BBTag/Ragna the Bloodedge/Combos: Difference between revisions

From Dustloop Wiki
Line 276: Line 276:
==Combo Theory==
==Combo Theory==
<br style="clear:both;"/>
<br style="clear:both;"/>
Ragna wants to structure his combos in such a way that he can launch the opponent and land a sweet-spotted Belial Edge with the last bit of remaining hitstun so that he can maximize his combo's damage and metergain. The routes he should take are dependent on what attack he used to start the combo, his position respective to his opponent, and whether or not he has the opponent in the corner.
'''Mid-Screen:'''
* Close: Without resources, Ragna should look to use 5B to launch the opponent and then juggle them with either Hell's Fang, A Dead Spike, or Bloodscythe. Catch the opponent with his A Smart Combo until 5AAA then jump cancel to transition into an air combo. End with Belial edge into any knockdown-inducing special move.
* Far: Without resources, use 2C and then Hell's Fang. With an assist, do the same but preemptively call the assist before the second hit of Hell's Fang is used. With meter, use 2C into Bloodscythe for a full confirm.
* Anti-air: Jump cancel if possible and get to Belial Edge. Without resources, end with any knockdown-inducing special move. With an assist, follow-up with Hell's Fang and call the assist before the second hit of Hell's Fang is used. With meter, use Bloodscythe and follow-up with whatever combo you want.
'''Corner:'''
* Close: Use Ragna's B Smart Combo to reach Not Over Yet. Cancel it into B Dead Spike and dash cancel it for an 5AAA launcher. Follow-up with Belial Edge into Gauntlet Hades then jump-cancel Spin Kick into Nightmare Edge for safe-jump oki.
* Far: Same options as mid-screen. Make sure to end with Nightmare Edge for safe-jump oki.
* Anti-air: Similar to mid-screen but can also use moves like B Dead Spike, EX Dead Spike, or, if in Resonance Blaze, Carnage Scissors for combo extensions. Generally only possible on counter-hit or if the opponent was very low to the ground before the getting hit (like after an IAD).
When hitstun is getting low near the end of a long combo, look to use the following moves as they have at least some guaranteed untechable time that can be used to squeeze out extra damage and metergain. Note that if the combo timer is completely consumed, only throws / command grabs, hit throws (like Not Over Yet), and supers (like Carnage Scissors) will retain guaranteed untech time. In any other situation, the opponent can tech after one frame of hitstun.
'''Guaranteed Untechable Time Attacks:'''
* 5AAA (Both Hits)
* 5AAAA
* 5BB (Second Hit Only)
* 2B
* 2C
* '''Not Over Yet (5BBBB)'''
* Belial Edge (j.C)
* Inferno Divider and it's follow-ups (A+D~A/B/C~A/B/C)
* Hell's Fang and it's follow-up (214A~A/B/C)
* Gauntlet Hades and Spin Kick (214B~A/B/C)
* Bloodscythe (214C)
* EX Dead Spike and it's follow-ups (236C~A/B/C~A/B/C)
* '''Carnage Scissors (236B+C)'''
* '''Devoured By Darkness (214B+C)'''
* All of his assists
Moves in bold text cannot suffer from the instant tech penalty from the combo timer reaching zero.
Essentially, every single one of Ragna's Soul Eater attacks (except j.B), his specials, and his supers have this property, which means we can chain multiple of them together to outlast regular hitstun decay, leaving only the combo timer as a limiting factor. To demonstrate, here is a situation where utilizing this property can result in interference by the combo timer:
In Corner: 2C > 214C > 5AAA > delay 236C~A/B/C~A/B/C > dash '''5AAA!''' > jc > j.C > 214B~A/B/C > djc > j.214C > 2B > '''2C!''' (Combo Drop) > 214B+C (Whiff)
Regular hitstun scaling would normally result in 5AAA being the last move with normal hitstun as the next hit (say we did a jump cancel into j.B) would not add more hitstun (which would mean only air Inferno Divider and its crazy fast 7 frame start-up could hit afterwards). However, the untechable property allows us to continue regardless as we now have a minimum duration of hitstun available. To prevent infinite combos that would normally arise from this sort of mechanic, the combo timer tracks how many frames have passed since the combo began (this includes hitstop, super flashes, and cinematic attacks). The combo timer becomes empty just before 2C comes out, resulting in the opponent being able to tech out before Carnage Scissors hits. If we remove 2C from the combo, the combo timer will still reach zero before the super connects but because 2B has the special untechable property (remember it hit BEFORE the combo timer emptied) and Carnage Scissors is a super (and thus exempt from the combo timer's mid-combo tech-out effect), the final attack will hit and generate oki as normal.
Note that fast execution can mean extra attacks before draining the combo timer while slow inputs may result in combos dropping early. While this doesn't normally occur, this can result in assist combos being inconsistent with some partners as some assists may take more time than others before allowing Ragna to continue a combo (like launching opponents too high and forcing Ragna to wait for them to fall closer to the ground). This also means that the timing of an assist call could potentially be the difference between a well optimized combo and a combo drop.
While this mechanic is present for every character, it is much more important to Ragna as Belial Edge's special cancel property and Spin Kick's double jump property allows him to force literally any combo to pass normal hitstun scaling. Thus, Ragna players should be aware of this mechanic before they end up using Inferno Divider at the end of a long combo only to have the opponent tech out before Drop Kick connects, resulting in an unburstable punish combo.


==Video Examples==
==Video Examples==

Revision as of 06:42, 15 August 2019

Combo Notation Guide
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example 236+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

Enders

Air Combo Enders
# Combo Position Notes
_ j.C > 214A~A/B/C Any Standard air combo ender. Provides great oki in the corner and good corner carry midscreen. 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 Minimum damage provides great damage at the end of scaled combos as well as decent oki anywhere on the screen, 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 > 214B~A/B/C > jc > j.214A~A/B/C Corner High damage combo ender with a significant frame advantage, enough to perform a safe jump with a IAD against neutral and back techs and with a IABD against forward techs. 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, travels farther, and provides safe jump oki in the corner while Devoured by Darkness deals more damage and has better health steal.
_ j.A+D~A/B/C~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. Fastest air ender, making it good at ending highly scaled combos. Good minimum damage but only decent oki.
_ 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. Provides great oki in the corner and good corner carry midscreen.
_ 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

Solo
# Combo Position Damage Difficulty Notes
1 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.
2 5AA > 2A > 5AAA > 2C > 214A~A/B/C Any 5998 [1] Very Easy Extension of the previous combo, only possible if initiated at point blank range.
3 5AA > 2A > 5AA > 5B > hjc > j.AA > j.B > jc > j.A > j.B > air ender Any 6185 [2] Easy Use of a launcher and a high jump cancel to extend damage and corner carry. Against some characters, the second 5AA may cause the 5B to whiff so just do 5A if you're unsure if 5B will connect.
4 5AA > 5BBBB > 214A~A/B/C Any 5955 [1] Very Easy B smart combo confirm off of 5AA.
5 5AA > 5BBBB > 214C > dash 5AAA > jc > j.B > air ender Any 7279 [2] Easy Skill Gauge extension of the previous combo.
6 5AA > 5BB > 2C > 214C > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 7581 [2] Easy Modification of the previous combo. Less corner carry, more damage.
7 5AA > 5BB > 214C > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 7227 [2] Easy Side switch version of the previous combo. Doesn't side switch in the corner.
8 5AA > 5BBBB > 236B > dc > 5AAA > jc > j.A > j.B > air ender Corner 7234 [2] Easy Optimal corner combo.
9 5AA > 5BBBB > 236B > dc > 5AAA > jc > j.A > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Corner 7429 [4] Hard Corner route off close hit 5A.
10 5AA > 5BBBB > 214B~A/B/C > delay 5AAA > jc > air ender Corner 6827 [2] Easy Similar to the previous, but uses Gauntlet Hades instead. Character specific, as Gauntlet Hades can't hit all characters after the 5BBBB.
11 5AA > 5BBBB > 214B~A/B/C > jc > j.A > j.B > air ender Corner 6858 [2] Easy Modification of the previous combo.
12 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.
13 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 Close hit 5A combo using Gauntlet Hades.
14 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 [4] Hard Extension of the previous combo that is only possible when reaching corner.
15 5AA > 5BB(1) > 236A > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 6487 [2] Easy Close hit 5A combo using A Dead Spike.
16 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 [4] Hard Extension of the previous combo that is only possible when reaching corner.
17 5AA > 5BB(1) > 236A > dash 5AAA > delay jc > falling j.B > 5AAA > jc > delay j.B > air ender Any 6529 [3] Intermediate Advanced rejump combo that uses a falling j.B right before the opponent touches the ground after the 5AAA launcher.
18 5AA > 5BB(1) > 236A > dash 5AAA > delay jc > falling j.B > 5AAA > jc > delay j.B > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 6692 [4] Hard Extension of the previous combo that is only possible when reaching corner.
19 5AA > 5BB(1) > 214A > 4A > 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 6330 [2] Easy Close hit 5A combo using Hell's Fang.
20 5AA > 5BB(1) > 236C~A/B/C > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 7038 [2] Easy Close hit 5A combo using EX Dead Spike and its first follow-up.
21 5AAA > 2C > 214C > dash 5AAA > delay 236B > dc > dash 5AAA > jc > (j.B) > air ender Any 8177 [2] Easy Spending Skill Gauge to extend A smart combo. Useful for when you're out of range to confirm into 5B. If Inferno Divider is your ender of choice, j.B can be added.
22 5AAA > 2C > 214C > dash 5AAA > delay 236B > dc > dash 5AAA > jc > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 8229 [4] Hard Extension of the previous combo that is only possible when reaching corner.
23 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.
24 5BBBB > 214A~A/B/C Any 4881 [1] Very Easy Simple confirm off B Smart Combo.
25 5BB(1) > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 5143 [1] Very Easy Simple anti-air conversion off 5B.
26 5BB > 236B > dc > dash 5AAA > 236A > dash 5AAA > hjc > j.A > j.B > air ender Any 6366 [2] Easy Close hit 5B combo using B Dead Spike.
27 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.
28 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 [4] Hard Extension of the previous combo that is only possible when reaching corner.
29 CH 2B > 4A > 5AA > 5BBBB > 214A~A/B/C Any 5506 [1] Very Easy Point blank range counter hit confirm off of 2B.
30 CH 2B > 4A > 5AA > 5B > 214A > 4A > 5AAA > hjc > j.B > jc > j.A > j.B > air ender Any 5755 [2] Easy Hell's Fang extension after a point blank range counter hit confirm off of 2B.
31 j.B > j.214C > dash 5AAA > delay 236B > dc > dash 5AAA > hjc > j.B > jc > j.A > j.B > air ender Any 6737 [2] Easy Ranged air-to-air conversion off j.B.
32 j.B > j.214C > dash 5AAA > delay 236B > dc > dash 5AAA > hjc > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 6910 [4] Hard Extension of the previous combo that is only possible when reaching corner.
33 2C > 214C > dash 5AAA > delay 236B > dc > dash 5AAA > hjc > j.B > jc > j.A > j.B > air ender Any 8004 [2] Easy Standard high damage conversion off 2C.
34 2C > 214C > dash 5AAA > delay 236B > dc > dash 5AAA > hjc > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > (delay) jc > air ender Midscreen 8176 [4] Hard Extension of the previous combo that is only possible when reaching corner.
35 2C > 214C > dash 5AAA > 236C~A/B/C~A/B/C > dash 5AAA > hjc > air ender Corner 8839 [2] Easy Standard high damage conversion off 2C.
36 2C > 236C~A/B/C > dash 5AAA > delay 236B > dc > dash 5AAA > hjc > j.A > j.B > air ender Midscreen 8222 [2] Easy Point blank range conversion off 2C. Doesn't work if the EX Dead Spike follow-up causes a wall stick in the corner.
37 CH 2C > 236B > dc > dash 5AAA > 236B > dc > dash 5AAA > hjc > j.B > jc > j.A > j.B > air ender Any 7933 [3] Intermediate Meterless high damage conversion off CH 2C.
38 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 [4] Hard Modification of the previous combo that is only possible when reaching corner.
39 CH 2C > 236C~A/B/C~A/B/C > delay 236B+C > dash 5AAA > jc > j.C > j.214B~A/B/C > jc > j.214C > dash 2B > 236C~A/B/C~A/B/C > 214B+C Corner 15805 [4] Hard Max damage corner Resonance Blaze combo. Carnage Scissors will whiff if 2C is done from more than about a character length away.
40 CH 5BB > 236C~A/B/C~A/B/C > delay 236B+C > dash 5AAA > jc > j.C > j.214B~A/B/C > jc > j.214C > dash 2B > 236C~A/B/C~A/B/C > 214B+C Corner 16293 [4] Hard Modification of the previous combo starting with counter hit 5BB. This means that the opponent blocked 5B and got frame trapped by 5BB or got caught after you hit an assist with 5B.
41 CH 5BB(2) > 236C~A/B/C~A/B/C > delay 236B+C > dash 5AAA > jc > j.C > j.214B~A/B/C > jc > j.214C > dash 2B > 236C~A/B/C~A/B/C > 214B+C Corner 16947 [4] Hard Modification of the previous combo starting with counter hit 5BB, second hit only. This means that 5BB(1) whiffed while 5BB(2) connected as a counter hit. Requires near perfect timing on the Carnage Scissors after the final EX Dead Spike to successfully link into 5A.
42 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.
43 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 [4] Hard Gauntlet Hades conversion reaching corner.
44 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 [4] Hard Corner carry route off throw.
45 6BC/4BC > dash 5AAA > delay 236B > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 5448 [2] Easy Standard throw conversion.
46 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 [4] Hard Throw conversion reaching corner.
Assist
# Combo Position Damage Difficulty Notes
1 5AAAA > [Assist Call] > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 8162 [1] Very Easy Simple assist extension off A Smart Combo.
2 5AAA > 2C > 236C~A/B/C~A/B/C > [Assist Call] > dash 5AA > 5BBBB > A+D~A/B/C~A/B/C Any 9962 [3] Intermediate Meter using assist combo that does huge amounts of damage. The dash 5A or 5AA can be dropped to make the combo more consistent.
3 2C > 214A~A/B/C > [Assist Call] > dash 5AAA > jc > j.B > air ender Any 8051 [3] Intermediate Assist combo starting with 2C.
4 2C > 236C~A/B/C~A/B/C > [Assist Call] > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 10592 [2] Easy Meter using assist combo staring with 2C.
5 5BB > 2C > 236C~A/B/C~A/B/C > [Assist Call] > dash 5AAA > jc > j.A > j.B > air ender Any 11165 [3] Intermediate Meter using assist combo staring with the first hit of 5BB.
6 5BB(2) > 2C > 236C~A/B/C~A/B/C > [Assist Call] > dash 5AAA > jc > j.B > jc > j.A > j.B > air ender Any 11952 [3] Intermediate Meter using assist combo staring with the second hit of 5BB.
7 j.C > 214A~A/B/C > [Assist Call] > dash 5AAA > jc > j.A > j.B > jc > j.A > j.B > air ender Any 5862 - 4899 [2] Easy Assist combo starting with Belial Edge. Damage is based on how many hits Belial Edge did at the beginning (1 to 5 hits possible), with less initial hits granting greater final damage.
8 214B~A/B/C > jc > j.A > j.B > j.214A~A/B/C > [Assist Call] > dash 5AAA > jc > j.A > j.B > air ender Any 6208 [2] Easy Assist combo starting with Gauntlet Hades.
Old Stuff


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


Corner

Solo


With Assists


Combo Theory


Ragna wants to structure his combos in such a way that he can launch the opponent and land a sweet-spotted Belial Edge with the last bit of remaining hitstun so that he can maximize his combo's damage and metergain. The routes he should take are dependent on what attack he used to start the combo, his position respective to his opponent, and whether or not he has the opponent in the corner.

Mid-Screen:

  • Close: Without resources, Ragna should look to use 5B to launch the opponent and then juggle them with either Hell's Fang, A Dead Spike, or Bloodscythe. Catch the opponent with his A Smart Combo until 5AAA then jump cancel to transition into an air combo. End with Belial edge into any knockdown-inducing special move.
  • Far: Without resources, use 2C and then Hell's Fang. With an assist, do the same but preemptively call the assist before the second hit of Hell's Fang is used. With meter, use 2C into Bloodscythe for a full confirm.
  • Anti-air: Jump cancel if possible and get to Belial Edge. Without resources, end with any knockdown-inducing special move. With an assist, follow-up with Hell's Fang and call the assist before the second hit of Hell's Fang is used. With meter, use Bloodscythe and follow-up with whatever combo you want.

Corner:

  • Close: Use Ragna's B Smart Combo to reach Not Over Yet. Cancel it into B Dead Spike and dash cancel it for an 5AAA launcher. Follow-up with Belial Edge into Gauntlet Hades then jump-cancel Spin Kick into Nightmare Edge for safe-jump oki.
  • Far: Same options as mid-screen. Make sure to end with Nightmare Edge for safe-jump oki.
  • Anti-air: Similar to mid-screen but can also use moves like B Dead Spike, EX Dead Spike, or, if in Resonance Blaze, Carnage Scissors for combo extensions. Generally only possible on counter-hit or if the opponent was very low to the ground before the getting hit (like after an IAD).

When hitstun is getting low near the end of a long combo, look to use the following moves as they have at least some guaranteed untechable time that can be used to squeeze out extra damage and metergain. Note that if the combo timer is completely consumed, only throws / command grabs, hit throws (like Not Over Yet), and supers (like Carnage Scissors) will retain guaranteed untech time. In any other situation, the opponent can tech after one frame of hitstun.


Guaranteed Untechable Time Attacks:

  • 5AAA (Both Hits)
  • 5AAAA
  • 5BB (Second Hit Only)
  • 2B
  • 2C
  • Not Over Yet (5BBBB)
  • Belial Edge (j.C)
  • Inferno Divider and it's follow-ups (A+D~A/B/C~A/B/C)
  • Hell's Fang and it's follow-up (214A~A/B/C)
  • Gauntlet Hades and Spin Kick (214B~A/B/C)
  • Bloodscythe (214C)
  • EX Dead Spike and it's follow-ups (236C~A/B/C~A/B/C)
  • Carnage Scissors (236B+C)
  • Devoured By Darkness (214B+C)
  • All of his assists

Moves in bold text cannot suffer from the instant tech penalty from the combo timer reaching zero.


Essentially, every single one of Ragna's Soul Eater attacks (except j.B), his specials, and his supers have this property, which means we can chain multiple of them together to outlast regular hitstun decay, leaving only the combo timer as a limiting factor. To demonstrate, here is a situation where utilizing this property can result in interference by the combo timer:


In Corner: 2C > 214C > 5AAA > delay 236C~A/B/C~A/B/C > dash 5AAA! > jc > j.C > 214B~A/B/C > djc > j.214C > 2B > 2C! (Combo Drop) > 214B+C (Whiff)


Regular hitstun scaling would normally result in 5AAA being the last move with normal hitstun as the next hit (say we did a jump cancel into j.B) would not add more hitstun (which would mean only air Inferno Divider and its crazy fast 7 frame start-up could hit afterwards). However, the untechable property allows us to continue regardless as we now have a minimum duration of hitstun available. To prevent infinite combos that would normally arise from this sort of mechanic, the combo timer tracks how many frames have passed since the combo began (this includes hitstop, super flashes, and cinematic attacks). The combo timer becomes empty just before 2C comes out, resulting in the opponent being able to tech out before Carnage Scissors hits. If we remove 2C from the combo, the combo timer will still reach zero before the super connects but because 2B has the special untechable property (remember it hit BEFORE the combo timer emptied) and Carnage Scissors is a super (and thus exempt from the combo timer's mid-combo tech-out effect), the final attack will hit and generate oki as normal.

Note that fast execution can mean extra attacks before draining the combo timer while slow inputs may result in combos dropping early. While this doesn't normally occur, this can result in assist combos being inconsistent with some partners as some assists may take more time than others before allowing Ragna to continue a combo (like launching opponents too high and forcing Ragna to wait for them to fall closer to the ground). This also means that the timing of an assist call could potentially be the difference between a well optimized combo and a combo drop.

While this mechanic is present for every character, it is much more important to Ragna as Belial Edge's special cancel property and Spin Kick's double jump property allows him to force literally any combo to pass normal hitstun scaling. Thus, Ragna players should be aware of this mechanic before they end up using Inferno Divider at the end of a long combo only to have the opponent tech out before Drop Kick connects, resulting in an unburstable punish combo.

Video Examples

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


Navigation