Combo Notation Guide | |||||||||
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Combo List
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# | 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 |
# | 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 |
# | 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 |
# | 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 |
# | 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 |
# | 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 |
# | 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 |
# | 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 |
# | 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
# | 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 |
# | 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 |
# | 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
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
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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