Due to the landing hit of NE can whiff at certain ranges, landing only the first hit of NE will result in a hard knockdown, which provides more oki options and combo opportunities. The general tip is to make sure NE connects when the opponent is far enough but not to the point that NE cannot connect. See the [https://www.evernote.com/shard/s661/client/snv?isnewsnv=true¬eGuid=36e5333b-c206-4498-8ca6-159e99f8a383¬eKey=2b22cd3063f5820e7c8e4f0acfa2fddb&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs661%2Fsh%2F36e5333b-c206-4498-8ca6-159e99f8a383%2F2b22cd3063f5820e7c8e4f0acfa2fddb&title=CF2%2BRagna%2BNightkasu%2BSpecific%2BList notes] for more details.
Nightkasu will not work on {{Character Label|BBCF|Rachel|label=Rachel}}, {{Character Label|BBCF|Taokaka|label=Taokaka}}, {{Character Label|BBCF|Makoto|label=Makoto}} and {{Character Label|BBCF|Noel|label=Noel}}.
}}
}}
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! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video
|-
|-
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}} || Anywhere || 1714 || 200 || 12 || All || Beginner || Universal confirm for maximum distance hits. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}} || Anywhere || 1714 || 200 || 12 || All || {{ComboDifficulty|Very Easy}} || Universal confirm for maximum distance hits. ||
|-
|-
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > ({{clr|C|3C}}) > {{clr|D|2D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2311 || 250 || 16 || All || Beginner || {{clr|C|3C}} can be omitted for less damage but less range dependency. ||
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > ({{clr|C|3C}}) > {{clr|D|2D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2311 || 250 || 16 || All || {{ComboDifficulty|Very Easy}} || {{clr|C|3C}} can be omitted for less damage but less range dependency. ||
|-
|-
| {{clr|A|2A}} > {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 2906 || 500 || 20 || All || {{ComboDifficulty|Easy}} || {{clr|C|5C}} can be omitted for less damage but less range dependency. ||
| {{clr|A|2A}} > {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 2906 || 500 || 20 || All || {{ComboDifficulty|Easy}} || {{clr|C|5C}} can be omitted for less damage but less range dependency. ||
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| (all {{clr|A|5A}}/{{clr|A|2A}}/{{clr|A|j.A}} > {{clr|B|5B}}/{{clr|B|2B}}/{{clr|B|j.B}} routes will work with {{clr|B|5B}}/{{clr|B|2B}}/{{clr|B|j.B}} starter) || || || || || || || ||
| (all {{clr|A|5A}}/{{clr|A|2A}}/{{clr|A|j.A}} > {{clr|B|5B}}/{{clr|B|2B}}/{{clr|B|j.B}} routes will work with {{clr|B|5B}}/{{clr|B|2B}}/{{clr|B|j.B}} starter) || || || || || || || ||
|-
|-
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}} || Anywhere || 2032 || 200 || 14 || All || Beginner || Universal confirm for maximum distance hits. ||
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}} || Anywhere || 2032 || 200 || 14 || All || {{ComboDifficulty|Very Easy}} || Universal confirm for maximum distance hits. ||
|-
|-
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > ({{clr|C|3C}}) > {{clr|D|2D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2973 || 250 || 21 || All || Beginner || {{clr|C|2C}} and {{clr|C|3C}} can be omitted for less damage but less range dependency. ||
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > ({{clr|C|3C}}) > {{clr|D|2D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2973 || 250 || 21 || All || {{ComboDifficulty|Very Easy}} || {{clr|C|2C}} and {{clr|C|3C}} can be omitted for less damage but less range dependency. ||
|-
|-
| {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3525 || 500 || 25 || All || {{ComboDifficulty|Easy}} || {{clr|C|5C}} can be omitted for less damage but less range dependency. ||
| {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3525 || 500 || 25 || All || {{ComboDifficulty|Easy}} || {{clr|C|5C}} can be omitted for less damage but less range dependency. ||
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| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4399 || 500 || 31 || All || {{ComboDifficulty|Hard}} || Jubei/Crouching hit only. Must get a fairly close starter to land {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}} after the {{clr|D|6D}}. ||
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4399 || 500 || 31 || All || {{ComboDifficulty|Hard}} || Jubei/Crouching hit only. Must get a fairly close starter to land {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}} after the {{clr|D|6D}}. ||
| {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|236D}}~66, {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3414 || 720 || 24 || All, Except Hakumen || {{ComboDifficulty|Hard}} || Requires a nearly frame perfect buffered dash {{clr|C|5C}} after the dash cancel to work on some characters, notably Platinum. ||
| {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|236D}}~66, {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3414 || 720 || 24 || All, Except Hakumen || {{ComboDifficulty|Hard}} || Requires a nearly frame perfect buffered dash {{clr|C|5C}} after the dash cancel to work on some characters, notably Platinum. ||
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==Navigation==
==Navigation==
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center>
<center>{{Character Label|BBCF|Ragna the Bloodedge|size=42px}}</center>
{{#lst:{{BASEPAGENAME}}/Data|Links}}
{{BBCF/CharacterLinks}}
{{BBCF/Navigation}}
{{BBCF/Navigation}}
Latest revision as of 21:38, 29 December 2023
This page has been marked for cleanup.
This can be for a variety of reasons including but not limited to: spelling mistakes, unnecessary information, poor formatting, and other metrics per common sense reasoning. Consider helping rewrite it.
Numbers represent direction on a keyboard numpad. For example, + becomes 236A.
> = Proceed from the previous move to the following move.
▷/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
Where it all begins. Almost every starter will allow Ragna to combo into Hell's Fang and its follow-up for a basic knockdown. At closer distances, he can combo into D Inferno Divider for a little more damage, lifesteal, and better okizeme at the cost of corner carry.
Gauntlet Hades Extensions
Routing into Gauntlet HadesNot just an overhead.
Easy
... > 6A/air hit 5D(1) > 214B~delay 214D > ...
Introduction to combo extensions using Gauntlet Hades. 6A will combo from close range 5B and 5C, rewarding Ragna for being close to his opponent. Air hit 5D is a bit more specific when it comes to routing as it requires a launch before it can be used. Meaty 5B after Hell's Fang can catch jumping opponents and easily confirm into Gauntlet Hades using 5C > 5D(1). Otherwise, Gauntlet Hades is primarily used as an extension during Fatal Counter combos with the extra hitstun. If Gauntlet Hades starts the combo, Ragna can fit two of them into the same combo for increased corner carry by using 5B > 6A.
Comboing After Gauntlet HadesNot just an overhead.
Spin Kick must be delayed in order for 5B to combo afterwards properly. In the corner, delaying Spin Kick enough will give enough frame advantage to combo into 3C for Not Over Yet extensions, but that's for later. The first route is always damage optimal, but depending how long the combo was beforehand 5B > 5C and the second j.CD will drop, necessitating the second route.
Anywhere Throw Combo
Anywhere Throw ComboDouble the damage for a little extra effort.
Corner combo that works from any starter. Inferno Divider extensions are typically not worth the effort later on, but this works as a starting point for Ragna's more damaging corner routes.
Midscreen Airthrow Combo
Midscreen Airthrow ConversionSnatch them out of the air.
This is where things start to get interesting. This combo incorporates a Gauntlet Hades pickup that should look familiar from the basic combo section. While this combo may look a little intimidating, all you're really doing is adding a slight extension to a previously-learned combo. It's also very useful as 236D~66 is a plus on block (albeit risky) pressure reset.
Another good combo to learn. Blood Scythe is a favorite move of a lot of Ragna players and this is one of the easiest places to use it. This is also a good introduction to using 22C in combos, as there are some rules around using it. 3C is the easiest way to get the "down" state, but there are some other ways. 2D is in parenthesis because it will drop on a couple characters like Taokaka and Izayoi.
Off close hits (usually punishes), Ragna can sneak in a 22C for a launch combo. The corner carry this combo provides more than offsets the somewhat low damage. This will also work off of Ragna's 2A at close range.
Situational 5C
Situational 5CWorks on crouching opponents or counterhit.
Easy
CH/CR 5C > 6C > 6D > j.214D, 6C > 214D, 3C > ...
Lifesteal:
Think about this as an extension to the throw combo. The fun part of this combo is that ground and air Blood Scythe are counted as different moves for SMP purposes, which also means this combo looks sweet.
Rapid Cancel Extensions
Rapid Cancel ExtensionsAdds damage early in combos.
Doubles the damage off a stray 5B for very little effort. This stems quite easily into the unscaled Gauntlet Hades conversion and will net around 4.2K damage from anywhere.
Rapid Cancel ExtensionsAdds damage early in combos.
The first combo is mostly for if you autopilot 214A~214D and still want some damage. Otherwise, the second combo deals a little more damage at the cost of slight distance dependency and intentionality.
Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute
Nightkasu
NightkasuGaining more advantage on NE knockdown
~ > 214B~dl. 214D, 5B > 5C > 9hjc > j.B > j.C > j.D > 7/8jc > j.D > NE(1) > ~ (timing varies)
Due to the landing hit of NE can whiff at certain ranges, landing only the first hit of NE will result in a hard knockdown, which provides more oki options and combo opportunities. The general tip is to make sure NE connects when the opponent is far enough but not to the point that NE cannot connect. See the notes for more details.
Midscreen air throw combo. You can do this in the corner, but you will most likely sideswap after the air throw and lose corner, so it's suggested you learn the corner combo below.
50 Heat Rapid Cancel combo. This combo works from even a max range 5B hit, and gives good damage and corner carry. It's a valuable tool to make Ragna's footsies even scarier. If any other buttons are added before Hell's Fang, you must 5B > 6A after Gauntlet Hades, or the hjc > j.C will drop.
This beginner section does not go over any Overdrive combos, and that is because Ragna's Overdrive routing can be a bit conditionally overwhelming, and requires more execution than this section should. If you reach the level where you feel you need to learn Overdrive combos, please look further down the page at the Overdrive section.
Combo Theory
Generally, combos will involve setting up the route in a way to combo into one special, then linking off of that into an air combo that ends in Nightmare Edge (j.214C). Specials that can be continued from include Gauntlet Hades (214B/j.214B), Blood Scythe (214D/j.214D), Not Over Yet (22C), and Dead Spike (236D). In the corner, D Inferno Divider into Straight Punch (623D~236C~236C) can also be combo'd from, though the time spent dropping from such a height often eats up a lot of combo time. Combo enders are usually Nightmare Edge (j.214C), Hell's Fang (214A), and D Inferno Divider into Ax Kick (623D~236C~214D).
Gauntlet Hades and Blood Scythe usually require some form of launching, which can include 6A, 6C, and throw. Not Over Yet and Dead Spike usually combo from knockdowns, such as 3C, 2D, and anti-air 5D.
In the corner from Long starters, oftentimes two combo filler specials can be done before going to the combo ender. For example,
Note that while drives and specials are all useful to continue Ragna's combos, any hits with life-steal properties generally have poor damage proration, so it is recommended to use non-life-steal hits early on during a combo.
Air combo enders are typically done in one of the following ways:
5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > Nightmare Edge or D Inferno Divider -- Generally the most damaging air combo route, but must be done relatively early for 5C > j.C to still connect.
2C > 6A > hjc > j.C > j.D > jc > j.D > Nightmare Edge or D Inferno Divider -- Usually done in the corner following a Dead Spike dash cancel. When directly under the opponent, 5B and 5C tend to whiff and cross under when attempted.
5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > Nightmare Edge or D Inferno Divider -- This is done when the combo has taken enough time that 5B > 5C will no longer validly combo, which necessitates the 6A. 6A gives far more untech time, but also heavily prorates the damage of the combo.
Generally neither of Ragna's Distortions see much use in combos since they tend to add relatively little damage for the 50 meter cost (the threat of Carnage Scissors as a long-ranged cut through zoning tends to be far more relevant, as well). However, they provide relatively good life steal values when enhanced by Overdrive, for when an Overdrive combo would otherwise not kill - OD Devoured by Darkness (214214D) in particular provides a whopping base 1000 life steal.
Ragna can oftentimes use Overdrive Cancel or Rapid Cancel to dramatically increase the damage of a shorter combo (such as 5B > 5C > 214A~214D), though he gets heavily diminishing rewards if the combo has already run most of its time out. The goal in most cases is to achieve around 4000 damage whenever resources are spent, or 5000+ if a combination of two or more of (counter-hit, RC, distortion) happens.
Overdrive changes the properties of all of Ragna's life stealing hits, oftentimes giving wall-bounce, ground-bounce, or other properties, along with things such as dash cancel or jump cancel capability. Generally, all life steal hits can be combo'd from, greatly extending possibilities for continuing any route until either the combo timer or Overdrive runs out. Optimization of routes can also be done in either higher damage or higher life steal directions, depending on the situation.
Calculating Lifesteal
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:
1st to 5th Soul Eater hit: 100% Lifesteal
6th Soul Eater hit: 110% Lifesteal
7th Soul Eater hit: 120% Lifesteal
8th Soul Eater hit: 130% Lifesteal
9th Soul Eater hit: 140% Lifesteal
10th Soul Eater hit and beyond: 150% Lifesteal
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.
Attacks that have lifesteal are as follows (values in [] are during OD):
5D(2): 100 [150] lifesteal
2D: 100 [150] lifesteal
6D: 100 [150] lifesteal
j.D: 100 [150] lifesteal
5A+B (Crush Trigger): [200] lifesteal, only applies during OD
214A~214D: 200 [300] lifesteal
214B~214D: 100 [150] lifesteal
623D: 50×2 [75×2] lifesteal
623C/D~236C~214D: 50 [75] lifesteal
236D: 100 [50×3] lifesteal
214D: 100 [150] lifesteal
j.214C~214D: 200 [300] lifesteal
632146D: 300 [200+100×4] lifesteal
214214D: 500 [1000] lifesteal
All of these lifesteal values can also be found on each move's overview.
Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc. Point blank starter needed for 3C > 22C to connect. Needs dash momentum for Taokaka.
22C wallsplats. The 22C wallsplat is range dependant and cannot be done point blank with dash momentum. Furthermore, on Jin, Taokaka, Arakune, Bang, Carl, Amane, and Azrael, you need to be spaced back from the corner quite a bit. Needs dash momentum for Taokaka, making this combo extremely finnicky on her.
Basic Air-to-Air j.A combo. Can add more j.As to help hit confirm. Can also omit j.D and the second j.C. Can end in D Inferno Divider > Axe Kick instead of Nightmare Edge for consistency.
5B/2B/j.B Starter
Combo
Position
Damage
Life Steal
Heat Gain
Works on:
Difficulty
Notes
Video
(all 5A/2A/j.A > 5B/2B/j.B routes will work with 5B/2B/j.B starter)
5B > 5C > 214A~214D
Anywhere
2032
200
14
All
[1] Very Easy
Universal confirm for maximum distance hits.
5B > (2C) > 5C > (3C) > 2D > 623D~236C~214D
Anywhere
2973
250
21
All
[1] Very Easy
2C and 3C can be omitted for less damage but less range dependency.
With the added 5C, the combo is at timer limit, so any additional buttons added will make it drop. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
Jubei/crouching hit only. Can replace 5B > 5C > 5D(1) with 5A > 5B > 5D(1) after Spin Kick for less timing dependance. Works from Counter Hit 5B if the 5C is omitted. Requires maximum delay on the j.214B.
Jubei/Crouching hit only. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc. Must get a fairly close starter to land 665B > 3C > 22C after the 6D.
Final 2D whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency. 5C can be omitted for less damage but less range dependency.
Delay 5B and walk backwards after 2D Dead Spike dash-cancel so that Ragna doesn't dash under the opponent. Can also do 2C > 5D(1) instead of 5B > 5C > 5D(1) for consistency.
Also works on Jubei/crouching hit. Final 2D whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency.
Spin Kick should be delayed as late as possible, both dash 5B's should be done as soon as possible. Must do a dashing 5C after Deadspike against Carl and Izanami.
Must use 5B after 22C dash cancel if the opponent wall splats. Initial 5C dash must last until the hitstun from 6D is about to run out. Omit the final j.C if the combo timer runs low.
Also works in corner, but do not microdash 3C, and instead of 665C after Not Over Yet do 2C > 5C. Against Taokaka, you're forced to microdash 3C in corner, so do 5B > 5C after Not Over Yet.
Requires a low altitude or TK'd air Blood Scythe. Also requires air Blood Scythe to hit in a very specific way, where it hits same side but Ragna still switches sides with the opponent, so they slide into him.
Requires air Blood Scythe to hit in a very specific way, where it hits same side but Ragna still switches sides with the opponent, so they slide into him. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
Must space 665B slightly away from the wall, or 22C~66, 5B will drop. If you end up too close to the wall, do 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D.
For this combo to work on Noel, you must omit 6B and do a delayed 6D. Can omit the first 2C for less damage but less range dependency. Can end with Devoured by Darkness instead of EA.
Omit the initial 2C and 5C for less damage but less range dependency. Can swap 6B and 5D in order to avoid dropping the combo if the corner is reached. Can end with Devoured by Darkness instead of EA.
Exact timing for OD Carnage Scissors after 5D(1) so that it links into 5B is character specific. EA is only optimal in Active Flow. Can end with Devoured by Darkness after the OD 5D.
Fatal counter only. Can swap 6B and 5D in order to avoid dropping the combo if the corner is reached. Can end with Devoured by Darkness after the (OD) 5D.
Can omit the second j.C for this combo to work with a 02:00 OD timer. 2D whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency.
Burst lock-out combo. Must 663C after the Nightmare Edge on Noel, Rachel, and Bang. Can end with Devoured by Darkness instead of EA by omitting 6B and doing the full 5D.
Cross-up Instant Airdash D Inferno Divider combo. If 3C hits early, must delay Not Over Yet against some characters. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc. Only really worth going for on characters you can OTG 5C > hjc j.C or 5D(1) > Gauntlet Hades against.
Cross-up Instant Airdash D Inferno Divider combo. Meant for when you are in the corner and cross the opponent up, putting them in the corner. If 3C hits early, must delay Not Over Yet against some characters.