BBCF/Ragna the Bloodedge/Combos

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Combo Notation Guide
7 7.gif 8 8.gif 9 9.gif
4 4.gif 5 5.gif 6 6.gif
1 1.gif 2 2.gif 3 3.gif
Numbers represent direction on a keyboard numpad. For example 2.gif3.gif6.gifD becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
RC = Rapid Cancel
CH = Counter Hit
IAD = Instant Air Dash
OD = Overdrive
EA = Exceed Accel
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List[edit]

No Resources[edit]

5A/2A starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 2A > 5B > 5C > 214A~214D Anywhere 1714 200 12 All Beginner Universal confirm for maximum distance hits
2 2A > 5B > 5C > 3C > 2D > 623D~236C~214D Anywhere 2311 300 16 All Beginner 3C can be omitted for less damage but less range dependency
3 2A > 5B > 5C > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 2871 500 20 All Easy 5C can be omitted for less damage but less range dependency
4 2A > 5B > 3C > 22C~66, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 2935 400 21 All Intermediate Point blank start for 3C > 22C to connect
Needs dash momentum for Taokaka
5 2A > 5B > 5C > 6C > 214D, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3114 500 22 All Easy Jubei/Crouching hit only
6 2A > 5B > 3C > 22C~66, 6C > 6D > j.214D, 5C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Near Corner 3464 600 24 All Intermediate 22C ground slides to corner
At point blank 6C omit 6D
Needs dash momentum for Taokaka
7 2A > 5B > 5C > 3C > 2D > 623D~236C~236C, 5B > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 2747 620 19 All Easy Can omit 3C and/or 2D
8 2A > 5B > 5C > 6A > 6D > j.214D, 5C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 2949 620 21 All Easy Can omit 5C
9 2A > 5B > 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 3227 400 23 All Intermediate 22C wallsticks
10 2A > 5B > 5C > 6C > 6D > j.214D, 5C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 3239 620 23 All Easy Jubei/Crouching hit only
11 (aa) 5A/2A > 5B > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anti-Air, Anywhere 2944 500 21 All Easy
5B/2B starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 5B > 5C > 214A~214D Anywhere 2032 200 14 All Beginner Universal confirm for maximum distance hits
2 5B > 5C > 3C > 2D > 623D~236C~214D Anywhere 2779 300 19 All Beginner 3C can be omitted for less damage but less range dependency
3 5B > 5C > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3525 500 25 All Easy 5C can be omitted for less damage but less range dependency
4 5B > 3C > 22C~66, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3713 400 26 All Intermediate Must be fairly close for 3C > 22C to connect
5 5B > 3C > 22C~66, 665C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Anywhere 4080 500 29 Tager, Hakumen, Azrael, Kagura, Susanoo Intermediate Must be fairly close for 3C > 22C to connect
6 5B > 5C > 6C > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3886 500 27 All Easy Jubei/Crouching hit only
7 5B > 5C > 2D > 236D~66, 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Near Corner/Corner 3847 720 27 All Easy Use 2C > 5D(1) instead of 5C if Ragna dash cancels under opponent
8 5B > 5C > 6C > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Near Corner/Corner 4270 720 30 All Easy Jubei/Crouching hit only
9 5B > 3C > 22C~66, 6C > 6D > j.214D, 6C > hjc > j.C > j.D > djc > j.D > j.214C~214D Near Corner 4254 600 30 All Intermediate Must be fairly close for 3C > 22C to connect
10 5B > 5C > 6A > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3898 720 27 All Easy 5C can be omitted for less damage but less range dependency
11 5B > 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 4215 500 30 All Intermediate Must be fairly close for 3C > 22C to connect
12 (aa) 5B > 5C > jc > j.C > djc > j.C > j.D > j.214C~214D Anti-Air, Anywhere 3047 300 21 All Beginner
13 (aa) 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anti-Air, Anywhere 3814 500 27 All Easy 5C can be omitted before 5D(1) if opponent is too high
14 (aa) 5B > 5C > jc > j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anti-Air, Non-Corner 3842 500 27 All Easy
15 (aa) 5B > 5C > jc > j.C > djc > j.C > j.D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Anti-Air, Near Corner/Corner 4000 720 28 All Easy
16 CH 5B > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3543 500 25 All Easy Useful for maximum range punishes
5C starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
0 (all 5B > 5C routes will work with 5C starter)
1 CH 5C > 6C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 4106 500 29 All Easy
2 CH 5C > 6C > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 4514 720 32 All Easy
3 CH 5C > 6C > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > 2D > 22C > 214A~214D Corner 4541 850 32 All Intermediate
6A starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 6A > 5D > 214A~214D Anywhere 1765 300 12 All Beginner
2 6A > sjc > j.C > j.D > djc > j.D > j.214C~214D Anywhere 2366 400 17 All Beginner
3 6A > 5D(1) > 214B~214D, 5B > 5C > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3024 500 21 All Easy


6B starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 6B > 2D > 623D~236C~214D Anywhere 2046 300 14 All Beginner
2 6B > 2D > 236D~66, 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3046 600 21 All Easy Requires point blank 6B hit
3 6B > 6D > (whiff) j.D > 665B > 3C > 22C~66, 5C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3537 500 25 All Difficult
4 6B > 6A > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Non-Corner 3151 500 21 All Easy
5 6B > 6D > (whiff) j.D > 665B > 3C > 22C~66, 6C > hjc > j.C > j.D > djc > j.D > j.214C~214D Near Corner 3530 500 25 All Difficult
6 6B > 6A > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3260 720 23 All Easy
7 6B > 6D > (whiff) j.D > 665B > 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3482 600 24 All Difficult
3C starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 CH 3C > jc, falling j.C > 5B > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3870 500 27 All Easy 3C jump cancel forward to sideswap, neutral for same side, can block during jump cancel to be burst safe
Throw starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 6T/4T > 214D, 665C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3090 500 22 All Beginner
2 6T/4T > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Non-Corner 3077 500 22 All Easy
3 j.T, 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Non-Corner 3268 500 23 All Easy
4 4T, 665B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Non-Corner 3270 500 23 All Easy
5 6T/4T > 214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3269 600 23 All Easy
6 6T/4T > 214D, 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 3408 500 24 All Intermediate Need to walk backward slightly before 3C against some characters
7 j.T > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3194 600 22 All Easy
214D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 214D, 5C > jc > j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3645 600 26 All Easy
1 214D, 3C > 22C > 236D~66, 2C > 5C > 214B~214D, 5B > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3738 720 26 All Easy
j.214C starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 j.214C, 6C > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.623D~236C~214D Anywhere 2923 510 20 All Easy Counterhit or Ground hit only
2 j.214C, 6C > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.623D~236C~214D Corner 3188 720 22 All Easy Counterhit or Ground hit only

OD/Meter Usage[edit]

5B/2B starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 5B > 5C > ODc > 5C > 214A~214D~66, 6B > 5D~66, 6C > sjc > j.C > j.D > djc > j.D > j.214C~214D Non-Corner 4264 850 30 All Easy 100% or lower life, Overdrive
2 5B > 5C > ODc > 5C > 214A~214D~66, 6B > 236D~66, 665C > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Non-Corner 4496 950 32 All Intermediate 100% or lower life, Overdrive
3 5B > 5C > 214A~214D > RC > 665C > 5D(1) > 214B~214D, 5B > 5C > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Non-Corner 4218 700 -30 All Easy 50 Heat
4 5B > 5C > 214A~214D > RC > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > sjc > j.C > j.D > djc > j.D > j.214C~214D Corner 4340 950 -27 All Easy 50 Heat
5 5B > 5C > ODc > 5C > 214A~214D~66, j.D > j.214C~214D~66, j.D > j.214C~214D~66, 214214D Non-Corner 4933 2300 -19 All Easy 34% or lower life, Overdrive, 50 Heat
6 5B > 5C > ODc > 5C > 214A~214D~66, 6B > 2D > 623D~236C~214D, j.214C~214D~66, 214214D Non-Corner 5244 2280 -16 All Easy 34% or lower life, Overdrive, 50 Heat
5D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 CH 5D(1) > (charged) CT, 665C > 6C > 214D, 665C > jc > j.C > j.214B~214D, 5B > 5C > jc > j.C > djc > j.C > j.D > j.214C~214D Corner to Corner 4906 500 All Intermediate 25 Heat
Throw starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 6T > ODc > hj > j.C > j.D > j.214C~214D~66 > 5D~66 > 5D > 214214D Non-Corner 4142 1750 -30 All Easy 53% or lower life, Overdrive, 50 Heat

Combo Theory[edit]

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). Occasionally, 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, 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,

  • 5B > 5C > 2D > 236D~66, 2C > 5D(1) > 214B~214D, 5B > 5C > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D

Note that while drives and specials are all useful to continue Ragna's combos, any hits with lifesteal properties generally have poor damage proration, so it is recommended to get as many non-lifesteal hits in in the meantime.

Air combo enders are typically done in one of the following ways:

  • 5B > 5C > sjc > j.C > j.D > djc > 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 > sjc > j.C > j.D > djc > 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 > (5C) > 6A > sjc > j.C > j.D > djc > j.D > Nightmare Edge or D Inferno Divider -- This is done when the combo has taken enough time that 5C > j.C 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.

Video Examples[edit]

BBCF2 Ragna the Bloodedge combo collections

Basic Ragna Combos by Meno

Fullscreen, CT, OD, Optimal Combo Routes by platefork

BBCF2 Combo Routes by platefork


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