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On the other hand, using it mid-combo is probably the best thing any Ragna player can do with Blood Kain. There is a certain way to use Blood Kain mid-combo effectively, but it isn't very inconvenient to abide by, and the rules are within good reason. | On the other hand, using it mid-combo is probably the best thing any Ragna player can do with Blood Kain. There is a certain way to use Blood Kain mid-combo effectively, but it isn't very inconvenient to abide by, and the rules are within good reason. | ||
# Blood Kain should be used in the corner. | # ''Blood Kain should be used in the corner.'' It is common knowledge amongst Ragna players that Blood Kain combos do the most damage when done in the corner. The idea is that if you are going to spend 50 heat, you might as well make the most out of the 50 heat as possible. The combo and damage potential increases heavily when at the corner compared to when at midscreen, due to more options opening up. Inferno Divider, Gauntlet Hades, and [[#j.D|j.D]] are the only moves available in midscreen Blood Kain combos, and damage deteriorates very quickly when these moves are used often. When at the corner, however, new options such as Dead Spike and Belial Edge will become available, thus give more room for damage. | ||
# ''Blood Kain should be used when the opponent has no bursts.'' This one is pretty easy to see why. Bursts can automatically ruin any sort of combo, and Blood Kain combos are no exception. What makes it worse is that once you get hit by an opponent's burst, the health drain from Blood Kain will start coming into noticeable effect, and hitting the opponent will become even harder. | |||
# Blood Kain should be used when the opponent has no bursts. | # ''Certain starters have certain ways to setup into Blood Kain so that the most damage can be done.'' | ||
# Certain starters have certain ways to setup into Blood Kain so that | |||
the most damage can be done. | |||
Because each move has very different changes compared to one another, a table for each move's specific data and properties has been outlined below. | Because each move has very different changes compared to one another, a table for each move's specific data and properties has been outlined below. |
Revision as of 17:19, 28 February 2013
Overview
Ragna the Bloodedge is a wanted criminal with an extraordinarily large bounty on his head (well in the trillions) for attempting to destroy the NOL, and is Jin and Saya's older brother. He is a playable character in Calamity Trigger and Continuum Shift and is the main protagonist of the series.
Health: 10,000
Guard Primers: 5
Play-style: Offensive, Footsies
Movement Options: 1 Double Jump/Airdash, Dash-type: Run
Drive: Soul Eater
Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where the more Soul Eater moves that are used in a combo, the more health drain the following Soul Eater attack will have. For example, using 5D (200 drain) then D Inferno Divider (50*2 drain) will result in more health drain (315 drain) than with 5D's and D Inferno Divider's health drain base values added together (300 drain).
- 1st Soul Eater hit = 100% drain
- 2nd Soul Eater hit = 110% drain
- 3rd Soul Eater hit = 120% drain
- 4th Soul Eater hit = 130% drain
- Subsequent Soul Eater hits = 150% drain
Ragna has a Distortion Drive called "Blood Kain" that augments all of his Soul Eater moves. Not only do all of his Soul Eater moves have higher damage, but some also have different move properties and different hitboxes.
Pros/Strengths:
- Great footsies that can be hitconfirmed easily
- Very high damage output with basic BnBs
- Very good meter gain off of basic BnBs, extraordinarily good in certain setups
- Easy to understand combos, making him easy to pick up
- One of the best DPs in the game
- Decent and dependable anti-air
- Very effective fatal counter, can be used to punish certain moves and obtain good damage from it
- Blood Kain combos greatly increase damage potential
Cons/Weaknesses:
- Weak pressure and mixup
- Poor meterless damage output at maximum footsie range
- Most moves in arsenal are unsafe and minus on block
- Midscreen combos often require a rapid cancel (uses 50 heat)
- Bad matchups against zoners
- Effective play requires some knowledge on proration, creativity with mixup, matchup knowledge, and some sense of yomi
Move List
- See also: Ragna Full Frame Data
Normal Moves
5A
5A |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Counter Assault
Counter Assault |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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Throws
Forward Throw
Forward Throw |
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Back Throw
Back Throw |
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Air Throw
Air Throw |
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Special Moves
Hell's Fang (214A)
Hell's Fang 214A |
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Additional Blow / Tsuika Kougeki (214D after Hell's Fang)
Additional Blow / Tsuika Kougeki 214D after Hell's Fang |
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Inferno Divider (623C/D, j.623C/D)
Inferno Divider 623C/D, j.623C/D |
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Upper (236C after Inferno Divider)
Upper 236C after Inferno Divider |
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Straight Punch / Yoko Fukitobashi (236C after Upper)
Straight Punch / Yoko Fukitobashi 236C after Upper |
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Ax Kick / Kakato Otoshi (214D after Upper)
Ax Kick / Kakato Otoshi 214D after Upper |
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Gauntlet Hades (214B, j.214B)
Gauntlet Hades 214B, j.214B |
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Spin Kick / Keri Age (214D after Gauntlet Hades)
Spin Kick / Keri Age 214D after Gauntlet Hades |
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Dead Spike (214D)
Dead Spike 214D |
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Belial Edge (j.214C)
Belial Edge j.214C |
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Not Over Yet / Mada Owari Jane Zo (22C)
Not Over Yet / Mada Owari Ja Ne Zo 22C |
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Distortion Drives
Carnage Scissors (632146D)
Carnage Scissors 632146D |
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Blood Kain (214214D)
Blood Kain 214214D |
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Devoured by Darkness / Yami ni Kuwarero (214214 during Blood Kain)
Devoured by Darkness / Yami ni Kuwarero 214214D during Blood Kain |
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Astral Heat
Black Onslaught (2141236C)
Black Onslaught 2141236C |
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Strategy
Offense
Ragna's offensive game isn't anything particularly special; his damage potential may be one of the best in the game (if not the best), but his methods of achieving it are not as powerful. His mixup options and ability to retain pressure onto the opponent is considerably weaker than the other characters, and has to work harder than most to land a hit. Despite his flaws, Ragna can still be a scary, formidable, and powerful opponent against most characters, as his tools can lead to incredible damage and manageable oki, creating advantages from just about anything. Just keep in mind however that solid Ragna play will require more player effort than anything, even if he's considered top tier.
Mixup/Pressure
Ragna's straightforward gatling options give him a weak mixup game. Most Ragna players who start out tend to use gatling paths that not only have pressure gaps everywhere, but are also sluggish and easy to punish. This often creates situations in where you have to judge for yourself whether to retain pressure on the opponent, or to try and bait attempts to punish holes in your pressure. This sense mostly develops from experience, especially since this is mostly based on what tendencies you notice from the opponent. There is no actual easy way to approach this other than to play matches and learn from mistakes.
- Any mixup game takes overheads into account, and there are only two in Ragna's moveset: 6B and Gauntlet Hades. Both of them are comparatively and can be easily blocked if the opponent watches for them. Of the two, 6B is by far the better tool to use than Gauntlet Hades. Not only is Gauntlet Hades slow at 24F, but it is also easily punishable on block by a good portion of the cast. You can followup with Spin Kick/Keri Age to try and catch the opponent's punish, but it fails a lot more often than it works, and leads to small damage anyways. Plus, Spin Kick is even more negative on block than Gauntlet Hades, which creates an even bigger risk factor. In other words, Gauntlet Hades is a huge risk/small reward move that shouldn't be used in general. The only times you should use Gauntlet Hades is if you have 50 meter to Rapid Cancel the move. Whether the move hits or is blocked, you'd still be better off than if you had no heat.
- 6B, however, is very valuable. While it is just as slow as Gauntlet Hades (24F), it is a little harder to see than Gauntlet Hades and can also lead into good damage without spending meter. A combo with Gauntlet Hades starter nets at least 2.2k anywhere without using any meter, but a combo with 6B starter can break at least 3k anywhere with no meter, which is about standard corner combo damage. Using 6B in gatlings is certainly a viable option that has its merits, but there's not a whole lot of moves that can gatling into 6B, so these kinds of strings tend to be easy to block. Standalone 6Bs are a lot stronger tool for mixup than gatlinged 6Bs, and are best used when the opponent doesn't expect it. Common uses for 6B would be after the opponent fully recovers from a neutral tech, after a jump-in (can be empty), and after Dead Spike RC.
- A neat mixup trick that is also incredibly useful is the 50/50 mixup off of 6D - j.D whiff. Normally, when 6D - j.D is performed, the opponent expects to block high after 6D since j.D cannot be blocked low. However, you can perform j.D just before you land to cancel the move and reduce the landing recovery to 3F, enabling you with better mixup options. From 6D - j.D whiff, you can either go into a low using 2B or 3C, an overhead (primarily 6B), a throw, or even a TRM setup. This particular trick is especially useful against people who tend to block a lot. Keep in mind that this maneuver works best when people are respecting your pressure; Ragna's static difference after j.D's landing recovery is -1, so any move whose startup is 6 frames or less will beat out just about every option you have, except Inferno Divider (but why would you ever do that). Against those people, 6D - j.D whiff should be used scarcely but effectively.
- 2A and 2B are special kinds of moves in that any gatling after it will have a pressure hole, but are safe when there is no gatling afterwards, even on IB. If you mix these two options around when you apply mixup, you can force the opponent into a guessing game and easily take advantage of any wrong guesses by the opponent.
- Dead Spike and 2C are the most reliable moves in terms of providing pressure, as they are accessible from just about everything in Ragna's arsenal and are plus on block. Not only that, but they are also his best combo starters, i.e. combos from these moves usually end up dealing severe damage. While these two moves are scary and reliable, they are by no means amazing. 2C ends up being -2 on IB which allows any character to punish easily regardless of what move you perform afterwards, and opponents can also jump over Dead Spike if they see if early enough. tl;dr there's no harm in using Dead Spike and 2C for pressure, but keep in mind the opponent's options.
- 6A, 3C, 6C, and 5D should never be used in mixup and pressure. All of them have either few to no gatlings afterwards, which only leave specials and jump/dash to cancel into. The gatlings that do exist after these moves aren't very useful anyhow since they don't provide any better mixup opportunities. Because of this, it's incredibly easy to punish these moves. If you ever perform these moves during mixup on accident, the safest action would be to instant air dash away. A reset back to neutral is far better than a momentum shift towards your opponent caused by punishing a bad mixup tool.
- 5B, 2B, 5C, and 2C all possess "late-chain" capabilities, which allow you to cancel into a normal on a frame other than the one immediately after hitstop. Late-chain can be used to create very effective frame traps. Keep in mind that frame traps have pressure holes, so they shouldn't be abused.
tl;dr Ragna's mixup game excels when you force the opponent to keep guessing. You have to be wary about all your available options so that you don't repeat any tendencies yourself for the opponent to take advantage of. While this can be said for just about any mixup character in any fighting game, Ragna takes particular note on this ideal and is imperative to get acquainted with this idea to play solidly.
Okizeme
When it comes to creating oki, Hell's Fang Additional Attack, Ax Kick, and Not Over Yet are the most common setups. To make the most out of oki, certain setups should take dominance over others.
- For midscreen, Not Over Yet is probably the best setup possible, since the stagger mixup often prevents the opponent from using DPs. However, you'll more often find yourself not being close enough for Not Over Yet to connect. The alternative solution to this is to use 3C - Hell's Fang for oki. Ragna is able to move as soon as the opponent touches the ground, which gives you about 32 frames to do whatever you want. Regardless of how the opponent techs, you will still end up in advantage. If the opponent techs, 22C will whiff, but you will still end up with some plus frames left, so oki is still possible. If the opponent doesn't tech, 22C will land, and even better mixup options can be done at this point.
- For corner, if the combo permits Straight Punch into 3C, then the best oki option after is jump cancelling 3C into three-way mixup. Refer to 3C's description for more info on how this mixup works. However, if you know for sure you cannot use 3C after Straight Punch, you can simply use Hell's Fang Additional Blow. It has just a low enough recovery to be able to imitate the three-way mixup after 3C, but it gives opponents more time to react, thus proving this method to be less effective.
- A neat option select that's easy as well as effective is the 22A~C plink option select. You can read up in better detail for how this works in the description of Not Over Yet, but in short this OS encourages the opponent to emergency tech. If the opponent does not emergency tech, then performing 22A~C when close enough will kara cancel the input and 22C will come out, which will be guaranteed to land. If the opponent does emergency tech, then 22C will not come out and instead 2A will. The short recovery of 2A will still allow you to deal mixup against the opponent.
Defense
Ragna's defense game is quite literally deciding when to use Inferno Divider. His DP is among the fastest in the game, and it also leads into decent damage and a complete reversal of momentum. While this may encourage you to abuse this move, keep in mind that it is just as unsafe to use as any other DP. It's not advised to try and DP out of absolutely every blockstring, even with 50 heat. The only time when this move should be used is either when the move will absolutely work or when you have 50 heat, in which you can use a Rapid Cancel. Because of this, you'll often find yourself blocking, but good blocking will shut down any person's offensive game regardless of what character they play.
tl;dr DPs can go a far way if used correctly, but good blocking will always accomplish more than what DPs can do, no questions asked.
Neutral
Ragna's neutral game is a lot stronger comparatively than his offense game, but it requires a good, deep understanding of Ragna's moves and how each should be used in what situation.
- Ragna's primary footsies (5B, 5C, 2D) are all very powerful. They can lead to good combos on hit and are relatively safe when used outside of point-blank range. 5B is also incredibly easy to hitconfirm into damage and good oki afterwards. Be sure to use these moves a lot; Ragna isn't called a footsie character for nothing.
- Ragna's anti-air game is decent. It works well for the capabilities that he is given, but it's nothing particularly special. Regardless, it will still give opponents who try to approach you from the air a problem.
- 6A is considered to be Ragna's official anti-air, and its range and time frame of head invulnerability makes this move work a lot of the time. However, the move has quite a lengthy recovery, and a few characters can take advantage of that, a prime example being Hakumen's Hotaru (j.214B). Because of this, you're often discouraged to use 6A as an anti-air, it's still good to keep in mind that you have the option.
- 5A is also a very powerful anti-air given for its quick speed and easy hitconfirm off of it. Compared to 6A, 5A leads into slightly less damaging combos, but it is much more safer to use in neutral. Additionally, 5A can gatling into absolutely any move, so you can go straight into mixup if you catch the opponent blocking your 5A in the air (it is also safe as well so you can bait any reversals that you expect).
- Although not officially an anti-air, 5B surprisingly serves well as an anti-air. It's faster than 6A, the hitbox is decent, the combos from this move output a lot of damage, and it's incredibly easy to hitconfirm into a combo on CH. Keep in mind however there is also an attack hitbox at his foot, so using the move when close to the opponent will often result in the opponent beating your move out (since the opponent will be able to hit your head at this range). Because of this, use at maximum footsie distances, just like you would on ground.
- Air-to-ground approaches are a lot stronger this time around, thanks to j.C's hitbox buff. While this may give you an easier time when in the air, anti-airs will still be able to beat your air approaches out, and j.C doesn't make Ragna's aerial game that much stronger to the point where you should be in the air all the time. It's still important to stay grounded as much as possible.
Combos
Combo Notation Guide: |
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Midscreen
5B Starter
Notes: These combos will still work if you use low-prorate starters like 2A and 2B. For heavy prorate starters like 2A > 2A > 2A, remove the sections that are contained in brackets. You can also remove the 5B starter.
- 5B > 5C > (2C) > (3C) > ender
Hell's Fang Ender
- Requirements: --
- Damage: 1900, Heat Gain: 12
- + 2C + 3C = Damage: 2217, Heat Gain: 15
- Notes: Gives the most + frames out of any midscreen option, able to apply 22A~C OS easily for better oki.
Inferno Divider Ender
- Requirements: --
- Damage: 2137, Heat Gain: 14
- + 2C = Damage: 2425, Heat Gain: 17
- + 3C = Damage: 2416, Heat Gain: 17
- + 2C + 3C = Damage: 2675, Heat Gain: 20
- Notes: If you perform 5C > 3C on Jin, make sure that you delay 623D. Otherwise, it will whiff, and Jin will be able to punish with anything.
- 5B > 5C > 6C > dc 6B > 2C > [5C >] 5D > [dc 6A > jc j.C > jc j.C >] 623D >> 236C >> 214D
- Requirements: Crouching opponent
- Damage: 3776, Heat Gain: 41
- Notes: If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo (Damage: 2141, Heat Gain: 19).
- 5B > 5C > 6C > dc 6B > 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: Crouching opponent, character specific
- Damage: 4202, Heat Gain: 44
- Notes: Works on Jin, Rachel, Arakune, Tager. Easy on Arakune and Jin. If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo.
- 5B > 5C > 2D RC > dash (6B > 2C >) 5C > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: 50 heat
- Damage: 3796, Heat Gain: 16
- + 6B > 2C = Damage: 3961, Heat Gain: 18
- Notes: 2D doesn't have a whole lot of hitstun (30F), so 6B > 2C should be used when 2D is used at point-blank range. If 6B > 2C was used, replace hjc j.C > j.D with jc j.C.
- 5B > 5C > 2D RC > dash 6C > late dc dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: 50 heat
- Damage: 4115, Heat Gain: 26
- Notes: Not advised because of the difficulty of connecting 5C after 214D midscreen.
Aerial Starter
Notes: These combos use j.dash j.C > j.D primarily (unless stated otherwise), but will also work off of j.A, j.B, and j.C starter.
- j.dash j.C > j.D > dash 5B > 6A > hjc j.C > j.D > jc j.C > j.D > 623D >> 236C >> 214D
- Requirements: Standing opponent
- Damage: 2969, Heat Gain: 28
- j.dash j.C > j.D > dash 5B > 6A > jc j.214B > land 5B > 5D > dc 5C > 6A > jc j.C > jc j.C > 623D >> 236C >> 214D
- Requirements: Standing opponent, character specific
- Damage: 3280, Heat Gain: 37
- Notes: Works on Ragna, Jin, Noel, Rachel, Taokaka, Bang, Carl, Hazama, Makoto and Platinum. jc j.214B is a TK motion, which means the move must be done as soon as you are in the air. The second 6A can be omitted if you start with just j.B or j.C. This combo is not suggested to perform, as the execution is tricky. Works best on Ragna, Jin, Noel, Taokaka, Bang, Carl, Makoto, and Platinum.
- j.dash j.C > j.D > dash 5B > 5C > 6C > dc 6B > 2C > 5C > 5D > dc 6A > hjc j.C > 623D >> 236C >> 214D
- Requirements: Crouching opponent
- Damage: 3919, Heat Gain: 43
6B Starter
- 6B > 5C > 6C > dc 6B > 2C > 5C > 5D > dc 6A > hjc j.C > 623D >> 236C >> 214D
- Requirements: Crouching opponent
- Damage: 3402, Heat Gain: 38
- Notes: If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo.
- 6B > 5C > 6C > dc 6B > 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: Crouching opponent
- Damage: 3662, Heat Gain: 39
- Notes: Works on Jin, Rachel, Arakune, Tager. Easy on Arakune and Jin. If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo.
FC 2C Starter
- FC 2C > 214D > dash 5B > 5C > 6C > dc 6B > 2C > 5C > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: Fatal Counter
- Damage: 5208, Heat Gain: 51
- Notes: Remove 214D to obtain the burst-safe version of this combo. If opponents burst right when you hit FC 2C, the amount of hitstop coupled with the burst startup will be enough time to react.
- FC 2C > 214D > dash 5B > 2D > 22C > dash 5A > 5C > 6C > dc 6B > 2C > 5C > 5D > dc (dash) 5C > jc j.C > jc j.C > 623D >> 236C >> 214D
- Requirements: Fatal Counter, character specific
- Damage: 5761, Heat Gain: 55
- Notes: Works on Ragna, Tager (dash 5A can be simply 5A for Tager only), Lambda, Hakumen, Hazama, and Mu. Remove 214D to obtain the burst-safe version of this combo. If opponents burst right when you hit FC 2C, the amount of hitstop coupled with the burst startup will be enough time to react.
Anti-Air Starter
Notes: These combos will either start off with 6A or 5A, both done with the opponent is in the air, as to replicate when you use it as an anti-air.
- 6A > (dash) 5C > 5D > dc (dash) 5C > jc j.C > jc j.C > 623D >> 236C >> 214D
- Requirements: Counter hit
- Damage: 2709, Heat Gain: 27
- 5A > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.C 623D >> 236C >> 214D
- Requirements: Counter hit, aerial opponent
- Damage: 2331, Heat Gain: 25
- 6A > (dash) 5A > 6A > hjc j.C > jc j.C > 623D >> 236C >> 214D
- Requirements: --
- Damage: 1924, Heat Gain: 22
Gauntlet Hades Starter
Notes: These combos will include both ground and aerial version as starters.
- 214B >> late 214D > dash 5D > dc (dash) 5C > jc j.C > jc j.C > 623D >> 236C >> 214D
- Requirements: --
- Damage: 2503, Heat Gain: 27
- Notes: The dash before 5D is a microdash, meaning it must be inputted right before 5D, all the while leaving no space between late 214D > 5D. If done right, you will not see any animation frames of the dash.
- 214B RC > 2C > 5C > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: 50 heat
- Damage: 3666, Heat Gain: 13
- Notes: The combo is the same if you replace 214B with j.214B. If using j.214B starter, you may need a dash before 2C.
- j.214B > dash 5A > 5B > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: 50 heat
- Damage: 3134, Heat Gain: 31
- Notes: The dash before 5A is a microdash, meaning it must be inputted right before 5D, all the while leaving no space between late j.214B > 5A. If done right, you will not see any animation frames of the dash.
Throw Starter
- (5B+C/4B+C) > 214B >> 214D > dash jump j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: --
- Damage: 2439, Heat Gain: 24
- (5B+C/4B+C) > 214B >> 214D > dash 5D > 623D >> 236C >> 214D
- Requirements: --
- Damage: 2437, Heat Gain: 24
- Notes: This combo will still work even if using a low prorate starter like 2A > 5B+C (sometimes it happens when you go for TRM setups).
- j.B+C > airdash late j.D > 5C > 5D > dc (dash) 5C > jc j.C > jc j.C > 623D >> 236C >> 214D
- Requirements: --
- Damage: 3256, Heat Gain: 33
- j.B+C > dash 6C > late dc (dash) 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: Character specific
- Damage: 3546, Heat Gain: 35
- Notes: Works on Jin, Mu, Makoto, Platinum, and Relius.
Misc. Starter
Notes: These particular starters won't happen very often, but they're still worth knowing since they do happen.
- (dash) 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > j.C > 623D >> 236C >> 214D
- Requirements: --
- Damage: 3865, Heat Gain: 31
- 2D > dash 6B > 2C > 5C > 5D > dc 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: Counter hit
- Damage: 3960, Heat Gain: 36
- Notes: 2C may whiff on some characters if you perform 6B too late.
- 2D > dash 6C > dc (dash) 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
- Requirements: Counter hit
- Damage: 4185, Heat Gain: 35
- Notes: Good for switching P1/P2 (player 1, player 2) position.
- 214A > dash 5C > 6C > dc 6B > 5C > 5D > dc 6A > hjc j.C > 623D >> 236C >> 214D
- Requirements: Counter hit
- Damage: 2735, Heat Gain: 33
- Notes: lol hell's fang
Midscreen to Corner
Notes: For these combos, (C) will be used to notate the latest point that notates when the opponent should be in the corner, to give a sense of how the combos work.
5B Starter
- 5B > 5C > 3C > 623D >> 236C >> 236C > (C) dash 6B > 214D > 5C > 6A > jc/hjc j.D > jc j.D > j.214C > 5D > 214A >> 214D
- Requirements: --
- Damage: 3714, Heat Gain: 55
- 5B > 5C > 6C > dc 5D > dc dash 5C > 5D(1) > 214D > (C) dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
- Requirements: Crouching opponent
- Damage: 4198, Heat Gain: 60
- Notes: Use this combo if you aren't close enough to the corner where 214D > dash 5C will not work after 6C > dc. If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo.
- 5B > 5C > 6C > dc 6B > 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > (C) 5D > 623C(1) >> 236C >> 236C > CU 3C
- Requirements: Character specific
- Damage: 4541, Heat Gain: 57
- Notes: Works on Jin, Rachel, Arakune, Tager. If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo.
- 5B > 5C > 2D RC > (dash) 5C > 5D > dc (dash) 5C > 5D(1) > 214D > (C) dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
- Requirements: 50 heat
- Damage: 4493, Heat Gain: 48
- 5B > 5C > 2D RC > (dash) 6C > (late) dc (dash) 5D(1) > 214D > dash 5C > hjc j.C > j.D > (C) j.214C > (dash) 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: 50 heat
- Damage: 4601, Heat Gain: 39
- Notes: If you're not at the corner after the first j.C > j.D, you can add another rep before j.214C, but in turn you must go straight into 5D after j.214C.
Aerial Starter
Notes: These combos use j.dash j.C > j.D primarily (unless stated otherwise), but will also work off of j.A, j.B, and j.C starter.
- j.dash j.C > j.D > dash 5B > 6A > hjc j.C > j.D > j.214C > (C) dash 5C > 5D(1) > 214D > dash 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Standing opponent, character specific
- Damage: 3750, Heat Gain: 45
- j.dash j.C > j.D > dash 5B > 5C > 623D >> (late) 236C >> (late) 236C > (C) dash 6B > 214D > 5C > 6A > hjc j.D > jc j.D > j.214C > 5D > 214A >> 214D
- Requirements: Standing opponent, character specific
- Damage: 3845, Heat Gain: 57
- Notes: On paper, this combo seems superior to the previous one, but keep in mind that this sacrifices 3C oki for more damage, more heat gain, and being able to work farther away from the corner. It's honestly a fair trade, so the choice of which to use is up to you.
- j.dash j.C > j.D > dash 5B > 6A > jc j.214B > 5B > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
- Requirements: Standing opponent, character specific
- Damage: 4032, Heat Gain: 53
- Notes: Works on Ragna, Jin, Noel, Rachel, Taokaka, Bang, Carl, Hazama, Makoto and Platinum. jc j.214B is a TK motion, which means the move must be done as soon as you are in the air. The second 6A can be omitted if you start with just j.B or j.C. This combo is not suggested to perform, as the execution is tricky. Works best on Ragna, Jin, Noel, Taokaka, Bang, Carl, Makoto, and Platinum.
6B Starter
- 6B > 5C > 6C > dc 6B > 2C > 5C > 5D > dc 6A > jc j.D > jc j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
- Requirements: Crouching opponent
- Damage: ----, Heat Gain: --
- Notes: Best used when 6C > dc doesn't put you inside the corner (i.e. when there's space between you and the corner).
FC 2C Starter
- FC 2C > 214D > dash 5B > 2C > 5C > 6C > dc 6B > 2C > 5C > hjc j.C > j.D > jc j.C > j.214C > (C) 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Fatal Counter
- Damage: 5501, Heat Gain: 62
- FC 2C > dash 5B > 5C > 6C > dc 6B > 5C > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
- Requirements: Fatal Counter
- Damage: ----, Heat Gain: --
- Notes: Burst safe version of the above combo. If opponents burst right when you hit FC 2C, the amount of hitstop coupled with the burst startup will be enough time to react.
- FC 2C > 214D > dash 5B > 2D > 22C > dash 5A > 5C > 6C > dc 6B > 2C > 5C > hjc j.C > j.D > jc j.C > j.214C > (C) 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Fatal Counter, character specific
- Damage: 6036, Heat Gain: 65
- Notes: Works on Ragna, Tager (dash 5A can be simply 5A for Tager only), Lambda, Hakumen, Hazama, and Mu.
Anti-Air Starter
Notes: These combos start with the opponent in the air, so as to replicate when you use it as an anti-air.
- 6A > (dash) 5C > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
- Requirements: Counter hit
- Damage: 3488, Heat Gain: 55
- 5A > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
- Requirements: Counter hit, aerial opponent
- Damage: 3111, Heat Gain: 50
- 5B > 5D > dc dash 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > j.214C > 6B > 3C > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: --
- Damage: 3904, Heat Gain: 47
- Notes: If the first 5B is an aerial counter hit, you can add another (dash) 5B after the first one for an easy hitconfirm. This combo route is advised as it's hard to hitconfirm 5B into 5D and 5D is bad on whiff and block.
Gauntlet Hades Starter
Notes: These combos will include both ground and aerial version as starters.
- 214B >> late 214D > dash 5D > dc 5C > hjc j.C > j.D > jc j.D > j.214C > 5D > 623D >> 236C >> 214D
- Requirements: --
- Damage: ----, Heat Gain: --
- Notes: The dash before 5D is a microdash, meaning it must be inputted right before 5D, all the while leaving no space between late 214D > 5D. If done right, you will not see any animation frames of the dash.
- 214B RC > 2C > 5C > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214 >> 214D
- Requirements: 50 heat
- Damage: 4424, Heat Gain: 43
- Notes: The combo is the same if you replace 214B with j.214B. If using j.214B starter, you may need a dash before 2C.
- 214B RC > late j.dash j.C > j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > (C) dash 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: 50 heat
- Damage: 4391, Heat Gain: 33
- j.214B > dash 5A/2A > 5B > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
- Requirements: 50 heat
- Damage: 3852, Heat Gain: 56
- Notes: The dash before 5A is a microdash, meaning it must be inputted right before 5D, all the while leaving no space between late j.214B > 5A. If done right, you will not see any animation frames of the dash.
C Inferno Divider Starter
- 623C >> 236C >> 236C > (C) dash 6B > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
- Requirements: --
- Damage: 2627, Heat Gain: 48
- Notes: Cannot be directly in the corner for this combo to work.
- 623C RC > dash 5C > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
- Requirements: 50 heat, counter hit
- Damage: 3309, Heat Gain: 40
Throw Starter
- (5B+C/4B+C) > 623D >> 236C >> 236C > (C) dash 6B > 214D > (dash) 5C > 6A > jc/hjc j.D > j.D > j.214C > 5D > 214A >> 214D
- Requirements: --
- Damage: 3047, Heat Gain: 49
- j.B+C > airdash late j.D > 5C > hjc j.C > j.D > j.214C > (C) 6B > 214D > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Cannot be in the corner
- Damage: 3683, Heat Gain: 44
- j.B+C > dash 6C > late dc (dash) 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > (C) (dash) 5D > 623C(1) >> 236C >> 236C > CU 3C
- Requirements: Character specific
- Damage: 3899, Heat Gain: 48
- Notes: Works on Jin, Mu, Makoto, Platinum, and Relius.
Misc. Starter
Notes: These particular starters won't happen very often, but they're still worth knowing since they do happen.
- (dash) 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > j.C > j.D > j.214C > (C) 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: --
- Damage: 4708, Heat Gain: 49
- 2D > dash 6B > 2C > 5C > 5D > dc 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
- Requirements: Counter hit
- Damage: 4677, Heat Gain: 61
- Notes: 2C may whiff on some characters if you perform 6B too late.
- 2D > dash 6C > dc (dash) 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > (C) 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Counter hit
- Damage: 4852, Heat Gain: 52
- Notes: Not advised for switching sides. If your back is near the corner and you would like to switch sides, simply run under/jump over them and use 5C instead of 6C.
- 214D > dash 5B > 5C > 623D >> 236C >> 236C > (C) dash 6B > 2C > 5C > hjc j.C > j.D > jc j.D > j.214C > 5D > 214A >> 214D
- Requirements: --
- Damage: 4763, Heat Gain: 55
- 214D > dash 5B > 5C > 6C > dc 6B > 2C > 5C > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.D > j.214C > (C) (dash) 5D > 214A >> 214D
- Requirements: Crouching opponent
- Damage: 5348, Heat Gain: 61
- 214A > dash 5B > 5C > 623D >> 236C >> 236C > (C) dash 6B > 214D > (dash) 5C > 6A > hjc j.D > jc j.D > j.214C > 5D > 214A >> 214D
- Requirements: Counter hit
- Damage: 2823, Heat Gain: 55
Corner Only
Ground Starter
Notes: Ragna's corner combo options on standing opponents vary depending on how high the proration value is in certain points of the combo, which all varies depending on what starters you use. To go about notating these combos, I will list the minimum proration value required to make the listed combo work. If you do not understand what these proration values mean, read this article for more info or search the Dustloop forums.
- (Proration: >64%) > 623D >> 236C >> 236C > CU 5C > 5D(1) > 214D > 5C > 6A > hjc j.D > jc j.D > j.214C > 5D > 214A >> 214D
- Requirements: --
- Damage: 3719, Heat Gain: 55 (5B > 5C starter)
- Notes: You can use this combo with a starter like 5B > 5C. If the proration before D Inferno Divider is above 72%, you can replace 5C > 6A > hjc j.D > jc j.D with 5C > hjc j.C > j.D > jc j.C > j.D; in this case, you can use this combo with a starter like 2C > 5C > 3C.
- (Proration: >49%) > 623D >> 236C >> 236C > CU 2C > 5D > 214D > dash 6A > hjc j.D > jc j.D > j.214C > 5D > 623C(1) >> 236C >> 214D
- Requirements: --
- Damage: 2815, Heat Gain: 50 (2A > 5B > 5C starter)
- Notes: You can use this combo with a starter like 2A > 5B > 5C.
- (Proration: <49%) > 623D >> 236C >> 236C > CU 5C > 6A > jc/hjc j.D > jc j.D > j.214C > 5D > 214A >> 214D
- Requirements: --
- Damage: 2505, Heat Gain: 47 (2A > 2A > 5B > 5C starter)
- Notes: You can use this combo with a starter like 2A * 2 > 5B > 5C.
- (Proration: >57%) > 5C > 6C > dc 6B > late 5C > 5D(1) > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
- Requirements: Crouching opponent
- Damage: 4514, Heat Gain: 54 (5B starter)
- Notes: This is also the combo used when going from midscreen to corner. If the proration before 5C > 6C is 50~57%, replace 5C > hjc j.C ~ j.214C with 5C > 6A > jc j.D > jc j.D > j.214C.
- (Proration: <48%) > 5C > 6C > dc 6B > 214D > 5C > 6A > jc j.D > jc j.D > j.214C > 5D > 623D >> 236C >> 214D
- Requirements: Crouching opponent
- Damage: 2781, Heat Gain: 50 (2A > 2A > 2A > 5B starter)
- (Proration: >66%) > 5C > 2D RC > 5C > 5D(1) > 214D > 5C > [hjc j.C > j.D] > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: 50 heat
- Damage: 4664, Heat Gain: 37 (5B > 2C starter)
- Notes: You can interchange the segment in brackets depending on the proration value. For values >66%, you can use [hjc j.C > j.D]; >74%, use [jc j.C > j.D > jc j.C]; >83%, use [hjc j.C > j.D > jc j.C > j.D]. If the proration value is 45~66%, use hjc j.C > j.D > jc j.C > j.D for the air combo, and omit 6B > 2C before the 5D.
Aerial Starter
Notes: These combos use j.dash j.C > j.D primarily (unless stated otherwise), but will also work off of j.A, j.B, and j.C starter.
- j.dash j.C > j.D > dash 5B > [6A > jc j.C > j.214C] > 6B > 5C > 5D(1) > 214D > (dash) 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Standing opponent
- Damage: 3779, Heat Gain: 46
- Notes: On Arakune, you can replace the bracketed segment with [3C > jc j.C > j.D > late j.214C].
- j.dash j.C > j.D > dash 5B > 5C > 6C > dc 6B > late 5C > 5D(1) > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
- Requirements: Crouching opponent
- Damage: 4600, Heat Gain: 59
FC 2C Starter
Notes: The combos for these are pretty much the same as Midscreen to Corner versions.
Anti-Air Starter
Notes: These combos start with the opponent in the air, so as to replicate when you use it as an anti-air.
- 6A > (dash) 5C > 5D(1) > 214D > (dash) 5C > hjc j.C > j.D > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Counter hit
- Damage: 3669, Heat Gain: 44
- 5A > 5D(1) > 214D > (dash) 5C > jc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Counter hit, aerial opponent
- Damage: 3405, Heat Gain: 42
- 5B > 5D(1) > 214D > (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: --
- Damage: 4232, Heat Gain: 47
- Notes: If the first 5B is an aerial counter hit, you can add either another (dash) 5B or 5C after the first one for an easy hitconfirm. This combo route is advised as it's hard to hitconfirm 5B into 5D and 5D is bad on whiff and block. What's better is that the combo will still work even after adding another 5B.
Gauntlet Hades Starter
Notes: These combos will include both ground and aerial version as starters.
- 214B >> late 214D > 5D(1) > 214D > late 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
- Requirements: --
- Damage: 3220, Heat Gain: 43
- Notes: The timing on late 214D > 5D(1) > 214D is a bit tricky to pull off. If your execution on this isn't consistent, you can always use the Midscreen to Corner version.
- 214B RC > 5C > 5D(1) > 214D > (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: 50 heat
- Damage: 4720, Heat Gain: 33
- Notes: The combo is the same if you replace 214B with j.214B.
- j.214B > dash 5A/2A > 5B > 5D(1) > 214D > (dash) 5C > jc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: --
- Damage: 4116, Heat Gain: 48
- Notes: The dash before 5A is a microdash, meaning it must be inputted right before 5D, all the while leaving no space between late j.214B > 5A. If done right, you will not see any animation frames of the dash.
C Inferno Divider Starter
- 623C >> 236C >> 236C > CU 5C > 5D(1) > 214D > 5C > 6A > hjc j.C > j.D > jc j.D > j.214C > 5D > 214A >> 214D
- Requirements: --
- Damage: 2658, Heat Gain: 50
- 623C > 5A > 5B > 5D(1) > 214D > (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C >> 236C >> 236C > CU 3C
- Requirements: Counter hit
- Damage: 2993, Heat Gain: 45
- 623C(1) RC > jump j.C > jc j.C > j.214C > 6B > 5C > 5D(1) > 214D > 5C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Counter hit
- Damage: ----, Heat Gain: --
- Notes: If both hits of 623C land on the opponent, change the air combo to hjc j.C > j.D.
- 623C(1) RC > 5C > 5D(1) > 214D > (dash) 5C > jc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Counter hit
- Damage: 3568, Heat Gain: 33
- Notes: If both hits of 623C land on the opponent, change the air combo to hjc j.C > j.D.
Throw Starter
- 5B+C > 5C > 5D(1) > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
- Requirements: --
- Damage: 3697, Heat Gain: 46
- Notes: If directly in the corner, combo will not work on Tager, Valkenhayn, and Hakumen. If you are not directly in the corner and the throw still wallbounces, then this combo will work on anyone. In this case, you can even add 6B before the first 5C for slightly more damage.
- (5B+C/4B+C) > 214D > 6B > 2C > 5C > hjc j.C > j.D > jc j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
- Requirements: Throw puts opponent directly in corner
- Damage: 3616, Heat Gain:44
- Notes: If using this combo on Valkenhayn, make sure that 2C > 5C is actually 2C > late 5C, otherwise 5C will whiff.
- j.B+C > 5C > 5D(1) > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
- Requirements: --
- Damage: 3962, Heat Gain: 46
- Notes: If you start this combo when directly in the corner, use 2C instead of 5C to start the combo.
Misc. Starter
Notes: These particular starters won't happen very often, but they're still worth knowing since they do happen.
- (dash) 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > j.C > j.D > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: --
- Damage: 4708, Heat Gain: 49
- Notes: This combo is the same 6D combo for Midscreen to Corner.
- 2D > dash 6B > 5C > 5D(1) > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Counter hit
- Damage: 4982, Heat Gain: 53
- 214A > dash 6A > jc j.C > j.214C > 6B > 214D > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Counter hit
- Damage: 2549, Heat Gain: 35
- Notes: lol hell's fang
- 214D > dash 5B > 5C > 623D >> 236C >> 236C > CU 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
- Requirements: --
- Damage: 4670, Heat Gain: 52
- 214D > dash 5B > 5C > 6C > dc 6B > 2C > 5C > hjc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
- Requirements: Crouching opponent
- Damage: 5527, Heat Gain: 56
BK Combo Routes
Notes: BK combos should only be used in the corner, unless you are very familiar with how BK's moves work in terms of proration and range.
- (Proration: >60%) > 5C > 6C > late 214D > 6B > 214214D > 5C > 5D(1) > 214D > 5C > 5D(1) > 214B >> 214D > dash 6D > jc late j.214C > 5D > dc 6D > 623D >> 236C >> 214D > j.214B >> j.214D > 5D > (22C/214214D)
- Requirements: (before BK) 50~70 heat for 22C ender, 71~ heat for 214214D ender
- Damage: 5909, Heat Gain: 46 (5B starter)
- Notes: Regular Dead Spike must hit late on its active frames, thus it's best used when in the corner. The damage values are from the combos before 22C or 214214D are done; if 22C was used, add 400 to the damage value, and if 214214D was used, add 1500 to the damage value.
- (Proration: >30%) > 5C > 6C > late 214D > dash 6B > 214214D > 22C RC > dash 6D > j.D whiff > 5D(1) > 214D > 6D > j.D whiff > 5D(1) > 214B >> 214D > dash 6D > 623D >> 236C >> 214D > j.D > j.214C > 5D > dc 5D > 214214D
- Requirements: (before BK) 100 heat
- Damage: 8050, Heat Gain: 68 (5B starter)
- Notes: Because of how low the required proration value is, you can pretty much use just about any starter and this combo is guaranteed to work. Regular Dead Spike must hit late on its active frames, thus it should be used in the corner. 623D must hit twice in order for 214214D to be used in the end; if it did not, you won't have enough heat so you'll be force to end with 22C.
- (Proration: >55%) > 5D(1) > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > [6D/5C] > 5D(1) > 214B >> 214D > dash 6D > jc late j.214C > 5D > dc 6D > 623D >> 236C >> 214D > j.214B >> j.214D > 5D > (22C/214214D)
- Requirements: (before BK) 50~70 heat for 22C ender, 71~ heat for 214214D ender
- Damage: 5072, Heat Gain: 47 (CH 6A > 5C starter)
- Notes: The opponent must be in the air at the start of this combo. Using 6D over 5C will result in more damage, but 6D will only work if the opponent is high enough after 214D in BK. In order for that to work, all three attacks must at least hit. The damage values are from the combos before 22C or 214214D are done; if 22C was used, add 400 to the damage value, and if 214214D was used, add 1500 to the damage value. If the proration value is 46~55%, replace 6D/5C with 2C.
- 5B+C > 214D > 6B > 214214D > 5C > 5D(1) > 214D > 5C > 5D(1) > 214B >> 214D > dash 6D > jc late j.214C > 5D > dc 6D > 623D >> 236C >> 214D > j.214B >> j.214D > 5D > (22C/214214D)
- Requirements: (before BK) 50~70 heat for 22C ender, 71~ heat for 214214D ender
- Damage: 4905, Heat Gain: 42
- Notes: The damage values are from the combos before 22C or 214214D are done; if 22C was used, add 400 to the damage value, and if 214214D was used, add 1500 to the damage value.
- 4B+C > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > 5D(1) > 214B >> 214D > dash 6D > jc late j.214C > 5D > dc 6D > 623D >> 236C >> 214D > j.214B >> j.214D > 5D > (22C/214214D)
- Requirements: (before BK) 50~70 heat for 22C ender, 71~ heat for 214214D ender
- Damage: 4790, Heat Gain: 41
- Notes: Useful for when your back is touching the corner. The damage values are from the combos before 22C or 214214D are done; if 22C was used, add 400 to the damage value, and if 214214D was used, add 1500 to the damage value.
- j.B+C > (dash) 5C > 5D(1) > 214D > (dash) 5C > 5D(1) > 214214D > (dash) 5B > 5D(1) > 214D > (dash) 2C > 5D(1) > 214B >> 214D > dash 6D > 623D >> 236C >> 214D > j.D > j.214C > 5D > 214A >> 214D > dash 3C > 214A >> 214D > (22C/214214D)
- Requirements: (before BK) 50~66 heat for 22C ender, 67~ heat for 214214D ender
- Damage: 5174, Heat Gain: 54
- Notes: The damage values are from the combos before 22C or 214214D are done; if 22C was used, add 400 to the damage value, and if 214214D was used, add 1500 to the damage value.