BBTag/Ragna the Bloodedge/Combos

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Combo Notation Guide
7 GG7.png 8 GG8.png 9 GG9.png
4 GG4.png 5 GG5.png 6 GG6.png
1 GG1.png 2 GG2.png 3 GG3.png
Numbers represent direction on a keyboard numpad. For example GG236.png+A.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(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)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List[edit]

Enders[edit]

Air Combo Enders[edit]
# Combo Position Notes
_ j.C > 214A~A/B/C Any Standard air combo ender. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect.
_ j.C > A+D~A/B/C~A/B/C Any Deals slightly more damage than Hell's Fang and keeps the opponent closer, but has less advantage from the knockdown. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect.
_ j.C > 214B~A/B/C > jc > j.B > j.A+D~A/B/C~A/B/C Any Maximum damage combo ender, but has less advantage from the knockdown. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect.
_ j.C > 236B+C/214B+C Any Standard Distortion Skill ender. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. Carnage Scissors is faster and travels farther, while Devoured by Darkness will deal more damage.
_ j.214A~A/B/C Any Air combo ender for if height requirement for j.C isn't met, or if you're just more comfortable with it. Deals slightly more damage too, but loses j.C's corner carry as well as the potential for ending with a Distortion Skill.
_ j.C > 214A~A/B/C > 214B+C Corner (Resonance) Resonance Blaze allows Skills to be canceled into Distortion Skills. In this case, the usual combo ender of Hell's Fang Follow-up Attack can be canceled directly into Devoured by Darkness for a max damage combo ender.

Routes[edit]

Solo[edit]
# Combo Position Damage Difficulty Notes
_ 5AAA > 2C > 214A~A/B/C Any 5925 [1] Very Easy Simple confirm off A Smart Combo. Useful for when you're out of range to confirm into 5B.
_ 5AA > 5BB(1) > jc > j.A > j.B > jc > j.A > j.B > air ender Any 6165 [2] Easy Simple confirm off close hit 5A.
_ 5AA > 5BB(1) > 214B~A/B/C > jc > j.A > delay j.B > delay j.C > 214B~A/B/C > jc > j.A > delay j.B > air ender Any 6250 [3] Intermediate Corner carry route off close hit 5A.
_ 5AA > 5BB(1) > 214B~A/B/C > jc > j.A > delay j.B > delay j.C > 214B~A/B/C > jc > j.A > delay j.B > j.C > 214B~A/B/C > (delay) jc > air ender Not Cornered 6405 [3] Intermediate Corner carry route reaching corner.
_ 5AA > 5BB(1) > 236A > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 6487 [2] Easy Standard confirm off close hit 5A.
_ 5AA > 5BB(1) > 236A > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 6645 [2] Easy Standard confirm reaching corner.
_ 5AA > 5BB(1) > 236A > dash 5AAA > delay jc > falling j.A > j.B > land > j.A > j.B > jc > j.B > air ender Any 6553 [3] Intermediate Advanced confirm off close hit 5A.
_ 5AA > 5BB(1) > 236A > dash 5AAA > delay jc > falling j.A > j.B > land > j.A > j.B > jc > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 6716 [3] Intermediate Advanced confirm reaching corner.
_ 5AA > 5BBBB > 236B > dc > 5AAA > jc > j.A > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Corner 7429 [2] Easy Corner route off close hit 5A.
_ 5AA > 5BB > 214C > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 7227 [2] Easy Spending Skill Gauge to side switch.
_ 5AA > 2C > 214C > dash 5AAA > delay 236B > dc > dash 5AA > jc > j.A > j.B > air ender Any 8045 [2] Easy Spending Skill Gauge to extend combo. Useful for when you're out of range to confirm into 5B.
_ 5AA > 2C > 214C > dash 5AAA > delay 236B > dc > dash 5AA > jc > j.A > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 8229 [2] Easy Skill Gauge extension reaching corner.
_ 5A > 2C > 236C~A/B/C~A/B/C > delay 236B+C > dash 5A > 5B > 214C > 2B > 2C > 214A~A/B/C > 214B+C Corner 14838 [3] Intermediate Corner Resonance Blaze combo.
_ 5BBBB > 214A~A/B/C Any 4881 [1] Very Easy Simple confirm off B Smart Combo.
_ 5B > jc > j.A > j.B > jc > j.A > j.B > air ender Any 4988 [1] Very Easy Simple anti-air conversion off 5B.
_ CH 5B > dash 5AAA > delay 236B > dc > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 5955 [2] Easy Standard anti-air conversion off CH 5B.
_ CH 5B > dash 5AAA > delay 236B > dc > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 6111 [2] Easy Anti-air conversion reaching corner.
_ j.B > j.214C > dash 5AAA > delay 236B > dc > dash 5AA > jc > j.A > j.B > jc > j.A > j.B > air ender Any 6765 [2] Easy Ranged air-to-air conversion off j.B.
_ j.B > j.214C > dash 5AAA > delay 236B > dc > dash 5AA > jc > j.A > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 6910 [2] Easy Air-to-air conversion reaching corner.
_ 2C > 214C > dash 5AAA > delay 236B > dc > dash 5AA > jc > j.A > j.B > jc > j.A > j.B > air ender Any 8004 [2] Easy Standard high damage conversion off 2C.
_ 2C > 214C > dash 5AAA > delay 236B > dc > dash 5AA > jc > j.A > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 8176 [2] Easy High damage conversion reaching corner.
_ CH 2C > 236B > dc > dash 5AAA > 236B > dc > dash 5AA > jc > j.A > j.B > jc > j.A > j.B > air ender Any 7948 [2] Easy Meterless high damage conversion off CH 2C.
_ CH 2C > 236B > dc > dash 5AA > 5BBBB > 236B > dc > dash 5AAA > jc > j.C > 214B~A/B/C > jc > j.214A~A/B/C Midscreen 8100 [2] Easy Meterless conversion reaching corner.
_ CH 2C > 236C~A/B/C~A/B/C > delay 236B+C > dash 5AA > jc > j.B > j.214B~A/B/C > delay jc > j.C > 2C > 214B~A/B/C > jc > j.214C > 236C~A/B/C~A/B/C > 214B+C Corner 16125 [3] Intermediate Max damage Resonance Blaze combo.
_ 214B~A/B/C > jc > j.A > delay j.B > delay j.C > 214B~A/B/C > jc > j.A > delay j.B > air ender Any 5087 [3] Intermediate Standard Gauntlet Hades conversion.
_ 214B~A/B/C > jc > j.A > delay j.B > delay j.C > 214B~A/B/C > jc > j.A > delay j.B > j.C > 214B~A/B/C > (delay) jc > air ender Not Cornered 5257 [3] Intermediate Gauntlet Hades conversion reaching corner.
_ 6BC/4BC > dash j.A > j.B > j.214B~A/B/C > jc > j.B > j.C > 214B~A/B/C > jc > j.A > delay j.B > j.C > 214B~A/B/C > (delay) jc > air ender Any 5256 [3] Intermediate Corner carry route off throw.
_ 6BC/4BC > delay 236B > dc > dash 5AAA > delay 236A > dash 5AA > jc > j.A > j.B > jc > j.A > j.B > air ender Any 5499 [2] Easy Standard throw conversion.
_ 6BC/4BC > delay 236B > dc > dash 5AAA > delay 236B > dc > dash 5AA > jc > j.A > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 5766 [2] Easy Throw conversion reaching corner.
Old Stuff[edit]


Smart Combos - Combos which only need one button to be pressed.


5AAAA - A Smart Combo, 4618 damage.


5BBBB - B Smart Combo, 3727 damage. Third hit of Smart Combo is a run and does not add to hit counter or do damage.


Easy confirms from Smart Combo - Confirms that only need one special cancel to be done and are otherwise possible with only Smart Combo usage.


5AAA > 214A~A/B/C - Three hits of A Smart Combo into all of Hell's Fang. 5147 damage (second hit of third A button press in Smart Combo must hit to do this amount, if it does not, combo does 4639 damage).


5BBBB > 214A~A/B/C - Similar confirm as above, but with B Smart Combo. 4881 damage.


Intermediate - Assumes that you are now capable of utilizing both the A and B buttons in tandem within a combo, doing special move inputs, and also jump cancelling.


5AA > 5BB > 214A~A/B/C - Simple confirm into Hell's Fang. 5436 damage.


5AA > 5BBBB > 214A~A/B/C - Another simple (but slightly more complex) confirm into Hell's Fang done by simply doing the B autocombo to completion. 5955 damage.


5B > jc > j.A > j.B > jc > j.A > j.B > j.214A~A/B/C - Relatively simple anti-air confirm off of 5B, ending in Nightmare Edge + its follow-up. 4899 damage.


214B~delay A/B/C > dash 5A > 5B > hjc > j.A > j.B > jc > j.A > j.B > 214A~A/B/C - Gauntlet Hades confirm that should work at any screen position. 4821 damage (this number may vary slightly depending on position due to the nature of Nightmare Edge). Dash only needs to be very slight.


Complex - These combos are moving more into thinking about "optimal BnB" territory and need the incorporation of multiple special moves and varieties of cancels to be done properly, or specific positioning within part of the combo. They are not necessarily examples of the "best" combo for every situation, but are still for players who are attempting to move in that direction.


5AA > 5BB > jc > j.A > j.B > jc > j.A > j.B > j.C > 214A~A/B/C - The first example of the usage of j.C. "Specific positioning" is mentioned above because you cannot end this combo with Hell's Fang if you are not positioned in the air correctly so that j.C (Belial Edge) does not allow your opponent to tech immediately upon reaching the ground. It exhibited a similar property in previous versions of BlazBlue. 6152 damage. Confirm will work from 4A; however, this will only result in 5094 damage.


5AA > 5BB > 236A > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > j.C > 214A~A/B/C - A confirm which utilizes Dead Spike. Cancel into Dead Spike as soon as possible following the second hit of B autocombo, or it may whiff/allow the opponent to tech. Positioning may be difficult or iffy for j.C; if you do not feel comfortable doing it using Nightmare Edge is also fine. 6377 damage (j.C into Hell's Fang). 6384 damage (Nightmare Edge, still potentially variable as mentioned before).


5AA > 5BB > 214A > slight delay 4A > 5A > 214A > slight delay 4A > 5A > 214A > slight delay 4A > 5B > immediate j.B > j.C > 214A~A/B/C - Hell's Fang Loop. Damage is low for effort expended but it looks cool. Should work at most screen and character positions; however, at certain spacings the first Hell's Fang may whiff. The delay on 4A is meant to avoid accidentally cancelling into the second hit of Hell's Fang.

With Assists[edit]


Corner[edit]

Solo[edit]


With Assists[edit]


Combo Theory[edit]


Video Examples[edit]

Ragna Punish Cross Combos using the Entire Existing Roster By Meno

[1], Ragna Solo Midscreen Combo 1.

[2], Ragna Solo Midscreen Combo 2.

[3], Ragna Solo Midscreen Combo 3.

[4], Ragna Solo Midscreen Combo 4.

[5], Ragna Solo Midscreen Combo 5.

[6], Ragna Solo Midscreen Combo 6.

[7], Ragna Solo Midscreen Combo 7.

[8], Ragna Solo Midscreen Combo 8.

[9], Ragna Solo Midscreen Combo 9.


Combos are listed in order according to the above Solo Midscreen combo table, except for 9, which shows the Hell's Fang loop.


External Documents and References[edit]


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