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 | 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 |
# | 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. |
# | 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. |
# | 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 |
# | 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 |
# | 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 |
# | 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. |
# | 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. |
# | 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. |
# | 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 |
# | 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. |
# | 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 |
# | 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 |
# | 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. |
# | 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. |
# | 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 |
# | 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 |
# | 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
# | 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. |
# | 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. |
# | 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
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