BBCF/Ragna the Bloodedge/Combos

From Dustloop Wiki

Template:Notation-BBCF

Combo List

No Resources

5A/2A/j.A 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 2906 500 20 All Easy 5C can be omitted for less damage but less range dependency.
4 2A > 5B > 5C > 6C > 214D, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3195 500 22 All Easy Jubei/Crouching hit only.
5 2A > 5B > 3C > 22C~66, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Not Cornered 2935 400 21 All Intermediate Point blank starter needed for 3C > 22C to connect. Needs dash momentum for Taokaka.
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, use grounded Bloodscythe. Needs dash momentum for Taokaka.
7 2A > 5B > 2C > 5C > 3C > 2D > 623D~236C~236C, 5B > 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 2877 620 20 All Easy Can omit 2C, 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 600 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, 6C > 214D, 5C > 6A > hjc > j.D > djc > j.D > j.214C~214D Corner 3374 720 24 All Easy Jubei/Crouching hit only.
11 (aa) 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/j.B 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 > 2C > 5C > 3C > 2D > 623D~236C~214D Anywhere 2973 300 21 All Beginner 2C and 3C can be omitted for less damage but less range dependency.
3A 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.
3B 5B > 5C > 6A > jc > j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3611 500 25 All Intermediate 5C can be omitted for less damage but less range dependency. Spin Kick must be slightly delayed.
4 5B > 5C > 6A > 214B~214D, 665C > 5D > 236D~66, 665C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3657 720 26 All, except Haukmen Hard Requires a nearly frame perfect buffered dash 5C after the dash cancel to work on some characters, notably Platinum.
5 5B > 2C > 5C > 6C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 4020 500 28 All Easy Jubei/Crouching hit only. 2C and 5D(1) can be omitted.
6 5B > 3C > 22C~66, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Not Cornered 3713 400 26 All Intermediate Must be fairly close for 3C > 22C to connect.
7 5B > 3C > 22C~66, 665C > 5D(1) > 214B~214D, 5B > 5C > 6A > hjc > j.D > djc > j.D > j.214C~214D Not Cornered 4139 500 29 Tager, Hakumen, Azrael, Kagura, Susanoo Intermediate Must be fairly close for 3C > 22C to connect.
8 5B > 3C > 22C~66, 6C > 6D > j.214D, 6C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Near Corner 4294 600 30 All Intermediate Must be fairly close for 3C > 22C to connect.
9 5B > 5C > 6A > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > 2D > 22C > 214A~214D Corner 3926 850 27 All Easy 5C can be omitted for less damage but less range dependency.
10 5B > 2C > 5C > 3C > 2D > 236D~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 4006 720 28 All Easy Delay 5B after 2D Dead Spike dash-cancel so that Ragna doesn't dash under the opponent.
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 5B > 2C > 5C > 6C > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > 2D > 22C > 214A~214D Corner 4327 850 30 All Easy Jubei/Crouching hit only.
13 (aa) 5B > 5C > jc > j.C > djc > j.C > j.D > j.214C~214D Anti-Air, Anywhere 3047 300 21 All Beginner
14 (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.
15 (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, Anywhere 3842 500 27 All Easy
16 (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, Corner 4000 720 28 All Easy
17 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/2C/j.C starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
0 (all 5B/2B/j.B > 5C/2C/j.C routes will work with 5C/2C/j.C 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 4154 500 29 All Easy
2 CH 5C > 6C > 214D, 665C > 5D(1) > 214B~214D, 5B > 5C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Anywhere 4334 600 31 Tager, Hakumen, Azrael, Kagura, Susanoo Intermediate Can omit j.C for consistency.
3 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
4 CH 5C > 6C > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > 2D > 22C > 214A~214D Corner 4541 850 32 All Intermediate
5 CH 2C, 665C > 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 4554 500 32 All Intermediate CH 2C starter only.
5D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 5D > 214A~214D Anywhere 1699 200 12 All Beginner
2 5D > 623D~236C~236C, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > djc > j.D > 214A~214D Corner 2923 620 20 All Easy
3 CH 5D > 214B~214D, 665B > 5C > 5D > 236D~66, 665B > 5C > hjc > j.C > j.D > djc > j.D > 214A~214D Anywhere 3616 850 25 All Hard Spin Kick should be delayed as late as possible, both dash 5B's should be done as soon as possible. Against Carl, the 5D before the Deadspike must be slightly delayed and the last 5B should be removed, otherwise the combo will drop.
4 CH 5D(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 4074 600 29 All Easy Bloodscythe switches sides if 5D(1) hit at close range.
5 CH 5D(1) > 214D, 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > 214A~214D Corner 4532 500 32 All Easy
6A starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 6A > 5D > 22C > 623D~236C~214D Anywhere 2225 300 15 All Beginner Can omit 22C for consistency.
2 6A > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 2523 400 18 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
4 6A > sjc > j.C > j.D > djc > j.C > j.D > j.214D, 3C > 2D > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Near Corner 2996 990 21 All Easy
5 6A > 6D > j.214D, 6C > 214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.D > djc > j.D > j.214C~214D Corner 3480 850 24 All Easy


6B starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 6B > 2D > 22C > 623D~236C~214D Anywhere 2403 300 17 All Beginner Can omit 22C for consistency.
2 6B > 6A > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3151 500 21 All Easy
3 6B > 2D > 236D~66, 665B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.D > djc > j.D > j.214C~214D Anywhere 3219 720 23 All Intermediate Requires point blank 6B hit.
4 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 Intermediate 5C can be substituted with 6C if near (but not at) the corner.
5 6B > 6A > 6D > j.214D, 3C > 2D > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3229 850 23 All Easy
6 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 Intermediate
7 6B > 6D > (whiff) j.D, 665B > 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3673 500 26 All Hard 5B > 3C must be done outside of point-blank range or the combo will drop after the 22C dash cancel.
8 CH 6B, 5A > 5C > 6C > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Anywhere 3102 500 22 Tager Only Easy
9 CH 6B, 5A > 5C > 6C > 6D > j.214D, 6C > 5D > 236D~66, 3C > 2D > 22C > 214A~214D Corner 3252 720 23 Tager Only Easy
6C starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
0 (all CH 5C/2C > 6C routes will work with 6C starter)
1 CH 6C, 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3730 500 26 All Easy
2 CH 6C > jc > falling j.C > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3835 500 27 All Intermediate Can block during jump cancel to be burst safe.
6D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 6D > j.214~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3293 600 23 All Easy Air Guantlet Hades and Spin Kick need to be slightly delayed or else the combo will drop.
2 6D > (whiff) j.D, 665B > 5C > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3408 600 24 All Intermediate
3 6D > (whiff) j.D, 665B > 3C > 22C~66, 5C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Not Cornered 3434 500 24 All Intermediate
4 6D > (whiff) j.D, 665B > 3C > 22C~66, 6C > 6D > j.214D, 6C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Near Corner 3834 720 27 All Intermediate
5 6D > (whiff) j.D, 665B > 3C > 22C > 236D~66, 5B > 5C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 3701 600 26 All Intermediate
6 CH 6D, 5C > 6C, 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3992 600 28 All Easy
7 CH 6D > (whiff) j.D, 665C > 3C > 22C~66, (5B) > 665C > jc > j.C > j.214B~214D, 5B > 5C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 4332 600 31 All Intermediate Must use 5B after 22C dash cancel if the opponent wall splats.
3C starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
0 (all 5B/2B > 3C routes will work with 3C starter)
1 CH 3C > jc > falling j.C > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 4045 500 28 All, except Platinum, Relius, Izayoi, Amane, Naoto, and Izanami Intermediate 3C jump cancel forward to sideswap, neutral for same side. Can block during jump cancel to be burst safe. Falling j.C whiffs against some characters.
2 CH 3C > 5C > jc > j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3946 500 28 All Intermediate Does less damage than the last route but doesn't require the initial falling j.C and works on all characters.
Throw starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 6T/4T > 214D, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3004 500 21 All Beginner
2 6T/4T > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3077 500 22 All Easy
3 4T, 662C > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3312 500 23 All Intermediate
4 j.T, 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3268 500 23 All Easy
5 6T/4T > 214D, 3C > 2D > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3246 720 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 > 2D > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3171 720 22 All Easy
236D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 236D~66, 665B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3224 600 23 All Easy Requires close hit Deadspike.
2 236D~66, 6C > 6D > j.214D, 6C > 214D, 5C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Near Corner 3339 850 23 All Hard Requires late hit or max range Deadspike.
3 236D~66, 5C > 6A > 6D > j.214D, 6C > 214D, 5C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3224 850 23 All Intermediate Slightly delay 5C to keep 6D from whiffing. Opponent should be as close to the ground as possible before getting hit by 5C.
214A starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 CH 214A, 2C > 5C > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3451 500 24 All Easy
2 CH 214A, 3C > 22C~66, 6C > 6D > j.214D, 5C > 6A > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Near Corner 3997 600 28 All Easy
2 CH 214A, 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3886 500 27 All Easy
214B starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3217 500 23 All Beginner
2 214B~214D, 665B > 5C > 5D > 236D~66, 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3414 720 24 All, Except Hakumen Hard Requires a nearly frame perfect buffered dash 5C after the dash cancel to work on some characters, notably Platinum.
3 214B~214D, 3C > 22C > 236D~66, 5C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 3555 600 25 All Easy Spin Kick should be delayed as late as possible, otherwise 3C will whiff.
4 CH 214B, 6C > jc > j.214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3615 500 25 All Easy Air Gauntlet Hades is used to avoid Same Move Poration, thus increasing the final damage and metergain.
5 CH 214B, 6C > 6D > j.214D, 6C > 214D, 5C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3968 720 28 All Easy
j.214C starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 j.214C, 6C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.623D~236C~214D Anywhere 3104 510 21 All Easy Counter hit or Ground hit only.
2 j.214C, 6C > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > 2D > 22C > 214A~214D Corner 3459 850 24 All Easy Counter hit or Ground hit only.
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
2 214D, 3C > 22C > 236D~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 3869 720 27 All Easy
3 CH 214D, 3C > 22C~66, 665C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 4159 600 29 All Intermediate Also optimal in the corner. Works regardless of whether 22C ground slides or wall spalts.
j.214D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 j.214D, 2B > 5C > 5D > 22C > 236D~66, 5B > 2C > 6A > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 3132 720 22 All Easy Requires a low altitude or Tiger-kneed air Bloodscythe hit.
2 CH j.214D, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 2773 500 19 All Intermediate Requires a low altitude or Tiger-kneed air Bloodscythe hit.
3 CH j.214D, 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.D > djc > j.D > j.214C~214D Corner 3703 600 26 All Easy
(j.)623C starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 623C~236C~236C, 5A > 623D~236C~214D Corner 1350 200 9 All Hard Must be done at a precise distance from the corner against most characters.
2 AA CH 623C, 5B > 6A > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 1880 400 13 All Hard
(j.)623D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 623D~236C~236C, 5B > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 2939 620 21 All Easy
2 CH 623D, 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 3368 620 24 All Easy

OD/Meter Usage

5B/2B starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 5B > 2C > 5C > 3C > ODc, 2C > 5C > sjc > j.C > djc > j.C > j.214C~214D~66, 5D~66, 6B > 2D > 22C > 623D~236C~214D Anywhere 4629 760 33 All Easy 100% or lower life, Overdrive combo. Omit the initial 5B, 2C, and 5C as needed but 3C must be done close enough to link into 2C after OD activation.
2 5B > 2C > 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 4499 950 32 All Intermediate 100% or lower life, Overdrive combo. Works at max 5B range if 2C is omitted.
3 5B > 2C > 5C > ODc, 5C > 214A~214D~66, 5C > 5D > 236D~66, 6B > 6A > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 4396 1090 31 All Intermediate 100% or lower life, Overdrive combo. Works at max 5B range if 2C is omitted.
4 5B > 2C > 5C > 214A > RC, 6C > 5D(1) > 214B~214D, 5B > 5C > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 4213 500 -31 All Easy 50 Heat combo. Works at max 5B range if 2C is omitted.
5 5B > 2C > 5C > 3C > 214A > RC, 5C > 5D(1) > 214B~214D, 5B > 5C > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 4450 500 -28 All Easy 50 Heat combo. Omit the initial 5B, 2C, and 5C as needed but must be close enough to combo into 3C.
6 5B > 2C > 5C > 3C > 214A > RC, (walk) 3C > 22C~66, 5B > 5C > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 4526 400 -28 All Easy 50 Heat combo. Omit the initial 5B, 2C, and 5C as needed but must be close enough to combo into 3C. Needs a micro-walk after the RC if 2C was used.
7 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 combo.
8 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.
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 combo.
Throw starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes
1 4/6T > ODc, 5C > hjc > j.C > djc > j.C > j.214C~214D~66, 5D~66, 6B > 2D > 22C > 623D~236C~214D Anywhere 3512 760 25 All Easy 100% or lower life, Overdrive combo.

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, 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 > 2C > 5C > 6C > 2D > 236D~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > sjc > j.C > j.D > djc > j.D > j.214C~214D

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 get as many non-life-steal 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 > (2C) > 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 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.

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


Navigation