Final Ultima Report post Posted May 4, 2011 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 --------------------------------------------------------------------- --------------------------------------------------------------------- --------------------------------------------------------------------- "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. Share this post Link to post Share on other sites
Beautiful Death Report post Posted May 15, 2011 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. Share this post Link to post Share on other sites
advancedNoob Report post Posted May 15, 2011 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. Share this post Link to post Share on other sites
Zeromus_X Report post Posted May 15, 2011 Transcript of this Burger King combo vid: http://www.youtube.com/watch?v=WwYFStawmoU http://www.youtube.com/watch?v=WwYFStawmoU#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.com/watch?v=WwYFStawmoU#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.com/watch?v=WwYFStawmoU#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.com/watch?v=WwYFStawmoU#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.com/watch?v=WwYFStawmoU#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.com/watch?v=WwYFStawmoU#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.com/watch?v=WwYFStawmoU#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.com/watch?v=WwYFStawmoU#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.com/watch?v=WwYFStawmoU#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.com/watch?v=WwYFStawmoU#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) Share this post Link to post Share on other sites
T.Kang Report post Posted May 17, 2011 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. Share this post Link to post Share on other sites
Tong Report post Posted May 17, 2011 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 Share this post Link to post Share on other sites
MashThat5A Report post Posted May 20, 2011 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. Share this post Link to post Share on other sites
WolfCrimson Report post Posted May 20, 2011 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. Share this post Link to post Share on other sites
LuminAbyss Report post Posted May 20, 2011 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) Share this post Link to post Share on other sites
Famhuss Report post Posted May 20, 2011 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. Share this post Link to post Share on other sites
LuminAbyss Report post Posted May 22, 2011 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! Share this post Link to post Share on other sites
Tong Report post Posted May 22, 2011 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; Share this post Link to post Share on other sites
xlolxlolx Report post Posted May 23, 2011 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 Share this post Link to post Share on other sites
Keech Report post Posted May 24, 2011 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 Share this post Link to post Share on other sites
The Katz Report post Posted May 24, 2011 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. Share this post Link to post Share on other sites
Raziel1845 Report post Posted May 25, 2011 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.com/watch?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.com/watch?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.com/watch?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.com/watch?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.com/watch?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.com/watch?v=_HBFwbmu55Q ================================================== Share this post Link to post Share on other sites
VR-Raiden Report post Posted May 26, 2011 (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. Share this post Link to post Share on other sites
LuminAbyss Report post Posted June 17, 2011 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) Share this post Link to post Share on other sites
MashThat5A Report post Posted June 19, 2011 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. Share this post Link to post Share on other sites
LuminAbyss Report post Posted June 20, 2011 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. Share this post Link to post Share on other sites
MashThat5A Report post Posted June 20, 2011 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.com/watch?v=NHXCDt8GyN8 Here is the second combo. It shows the TK GH link, as well as the dash under 5D. Share this post Link to post Share on other sites
Tong Report post Posted June 20, 2011 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. Share this post Link to post Share on other sites
LuminAbyss Report post Posted June 20, 2011 http://www.youtube.com/watch?v=NHXCDt8GyN8 Here is the second combo. It shows the TK GH link, as well as the dash under 5D. 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. Share this post Link to post Share on other sites
xlolxlolx Report post Posted June 20, 2011 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 Share this post Link to post Share on other sites
MashThat5A Report post Posted June 20, 2011 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. Glad you like it Lumin. Share this post Link to post Share on other sites