

:TA:RIP Taokaka 2010-2014 :TA:
:KO: @MashThat5A  :KO:


#8 20 May 2011 - 02:54 PM

WolfCrimson
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Punish combo with D ID + 50% heat (midscreen to corner):

(CH) DID (2 hits)> slight delay Upper > RC > airdash > jC> belial > dash 5C >5D (1) > Deadspike> 5C > 5D (2) > DC > 6A > J.C. > jC >jD > J.C. > jC > D ID > Upper >Ax kick

25 hits, 4816 damage, 36 heat and 789 health regained.

Hype values are unaffected by proration.


#9 20 May 2011 - 07:09 PM

LuminAbyss
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I wanted to ask. Do you think we'd be able to get any good throw combos if this was the kind of starter?

6B+C > 5C > 5D(1) > DS > d.3C > 22C > rapid > 6C? I can't get anything to connect after the 6C, but I'm pretty sure it's just my shitty execution.

EDIT: Nevermind, I got 6C > hj.C > BE > 5D > HF to work on Jin. So the full combo would be

6B+C > 5C > 5D(1) > DS > d.3C > 22C > rapid > 6C > hj.C > BE > 5D > 214A > 214D

4k
50 heat used, 45 heat gained


Not sure if this works on everyone. Gotta love 22C bonus proration. You could also replace the Hell's Fang ender with 22C for more damage. You guys think this combo is worth the heat? You gain most of it back with the HF ender. It's a bit tough to do (at least, for me and my bad execution)

Edited by LuminAbyss, 20 May 2011 - 07:28 PM.

[12:16:02 AM] Toasty: monkey see, monkey doo doo on proto

#10 20 May 2011 - 11:01 PM

Famhuss
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Ok somethings I got messing around;

P2 close to corner

5b>6a>JC>j.c>j.d>j.c>214c>5d(1)>214d>5c>5d>214d>623D>236c>214D

3244 dmg, 41 heat and oki in corner. Trying to make a BK variant.

#11 22 May 2011 - 07:27 PM

LuminAbyss
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We need more counter hit deadspike ideas.

Corner or Near Corner, tested on Carl, Hazama, and Tager

CH 214D > d.3C > 22C > rapid > 6C > DC > 6D > dj.C > j.214C > (66)5D > 623C > 236C > 236C > 663C > 22C

50 heat used, 11 heat gained, 5711 damage (5607 if dash before 5D is omitted)


The reason it adds .1k if you do the dash is because you'll hit with both parts of ID start up. CH Deadspike is a pretty useful starter, and can actually be more practical than a fatal counter.

And the cool thing is you can hit the Deadspike at max range and have time to dash in for the 3C! :eng101:

Edited by LuminAbyss, 22 May 2011 - 08:07 PM.

[12:16:02 AM] Toasty: monkey see, monkey doo doo on proto

#12 22 May 2011 - 08:16 PM

Tong
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After 6C
5D(1) 214D 5C (HJC) j.C j.D (JC) j.C 214C corner variation deals more damage than
6D (JC) j.C 214C I think;

#13 23 May 2011 - 12:55 AM

xlolxlolx
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hmmmm if you get CH 214D and you have 50 meter, might as well do bk combo imo.
CH 214D>6C>DC>6D>dj.C>j.214C>5C>5D(1)>214214D>5B>5D(1)>214D>6D>j.D whiff>5D(1)>214B>214D>5D(2)>DC>6D>623D>236C>214D>j.214B>214D>5D(2)>214214D
8381 dmg 50 meter to start

#14 24 May 2011 - 02:21 PM

Keech
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Mid to corner:
CH on air 6A 5C 5D DC 5B 5D(1) 214D dash 5С HJC j.C j.D 214C 5D DID dash under 3C HF
30 Heat 2910DMG
FC 2C 5C 6C DC 6D Jump j.C 214C 5C 5D(1) 214D 5C DID dash under 3C HF
49 Heat 5130 DMG
CH 2D dash 5C 5D DC 5B 5D(1) 214D dash 5C JC j.C j.D j.C 214C 5D DID
48 Heat 4198 DMG
5b 6a jc j.C j.D j.C 214c HF
27 Heat 2487

Edited by Keech, 25 May 2011 - 04:43 PM.

bbct: :HA:; bbcs-bbcsII: :RG:; bbcex :VA: :TS:; bbcp :TA: :KA: post patch: :MK: bbcp2: :VA:

Eltnum:1.2kkk RIP my combo/blockstring list(exctracted from top japan players demo) for Eltnum; HildaWaldstein.


#15 24 May 2011 - 03:55 PM

The Katz
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Mid to corner:
CH on air 6A 5C 5D DC 5B 5D(1) 214D dash 5С HJC j.C j.D 214C 5D DID dash under 3C HF
30 Heat 2910DMG
FC 2C 5C 6C DC 6D Jump 5C 214C 5C 5D(1) 214D 5C DID dash under 3C HF
49 Heat 5130 DMG

CH 2D dash 5C 5D DC 5B 5D(1) 214D dash 5C JC j.C j.D j.C 214C 5D DID
48 Heat 4198 DMG
5b 6a jc j.C j.D j.C 214c HF
27 Heat 2487


Attacks in ()'s should be opt'd out against Jin, Hazama, Makoto, and Platinum due to ridiculous timing/generally whiffing regardless.

FC 2C 5C 6C > dc > 6D jc j.C > j.214C > 66~5C 5D(1) > 214D > 5C 5D(1) > 214A > (5A 5B) DID > dash under 3C > 22C

Adds 200-to-300 damage + 22C stagger state.

#16 25 May 2011 - 10:38 AM

Raziel1845
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Midscreen-ish Blood Kain to Yami Combos that don't involve RC's or 6C's

Requires 50% Heat
P2 to Corner
5B 6A 214B 5A 5B 5D(1) 214214D 5B 623D 236C 214D falling j.214B 214D 5D(2) 214D 5D(1) 214A 214D reverse 214A 214D 3C 214A 214D 214214D
Damage: 5014, Heatgain: 51

Video: http://www.youtube.c...h?v=Xf3V3flq1tU

You can delay the DS a bit to get delay the DS to get 3 hits for 5082 dmg and 52 meter gain (as pointed out by xlolxlolx).

Edit 2:
==================================================
Alternate Better Version
P2 to Corner
5B 6A TK j.214B 5B 5D(1) 214214D 5B 623D 236C 214D Air Dash j.D 214C 5D(1) 214B 214D 5D(2) 214D 5D(1) 214A 214D reverse dash 3C 214A 214D 214214D
Damage: 5451, Heatgain: 50

This is with the DS hitting 3 times, which requires a bit of delay after the 5D(2) hits

Video: http://www.youtube.c...h?v=ADSim_m8iFw
==================================================

Edit 3:
==================================================
Alternate Even Better Version combo by xlolxlolx
P2 to Corner
5B 6A TK j.214B 5B 5D(1) 214214D dash 5B 5D(1) 214B 214D 6D 623D 236C 214D falling j.D j.214C 5D(2) 214D 5D(1) 214A 214D reverse dash 3C 214A 214D 214214D
Damage: 5638, Heatgain: 53

This is with the DS hitting 3 times, which requires a bit of delay after the 5D(2) hits. Also the D.ID can hit twice, but the video I did didn't have it, so the damage may increase a bit.

Video: http://www.youtube.c...h?v=g4AglaKB6g0
==================================================


Edit 1:
==================================================
BK to Yami fullscreen Combo 1
Fullscreen cornered combos
Cornered to other corner
5B 6A 214B 5A 5B 5D(1) 214214D 5B 623D 236C 214D falling j.214B 214D dash 5D(1) 214A 214D 3C 2D 5D(1) 214A 214D 3C 214A 214D 214214D
Damage: 4912, Requires: 49+ starting heat, Heatgain: 51

Video: http://www.youtube.c...h?v=CEQcKBR-sJ4

The spacing is kinda weird on this one, because if the last HF is done too close to the other wall, Yami won't link cause they'll hit the ground before it comes out.

BK to Yami Fullscreen to Midscreen Combo 2 care of xlolxlolx
Cornered to other corner
5B 6A 214B 5A 5B 5D(1) 214214D 5B 623D 236C 214D Air Dash j.D j.214B 214D dash 5D(1) 214A 214D 5D(2) Dash Cancel 214A 214D reverse dashing 3C 214A 214D 214214D
Damage: 4862, Requires: 49+ starting heat, Heagain: 51

Video: http://www.youtube.c...h?v=2QeaqFqXxqU

This one, I found it best to delay the j.D and the subsequent GH as much as possible for longer traveling distance.
==================================================

Edit 4:
==================================================
BK to Yami fullscreen Combo 3
Corned to other corner.
5B 6A 214B 5A 5B 5D(1) 214214D 5B 623D 236C 214D falling j.214B 214D dash 5D(1) 214A 214D 6D j.D land 5D(2) Dash Cancel 214A 214D reverse 214A 214D 214214D
Damage: 4970 Heatgain: 51

Video: http://www.youtube.c...h?v=_HBFwbmu55Q
==================================================

Edited by Raziel1845, 30 June 2011 - 08:49 AM.
Edit 4, added another fullscreen combo.


#17 26 May 2011 - 10:35 PM

VR-Raiden
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(corner) ID©236C236C > dash behind 5C > 5D(1) > DS > 5D(DC) > 6A > TK BE > 5D > end

> end ID(D)236C214D =
> end HF = 2307 dmg, 43 heat


(corner) ID©236C236C > dash behind 5C > 5D(1) > DS > j.C > j.D (JC) > j.C > j.D > ID(D)236C214D

= 2374 dmg, 29 heat


EDIT: Replaced with better versions thanks to Tong, Raziel1845, tutorial vid.

Edited by VR-Raiden, 28 May 2011 - 03:09 AM.


#18 17 June 2011 - 08:17 PM

LuminAbyss
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A funny combo I made up, and I actually was able to pull this off in the middle of a match (it's still kinda impractical, but really easy damage if you have the resources). Needs corner (or just about at the corner) and 100 Heat.

IMPORTANT NOTE:
This should work on everyone, but timing the 5C > 5D(1) > 214D might be different on certain characters. I've done this on Taokaka and Ragna (and pulled it on a Jin in the actual match)

Air hit FC 2C > 5D(1) > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > 5C > 5D(1) > 214D > 5D(2) > 623D > 236C > 236C > 5D(2) > 632146D

6490 Damage


There are less damaging versions off more practical starters though


Air hit 5B > 5D(1) > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > 5C > 5D(1) > 214D > 5D(2) > 623D > 236C > 236C > 5D(2) > 632146D

5640 Damage


--

Air hit 5C > 5D(1) > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > 5C > 5D(1) > 214D > 5D(2) > 623D > 236C > 236C > 5D(2) > 632146D

6183 Damage


--

CH j.214B > 5C > 5D(1) > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > 5C > 5D(1) > 214D > 5D(2) > 623D > 236C > 236C > 5D(2) > 632146D

6288 Damage


Replacing 623D > 236C > 236C > 5D(2) > 632146D with 214214D again nets you around 200-300 damage more on all of those combos. (I just like Carnage Scissors more than DbD)

Edited by LuminAbyss, 17 June 2011 - 08:28 PM.

[12:16:02 AM] Toasty: monkey see, monkey doo doo on proto

#19 19 June 2011 - 09:09 PM

MashThat5A
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Okay, so here is an interesting find. Ragna can link a TK GH after BE. It's character universal if the spacing is appropriate, but character specific if you are already in the corner / very close to it. The universal point is if Ragna is about in the center of the screen after the BE and the opponent is in the corner. For a visual example of this, try the combo I'll post further down from the P2 position. The corner specific version's timing is a little tricky at first, but it's easy after you get it a few times. The characters it doesn't work in the corner on, (at least in my testing, if anyone wants to verify) are Tsubaki, Lambda, and Tager. I believe this works on everyone else in the corner.

EDIT: So after some more testing, this doesn't work on Tsubaki, Lambda, Tager, Mu, Arakune, Valkenhayn, Hakumen, or Makoto in the corner. Wow, this is more character specific than I thought.


Examples of this for new BnBs

EDIT: The character/spacing specifics for each combo are outrageous, so they won't be noted.

On crouching
5B > 5C > 6C(DC) > 6D(JC) > j.C > j.214C > 2147B (TK GH) > 5B > 5D(1) > 214D > 5C > 5D(2) > DID(1) > 236C > 236C > dash under 3C > 22C
Dmg 4551
Heat 49

5B > 5C > 6C(DC) > 6D(JC) > j.C > j.214C > 2147B (TK GH) > 5B > 5D(1) > 214D > 5C > 5D(2) > DID(1) > 236C > 236C > dash under 5D (2) > CS
Dmg 5150
Heat 50 (-50)

For characters that are Dash 5A-able:
On crouching
5B > 5C > 6C(DC) > 6D(JC) > j.C > j.214C > 2147B (TK GH) > 5B > 5D(1) > 214D > 3C > 22C > dash 5A > 5B > 5C > DID(1) > 236C > 236C > dash under 5D (2) > CS
Dmg 5594
Heat 52 (-50)

5B > 5C > 6C(DC) > 6D(JC) > j.C > j.214C > 2147B (TK GH) > 5B > 5D(1) > 214D > 3C > 22C > dash 5A > 5B > 5C > DID(1) > 236C > 236C > dash under 5D (2) > 22C
Dmg 5004
Heat 53

Some notes:
TK GH > 5B > 5D(1) > Dead Spike will always do more damage and gain more meter than 5C>5D(1)>Dead Spike, however, it will not do more damage if it was possible to use more 5C's in the combo before trying the same combo with the link replacing 5C after BE. It's a little tricky to explain. Generally, you should only try the link if you've only used two or fewer normals (that are not 6B) before going into 6C if you want to maximize damage and meter gain. There are exceptions with good starters, such as 6D, as well as some other combos.

Edit: The link will work with three or fewer normals, and if you use three normals, then there can't be an A move or a 2B. Excpetion is 6B, which it can't be done on unless you immediately BE after 6D, but this isn't worth it.

Edited by MashThat5A, 27 July 2011 - 06:24 PM.
Adding notes

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#20 20 June 2011 - 04:51 AM

LuminAbyss
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Very nice! I might try experimenting with those next chance I get!

I wanted to note with the dash under 5D(2) > CS ender, you don't need to dash (or rather, you can't). Just stand in place and do CS. If you want to keep them in the corner, just dash under 3C > CS. All you'll do is sacrifice a little heat gain and life gain.
[12:16:02 AM] Toasty: monkey see, monkey doo doo on proto

#21 20 June 2011 - 04:33 PM

MashThat5A
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Very nice! I might try experimenting with those next chance I get!

I wanted to note with the dash under 5D(2) > CS ender, you don't need to dash (or rather, you can't). Just stand in place and do CS. If you want to keep them in the corner, just dash under 3C > CS. All you'll do is sacrifice a little heat gain and life gain.


http://www.youtube.c...h?v=NHXCDt8GyN8
Here is the second combo. It shows the TK GH link, as well as the dash under 5D. :eng101:

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#22 20 June 2011 - 04:55 PM

Tong
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reverse 5D may be hard, like double Berials used to be in CS1, but I think it can only be used when ground tech is possible after 236C. Wouldnt work If theres an airtech caused by proration

I think 3C hits "higher" from this, not hitbox wise, but because 5D has so much startup frames that It seems to hit lower.

Gonna test it later, very nice.

Edited by Tong, 20 June 2011 - 05:10 PM.


#23 20 June 2011 - 07:31 PM

LuminAbyss
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http://www.youtube.c...h?v=NHXCDt8GyN8
Here is the second combo. It shows the TK GH link, as well as the dash under 5D. :eng101:


Oooh. It's too much trouble Guess I'll have to practice it, I think I tend to prorate the combos I choose to end in 5D(2) > CS too much though, so according to Tong, it won't work (For those combos)

Anyways, good stuff finding that TK GH link, I'm starting to dig it a lot. :yaaay:

Edited by LuminAbyss, 20 June 2011 - 07:34 PM.

[12:16:02 AM] Toasty: monkey see, monkey doo doo on proto

#24 20 June 2011 - 10:37 PM

xlolxlolx
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improved corner to corner bk reversal combos

623Ckick>j.214B>j.214D>dash 6D>delay j.D>5D(2)>DC>HF>5D(1)>HF>5D(1)>HF>3C>22C/HF = 3.8k/3.5k dmg 43/52 meter gain, HF doesn't give knockdown

5B>5C>2D>dash 6D>623Dkick>j.214B>j.214D>5D(2)>HF>5D(1)>HF>5D(1)>HF>3C>22C = 4.6k dmg 49 meter gain, works from max range 5B

5B>5C>2D>dash 6C>DC>crossunder 5D(1)>623Dkick>j.214B>j.214D>6D>JC>j.214C>5D(2)>214D>5D(2)>22C = 4.6k 33 meter gain, basically just a sideswap

5B>5C>623Dkick>j.214B>j.214D>dash 6D>delay j.D>5D(2)>HF>5D(1)>HF>5D(1)>HF>3C>22C = 4.8k 44 meter gain, 5B has to hit much closer for 623D to connect

#25 20 June 2011 - 11:20 PM

MashThat5A
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reverse 5D may be hard, like double Berials used to be in CS1, but I think it can only be used when ground tech is possible after 236C. Wouldnt work If theres an airtech caused by proration

I think 3C hits "higher" from this, not hitbox wise, but because 5D has so much startup frames that It seems to hit lower.

Gonna test it later, very nice.


Double Berials were hard? Yea, I think you're right on the ground tech. But from what I've seen is that generally if you can do a 3C, you can do a 5D. However, the biggest limiter is the height that the opponent is in the ID. I believe if the opponent is not above you then you have to 3C.

Oooh. It's too much trouble Guess I'll have to practice it, I think I tend to prorate the combos I choose to end in 5D(2) > CS too much though, so according to Tong, it won't work (For those combos)

Anyways, good stuff finding that TK GH link, I'm starting to dig it a lot. :yaaay:


Glad you like it Lumin. :yaaay:

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#26 21 June 2011 - 04:22 PM

Tong
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TK GH link is good, however It wont work from a starting 6B, horrible P1, the dummy will recover right before the deadspike.

It works from a j.C combo on crouching opponent tho.

#27 24 June 2011 - 03:03 AM

HolyOrderChipp
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So I'm seeing a bunch of combos use 5B > 6A > GH > land, whatever, and some of them have just been notated as 214B... Now, do you always need to make it a tk GH? 'Cos looking at the frame data, seems like only air GH should work... Or do you end up hitting late enough with the ground version that you can link the 5B or 5A afterwards?

I always make that fatal mistake of actually pressing buttons with Tager.


#28 24 June 2011 - 03:24 AM

xlolxlolx
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they float high enough so you can follow up with 5A, 6A>tk gh>5b works on some chars

#29 24 June 2011 - 04:19 AM

Tong
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So I'm seeing a bunch of combos use 5B > 6A > GH > land, whatever, and some of them have just been notated as 214B... Now, do you always need to make it a tk GH? 'Cos looking at the frame data, seems like only air GH should work... Or do you end up hitting late enough with the ground version that you can link the 5B or 5A afterwards?


For practicality/reliability use 5B 6A 214B 5A...
Hits on everyone except Tager, theres a special and better BnB version for him.

for 5B 6A j.214B 5B... you need to delay the GH abit, so the 6A may put the opponent higher and land fast enough for the 5B.
Tip: To tighten the link, press and hold 5B after TK GH so advance input may kick-in. Believe me, it helps alot.

#30 24 June 2011 - 04:26 AM

HolyOrderChipp
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Yeah, 'course I'd try to buffer it.

So if I'm in range to do 5B > 6A, then is a GH > 5A or j.214B > 5B combo giving me more damage than a 5B 6A > j.C j.D j.C j.D D Inferno Divider combo? Midscreen, I mean. And if I'm choosing between them, it's better to learn the harder tk GH combos, right?

On a final note, if I just do it as 2147B, does that work? Or do I want a forward or neutral jump? Or does it have to be delayed enough that by the time I've hit B the 214 has expired?

Man, when I get back to my console, I am gonna learn such sick combos...

I always make that fatal mistake of actually pressing buttons with Tager.





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