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[CSE] Ragna Combo Thread/Discussion

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Ragna Continuum Shift Extend 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")

Green = Easy Difficulty combos

Black = Normal Difficulty combos

Red = Hard Difficulty combos

Purple = Very Hard Difficulty combos

Orange = Ragna Must Die Difficulty combos

-> = Previous special cancels into next special.

(attack or dash) = The attack or dash is optional.

(nth hit) = Only let the nth hit of the attack connect.

e.g: 5D(1) means, only the first hit, off a total of 2. 6C(2) means, only the second hit not both. Plain 5D/6C implies total hits, in this case 2.

[???] xN = Repeat ??? N amount of times.

About CSEX combos

Only *new* combos will be put since they didnt change that much. The old combo thread can be used as a reference for his most standard BnBs.

General changes

- More damaging combos, thanks to 5B/5C damage buff.

- Tsuika(Hell's Fang follow up)'s decreased recovery makes 5A, 5B, Inferno Divider and 22C afterwards possible under certain conditions.

- j.D buff allows Berial Edge even off the most prorated combos.

- 6B knockdown allows more stable and damaging combos and earlier 22C mid-combo

- Special cancelable throws.

What is gone

- Midscreen/Non-corner Deadspike combos to some extent.

- Meterless 22C dash 5A links. Still works on some characters on Fatal Counter state.

- 50 heat BK combos that include Devoured by Darkness ender. Requires more heat now.

- Backthrow dash 5D.

- Mid combo 6D, to some extent.

Filter these in the CSII Combo thread and ta da! You learn 95% of CSEX Ragna combos!

CSEX combos are just upgraded CSII combos, but who knows, maybe something completely new may popup.

Notes:

After 3C or 5D, you can pick the finisher of your choice. Note that some combos will require a specific finisher, be it for Proration/Range issues. Combos denoted with either "5D~ or 3C~" will allow any finisher.

22C: Always damages for 400 and gives +4 Frame Adv. Only possible in combos where the opponent has been knocked down, by either 3C, Air Catch 6B, BK 5D, BK Heel Drop and 2D. Can be Rapid cancelled for extra 3C 22C (Total Damage = 800, requires 50 Heat) or Carnage Scissors (Total damage = 1390, requires 100 Heat) as finishers.

Hell's Fang -> Tsuika: Provides awesome Oki and very good heat gain

Inferno Divider -> Heel Drop(not recommended):Decent oki, meh damage, life drain, meh heat. Only used on combos where neither of the aforementioned are possible.

Carnage Scissors: Good finisher if you're sure that it can finish the match. Can be Rapid Cancelled for extra 3C 22C ender.

Damage: Heat Gain:

Midscreen Combos

5B 5C 214A 214D

Damage:1919 Heat Gain:16

5B 6A (HJC) j.C j.D (JC) j.C j.D 623D~Heel Drop

Damage:2564 Heat Gain:23

5B+C 214B 214D 623D~Heel Drop

Damage:2174 Heat Gain:17

5B+C 214B delay 214D High Jump j.C j.D (JC) j.C 623D~Heel Drop

Damage:2507 Heat Gain:27

5B+C delay 214B dash 5A 5B/5C 5D (DC) 6A (JC) j.D (JC) j.D 623D~Heel Drop

Damage:2835/2904 Heat Gain:34

j.B+C dash 5B 5D (DC) 6A (HJC) j.D (JC) j.D 623D~Heel Drop

Damage:2931 Heat Gain:29

6B 5C 6C (DC) 6B 5C 5D (DC) 6A (HJC) j.D (JC) j.D 623D~Heel Drop

Damage:3341 Heat Gain:38

6B 5C 6C (DC) 6B 2C delay 5C 5D (DC) 6A (HJC) j.C j.D (JC) j.D 623D~Heel Drop

Damage:3518 Heat Gain:43

Notes: 2C delay 5C doesn't work on Carl

6B 2C 5C 6C (DC) dash 5D(1) 214D dash 5C (HJC) j.C j.D (JC) j.D 623D~Heel Drop

Damage:3615 Heat Gain:39

Requires 50 Heat

5B 5C 214A (RC) 6C (DC) 6B 2C delay 5C 5D (DC) 6A (JC) j.D (JC) j.D 623D~Heel Drop

Damage:3378 Heat Gain:27

5B 5C 214A (RC) 6C (DC) 6B 5C 5D (DC) (5C) 6A (HJC) j.D (JC) j.D 623D~Heel Drop

Damage:3293/3404 Heat Gain:29

Notes: 5C 6A may whiff on some characters.

5B 5C 214A (RC) dash 6D delay j.D dash 5D(1) 214D dash 5C (HJC) j.C j.D (JC) j.C j.D 623D~Heel drop.

Damage:3596 Heat Gain:27

5B 5C 2D (RC) dash 6B 5C 5D (DC) 5C (HJC) j.C j.D (JC) j.C 623D~Heel Drop

Damage:3925 Heat Gain:18

5B 5C 2D (RC) 6C (DC) 6B 5C 5D (DC) 5C (HJC) j.C j.D (JC) j.C 623D~Heel Drop

Damage:4118 Heat Gain:29

214B (RC) Airdash j.C j.D 5D (DC) 5C (HJC) j.C j.D (JC) j.C 623D~Heel Drop

Damage:3419 Heat Gain:13

214B (RC) 2C 5C 5D (DC) 5C (HJC) j.C j.D (JC) j.C 623~Heel Drop

Damage:3666 Heat Gain:12

214B (RC) delay Airdash j.C j.D dash 5D(1) 214D dash 5C (HJC) j.C j.D (JC) j.C 623D~Heel Drop

Damage:3788 Heat Gain:17

623C (RC) 6B 5C 5D (DC) 5C (HJC) j.C j.D (JC) j.C 623D~Heel Drop

Damage:2747 Heat Gain:11

Corner combos

5B 3C 623D~Wallbound (CU) 2C 5D(1) 214D 5C 6A (HJC) j.D (JC) j.D j.214C dash 5D~

Damage:3373 Heat Gain:43

6B 5C 6C (DC) 6D (JC) j.C j.214C 6B 5C 214D 2C 5D 623D(1)~Wallbound (CU) 3C~

Damage:4026 Heat Gain:51

5B+C 214D 6D (JC) j.D j.214C 6B 2C 5D 623C~Wallbound (CU) 3C~

Damage:3542 Heat Gain:40

Requires 50 Heat

5B 5C 214A 214D (RC) dash 6B 5C 5D(1) 214D 5C (HJC) j.C j.D (JC) j.C j.D j.214C 5D 623D~Heel Drop

Damage:4001 Heat Gain:43

5B 3C 22C (RC) 6C (DC) 6B 5C 5D(1) 214D 5C (HJC) j.C j.D j.214C 5D 623C~Wallbound (CU) 3C~

Damage:4886 Heat Gain:37

2D (RC) 5C 5D(1) 214D 5C (HJC) j.C j.D j.214C 6D j.D 5D 623D(1)~Wallbound (CU) 3C~

Damage:4806 Heat Gain:27

5B 5C 2D (RC) dash 5C 5D(1) 214D 5C (HJC) j.C j.D j.214C dash 6B 2C 5D 623D(1)~Wallbound (CU) 3C~

Damage:4673 Heat Gain:40

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-> Specific stuff

Contrary to popular belief Ragna has specific combos, that while not that much better than the basic stuff, will give an extra edge to damage and heatgain.

Every combo listed above is universal and works on everyone.

22C dash 5A

Unfortunely, 22C got nerfed and 5A followup can no longer be done outside Fatal combos. Thankfully, still works on:

Ragna, Taokaka, Rachel, Tager, Bang, Haku-Men, Λ-11-, Hazama, μ-12- and Makoto. Against Tager, you do not need to dash after the 22C.

Difficulty level varies.

xxx 6A TK GH 5B

Specific that has the only purpose to milk that extra damage on midscreen combos. Better than ABC SRK imo. Characters hit by this are likely to be too by 6A 214B with proper correction.

Best way to input TK GH is inputting a High Jump Cancel right after 6A, and then after a brief delay, 214B. If done correctly, an after-image will follow Ragna during GH.

Ragna, Jin, Noel, Rachel¹, Taokaka, Carl, Bang, Hazama², Tsubaki³, Makoto², Platinum

¹- Must hit with the latest part of GH then landing 5A 5B

²- Only High-jumped GH will work.

³- Same as Rachel

xxx 6A 214B 5A 5B/5C

Same thing. Some characters are very picky about this and will require proper correction, like delaying the Gauntlet Hades. Used only when TK GH doesnt work. Both may work on some characters, but TK GH is encouraged.

Only characters than can't be hit by TK GH are listed.

Litchi, Arakune, Lambda, Mu-12, Hakumen¹, Valkenhayn, Relius

¹- Must delay 214B

Midscreen

5B 6A 214B 5A 5B/5C 5D (DC) 6A (HJC) j.C j.D (JC) j.D 623D~Heel Drop

Damage:2860/2946 Heat Gain:36

5B 6A TK GH 5B 5D (DC) dash 5C (HJC) j.C j.D (JC) j.C 623D~Heel Drop

Damage:3159 Heat Gain:35

Near Corner

5B 6A TK GH 5B 5D (DC) 5C (HJC) j.C j.214C 5D(1) 623D~Wallbound (CU) 3C~

Damage:3169 Heat Gain:35

5B 6A TK GH 5B 5D(1) 623D~Wallbound dash 6B 214D 5C 6A (HJC) j.D (JC) j.D j.214C dash 5D~

Damage:3302 Heat Gain:46

Notes:

-If you decide to use Hell's Fang->Tsuika finisher, you can add 623D~Heel Drop as an extra finisher, as long as Tsuika is delayed properly. The combo will then be:

Damage:3477 Heat Gain:65

-Against Hazama, only dash in 5D and Tsuika->22C works instead of ID.

Damage:3799 Heat Gain:58

-Doesn't work on Makoto

5B 6A 214B 5A 5B/5C 5D (1) delay 623D~Wallbound dash 6B 214D 5C 6A (HJC) j.D (JC) j.D j.214C 5D~

Damage:3191 Heat Gain:48

Notes:

-If you decide to use Hell's Fang->Tsuika finisher, you can add 623D~Heel Drop as an extra finisher, as long as Tsuika is delayed properly. The combo will then be:

Damage:3335 Heat Gain:67

-Against Relius and Valkenhayn dash in 5D

-Doesn't work on Arakune

Corner

5B 6A 214B 5A 5C (HJC) j.C j.214C 6B 214D dash 2C 5D 623D(1)~Wallbound (CU) 3C~

Damage:3360 Heat Gain:43

5B 6A 214B 5A 5B 5D(1) 214D 5C (HJC) j.C j.D j.214C 5D 623D(1)~Wallbound (CU) 3C~

Damage:3410 Heat Gain:45

5B 6A TK GH 5B 5D(1) 214D 5C (HJC) j.C j.D j.214C 6B 5D 623D(1)~Wallbound (CU) 3C~

Damage:3791 Heat Gain:46

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BK Combos!

-Obviously, every BK combo requires at least 50 Heat for activation.

-Any combo that earns 50 heat allows DbD finisher.

-"Minimum Heat required for DbD Finisher" denotes what it says. Remember that there won't be any heat left after DbD in this case.

Note: Heat required at the beginning of the combo.

-Includes necessary heat for BK. This means, a combo that requires at least 50 Heat will give you back all the spent heat for BK Activation and allow the DbD finisher.

-"Heat Gain" states post-BK Heat Gain.

-"~" means, finish with either 22C (not enough Heat for DbD or for saving it) or Devoured By Darkness (Always deals 1500 Damage)

Midscreen Combos

6B 5C 6C (DC) 6B BK 5C 5D(1) 214A 214D 5D(1) 214B 214D dash 6D j.623D~Heel Drop j.214B 214D dash 5D 214D dash 5D~

Damage:4320 Heat Gain:32 Minimum Heat required for DbD Finisher:66

Notes: 100% corner carry

Overhead j.C dash 5B 5C 6C (DC) 6B BK 5C 5D(1) 214B 214D 6B 5D(1) 214A 214D 5D 623D~Heel Drop j.214B 214D 5D 214D dash 5D~

Damage:4995 Heat Gain:34 Minimum Heat required for DbD Finisher:50

Notes: 100% corner carry

Crouching Hit 5B 5C 6C (DC) 6B 5C 5D(1) BK dash 5B 5D(1) 214B 214D 6B 5D(1) 214A 214D 5D(1) 623D(1)~Heel Drop j.214B 214D 5D 214D dash 5D~

Damage:4844 Heat Gain:31 Minimum Heat required for DbD Finisher:50

Notes: 100% corner carry

Requires 100 Heat

6B 5C 6C (DC) 6B BK 22C (RC) dash 6D (JC) j.214B 214D 5D(1) 214A 214D 5D(1) 623D(1)~Heel Drop Air Dash j.D j.214C dash 5D 214D dash 5D~

Damage:5054 Heat Gain:52 Minimum Heat required for DbD Finisher:100

Corner/Near Corner combos

Requires 100 Heat

Crouching Hit 5B 5C 6C (DC) 6B BK dash 5C 22C (RC) 6D ,j.D whiff, 5D(1) 214B 214D dash 5D(1) 214D 5D(1) 623D~Heel Drop falling j.D (JC) j.D j.214C 5D (DC) 5D~

Damage:6048 Heat Gain:53 Minimum Heat required for DbD Finisher:98

Corner combos

Airhit 5B 5C (HJC) j.C j.D (JC) j.C j.214C 5D(1) 214D 5C 5D(1) BK 5B 5D(1) 623D~Heel Drop j.214B 214D 5D 214D [214A 214D]x2 3C 214A 214D~

Damage:5047 Heat Gain:31 Minimum Heat required for DbD Finisher:39

Requires at least 72 Heat before BK Activation

6B 5C 6C 214214D dash 5D(1) 214D 5C 5D(1) 214B 214D 6D (JC) j.214C 5D (DC) 6D j.623D~Heel Drop j.214B 214D 5D 214214D

Damage:6627 Heat Gain:11 (earned by 6B 5C 6C)

BK 623C(1)~Heel Drop j.214B 214D 6D ,j.D whiff, 5D(1) 214D 6D ,j.D whiff, 5D (DC) 6D (JC) j.214C 5D (DC) 5D~

Damage:4115 Heat Gain:26 Minimum Heat required for DbD Finisher:74

Edited by Tong

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Hi Tong, :keke:

I think a BIG update will be cool with all combo of Sakamoto video for exemple and many others + many BK (in combo or after activation)

I have MANY combo CS:EX if you want but i don't have all exactly damage and heat gain (difficult to see in many vidéos)

I thing combo by starter and screen position (very important) is the best.

It's time to check all ragna combo for start BBCSEX with the best conditions !

Tong, can i help you for the combo section of RAGNA BBCS: EX ?

Basic exemple for all starter:

Starter : 6B

Total middle screen:

- 6B C 6C (DC) 6B C 2C D (DC) C 6A JD JD ID Damage: xxxx Heat Gain: xx %

Near corner:

- 6B C 6C (DC) 6B C D (DC) C 6A JD JD BE dash D ID Damage: xxxx Heat Gain: xx %

Corner:

- 6B C 6C (DC) 6D JC BE Land D1 DS Land C D ID© CU 3C HF Damage: xxxx Heat Gain: xx %

- 6B 6 6C (DC) Land D1 DS C D1 BK B D1 DS D1 214B 214D Land 6D JC8 land BE

D (DC) Land D1 ID Land 214B 214D D DbD Damage: xxxx Heat Gain: xx % Requiert: xx %

Anothers Ragna player for contribute to help for the combo section ?

Edited by Beat_By-X

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Thank for offering your help, and yes, everyone is welcome to.

Our base template is to sort by screen position and then by sub-types, like Heat Requirements, Fatal, crouching, BK and char specific.

The thread is not large enough yet to be sorted by moves, and pretty much every starter has the same combo pattern. That's very true for midscreen stuff.

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Assuming you're close enough after the j.D, you should be able to do dash 5A, similar to how you'd do so after a regular 22C pickup. From that you can do:

5A > 2B > 5B > etc

5A > 6B > etc

5A > 6C > etc

5A > 6D > j.D(/whif) Not too sure on this one, range might make it a little awkward to get the j.D followup to hit.

I think this is what you were asking about anyway, but this is pretty much what I'd do personally.

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if you're in the corner, you can follow up with 5A - 5B - 6A/3C.

if you went with 6A, you can do hjc j.C - j.D - jc j.C - j.D - j.214C - 5D - 623C(1) - 236C - 236C - CU 3C

if you went with 3C, you can do 623D - 236C - 236C - CU 5C/2C - 6A - jc j.D - jc j.D - j.214C - 5D - 214A > 214D

i'm not entirely sure if 5C - 6A will work in the second combo, nor even 2C - 6A. if you can't get either of them to work, then you can always just use CU 6A.

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hmmm, alright. if anyone else has the game, could you help me try to hit this link? (crouching opponent) 6B > 5C > (6C > delay deathspike xx BK xx 66 > 5D (1hit)>) DS > 6D > j.D faint > 5D (1)> GH > 6D tK BE > 5D > HF > 3C > HF > DBD

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I believe that that DS BK dash 5D link is impossible, you need to either add a 5B or maybe 2C (in Fatal Counter) there

And even if it was, you wouldn't have enough height for the incoming 6D

So the combo could be like:

6B 5C 6C delay 214D dash 5D(1) BK 5B 5D(1) 214D 6D...

Edited by Tong

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What's the best followup for 22C j.A j.C j.D mix up? I landed it yesterday and then had no idea what I should have followed it up with. :lol:

if you're in the corner, you can follow up with 5A - 5B - 6A/3C.

if you went with 6A, you can do hjc j.C - j.D - jc j.C - j.D - j.214C - 5D - 623C(1) - 236C - 236C - CU 3C

if you went with 3C, you can do 623D - 236C - 236C - CU 5C/2C - 6A - jc j.D - jc j.D - j.214C - 5D - 214A > 214D

i'm not entirely sure if 5C - 6A will work in the second combo, nor even 2C - 6A. if you can't get either of them to work, then you can always just use CU 6A.

You can skip the 5A and go straight into 5B if you're in the corner. Midscreen, you can do [j.A>j.C>j.D>dash 5A]x3>5A>5B>3C>HF. If it's on Tager midscreen, you can do j.A>j.C>j.D>[dash 5B>5C>j.B>j.C>j.D]x2>5B>3C>HF

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Midscreen, you can do [j.A>j.C>j.D>dash 5A]x3>5A>5B>3C>HF

Omg, explain this madness mash... works on?

Better damage than GH Midscreen combos?

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Not sure about Murakumos and Valk, but 5B 6A TK GH works on everyone. What doesn't works is 5B 6A TK GH 5B.

Didn't include Tager since "Tager Special" combo is better anyway. It works on Haku too, but I want to see how specific it is by myself.

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Something that was confusing me, in a combo like this:

(2A) 5B 6A (HJC) j.214B 5B 5D(1) 214D 5C (HJC) j.C j.D (JC) j.C j.D j.214C 5D 623C~Wallbound (CU) 3C~

Does this mean that crossunder 3C is the ender of the combo, and you no longer go into 22C like in CS2? Does this just leave you with a corner knockdown to oki off of?

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Here:

After 3C or 5D, you can pick the finisher of your choice. Note that some combos will require a specific finisher, be it for Proration/Range issues. Combos denoted with either "5D~ or 3C~" will allow any finisher.

This means that any combo with 3C~ or 5D~ will allow you *any* Finisher. It's up to you to finish your combo or go for a tricky oki.

Take a look at this one:

5B 5C 214A 214D (RC) dash 6B 5C 5D(1) 214D 5C (HJC) j.C j.D (JC) j.C j.D j.214C 5D 623D~Heel Drop

The final 5D can't be 5D~ because you can't finish it with Hell's Fang -> Tsuika (Tech occurs right before Tsuika), however 22C is possible since "dash [Airhit] 6B" knocked down the opponent and made 22C "available".

623D is recommended there since 22C might whiff or the 5D might be too far for 22C to hit.

Edited by Tong

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5B > 5C > 6C > DC > 6B > 6D > j.D > 5D(2) > DC > 5C > hj.C > j.D > JC > j.C > j.D > 623C > 236C > 214D

Works on Tager, Rachel, Arakune, and surprisingly Jin.

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Relius only, corner only combos:

GH (RC) > 5C > 5D(1) > DS > 5C > sjc j.C > j.D > jc j.C > j.D > BE > dash 6B > 2C > 5D(2) > HF > TS > CID(1) > 236C > 236C > dash under 3C > HF > TS

Damage = 4924

Heat = 54

2D (RC) > 5C > 5D(1) > DS > 5C > jc j.C > j.D > jc j.C > BE > dash 6B > 2C > 5D(2) > HF > TS > CID(1) > 236C > 236C > dash under 3C > HF > TS

Damage = 5104

Heat = 51

This is pretty ridiculous.

Edited by MashThat5A

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