Combo Notation Guide | |||||||||
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Combo List
Enders
Air Combo Enders
# | 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
Solo
# | 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
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
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
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- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
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