BBTag/Ragna the Bloodedge/Combos

From Dustloop Wiki
Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6A.png becomes 236A
> = cancel into the next attack
, = link the next attack after preceding move's recovery
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)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


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 air height for j.C to cause a cancelable ground-bounce at the end.
_ 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 air height for j.C to cause a cancelable ground-bounce at the end.
_ j.C > 236B+C/214B+C Any Standard distortion ender. Requires Ragna to be below the opponent in air height for j.C to cause a cancelable ground-bounce at the end. Carnage Scissors sends farther outward, while Devoured by Darkness will deal slightly 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 drive.
_ j.C > 214A~A/B/C > 236B+C Any (Resonance) Resonance allows for super canceling Hell's Fang.
_ j.C > 214A~A/B/C > 214B+C Corner (Resonance) In the corner, Devoured by Darkness can connect from super canceled Hell's Fang. Results in better lifesteal, but very slightly less damage compared to Resonance Carnage Scissors.

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 routes.
_ 5AA > 5BB(1) > 214A > [4A > 5A > 214A] x2 > 4A > 5B > jc > j.B > air ender Any 5951 [3] Intermediate Corner carry route off close hit 5A.
_ 5AA > 5BB(1) > jc > j.A > j.B > djc > j.A > j.B > air ender Any 6152 [2] Easy Simple confirm off close hit 5A.
_ 5AA > 5BB(1) > 236A > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 6377 [3] Intermediate Standard Ragna 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 > air ender Any 6443 [3] Intermediate Advanced Ragna confirm off close hit 5A.
_ 5AA > 5BBBB > 214B~delay A/B/C > 5A > 5B > hjc > j.B > air ender Corner 6795 [3] Intermediate Corner route off 5A confirm.
_ 5AA > 5BBBB > 236B > 4A > 5AA > jc > j.A > j.B > air ender Corner 6906 [3] Intermediate Character-specific corner route.
_ 5AA > 5BBBB > 214C > dash 5AA > jc > j.A > j.B > air ender Any 7473 [2] Easy Spending Skill Gauge to increase damage.
_ 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 4899 [2] Easy Simple air combo off 5B. Good emergency confirm if using 5B as an anti-air.
_ 214B~delay A/B/C > dash 5A > 5B > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 4929 [2] Easy Pretty much all you've got from a Gauntlet Hades starter.
_ 6BC/4BC > delay 236A > 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 5034 [2] Easy Universal throw conversion.
_ 6BC/4BC > delay 236A > 5AAA > delay jc > falling j.A > j.B > land > j.A > j.B > jc > j.B > air ender Any 5110 [3] Intermediate Advanced universal throw conversion.
_ 6BC/4BC > (delay) 214C > dash 5AAA > delay 236A > dash 5AA > jc > j.A > j.B > jc > j.A > j.B > air ender Any 5858 [3] Intermediate Spending Skill Gauge to increase damage.
_ 6BC > delay 236B > 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Corner 5267 [2] Easy Corner forward throw route.
_ 6BC > delay 236B > 5AAA > delay jc > falling j.A > j.B > land > j.A > j.B > jc > j.B > air ender Corner 5348 [3] Intermediate Advanced corner forward throw route.
_ 4BC > dash 5AAA > delay 236A > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Any 5188 [3] Intermediate Back throw conversion.
_ 4BC > dash 5AAA > delay 236B > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender Corner 5321 [3] Intermediate B Dead Spike deals slightly more damage, for corner routes.
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


[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