BBCF/Ragna the Bloodedge/Combos

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 Ragna the Bloodedge


Combo Notation GuideCharacter Name Abbreviations
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 becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM =  Amane
AR =  Arakune
AZ =  Azrael
BG =  Bang
BU =  Bullet
CR =  Carl
CE =  Celica
ES =  Es
HK =  Hakumen
HZ =  Hazama
HI =  Hibiki
TG =  Tager
IN =  Izanami
IZ =  Izayoi
JI =  Jin
JU =  Jubei
KG =  Kagura
KO =  Kokonoe
LA =  Λ-No.11-
LI =  Litchi
MA =  Mai
MK =  Makoto
MU =  Mu-12
NA =  Naoto
NI =  Nine
NO =  Noel
NU =  ν-No.13-
PL =  Platinum
RC =  Rachel
RG =  Ragna
RE =  Relius
SU =  Susano'o
TK =  Taokaka
TS =  Tsubaki
VK =  Valkenhayn
TE =  Terumi


Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

First Steps

First StepsLearn these first, use it forever.
Very Easy


... > 5C > 214A~214D
... > 5C > 2D > 623D~236C~214D

  • Lifesteal: 200/250

Where it all begins. Almost every starter will allow Ragna to combo into Hell's Fang and its follow-up for a basic knockdown. At closer distances, he can combo into D Inferno Divider for a little more damage, lifesteal, and better okizeme at the cost of corner carry.

Gauntlet Hades Extensions

Routing into Gauntlet HadesNot just an overhead.
Easy


... > 6A/air hit 5D(1) > 214B~delay 214D > ...
Introduction to combo extensions using Gauntlet Hades. 6A will combo from close range 5B and 5C, rewarding Ragna for being close to his opponent. Air hit 5D is a bit more specific when it comes to routing as it requires a launch before it can be used. Meaty 5B after Hell's Fang can catch jumping opponents and easily confirm into Gauntlet Hades using 5C > 5D(1). Otherwise, Gauntlet Hades is primarily used as an extension during Fatal Counter combos with the extra hitstun. If Gauntlet Hades starts the combo, Ragna can fit two of them into the same combo for increased corner carry by using 5B > 6A.

Comboing After Gauntlet HadesNot just an overhead.
Easy


... > 214B~delay 214D > 5B > 5C > sjc.CD > jc.CD > j.214C~214D
... > 214B~delay 214D > 5B > 6A > sjc.CD > jc.D > j.214C~214D

  • Lifesteal: 500

Spin Kick must be delayed in order for 5B to combo afterwards properly. In the corner, delaying Spin Kick enough will give enough frame advantage to combo into 3C for Not Over Yet extensions, but that's for later. The first route is always damage optimal, but depending how long the combo was beforehand 5B > 5C and the second j.CD will drop, necessitating the second route.

Anywhere Throw Combo

Anywhere Throw ComboDouble the damage for a little extra effort.
Easy


6T > delay 214B~delay 214D > 665B > 5C > sjc.CD > jc.CD > j.214C~214D
4T, 665B > 5C > 5D(1) > 214B~delay 214D > ...

  • Lifesteal: 500

It is what it says on the tin. Back throw leads to a little bit more damage with a slightly different combo that should look a little familiar.

Basic Corner Combo

Basic Corner ComboMake the hits hurt a little bit more.
Easy


... > 5C > 2D > 623D~236C~236C, 5B > 6A > sjc.CD > jc.D > j.214C~214D

  • Lifesteal: 720

Corner combo that works from any starter. Inferno Divider extensions are typically not worth the effort later on, but this works as a starting point for Ragna's more damaging corner routes.

Midscreen Airthrow Combo

Midscreen Airthrow ConversionSnatch them out of the air.
Easy


j.T, 5C > 5D(1) > 214B~214D, 5B > 5C > sjc.CD > jc.CD > j.214C~214D

  • Lifesteal: 500

Midscreen air throw combo. It is possible in the corner, but it will most likely sideswap after the air throw and lose the corner.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

B/C Starter Corner Combo

B/C Starter Corner ComboMore damage and also more useful.
Easy


5B > 5C > 2D > 236D~66, 2C > 5D(1) > 214B~214D, 5B > 6A > sjc.CD > jc.D > j.214C~214D

  • Lifesteal:

This is where things start to get interesting. This combo incorporates a Gauntlet Hades pickup that should look familiar from the basic combo section. While this combo may look a little intimidating, all you're really doing is adding a slight extension to a previously-learned combo. It's also very useful as 236D~66 is a plus on block (albeit risky) pressure reset.

Corner Throw Combo

Corner Throw Combo
Easy


6T > 214D/j.T > j.214D, 3C > (2D) > 22C > 236D~66, 2C > 6A > sjc.CD > jc.D > j.214C~214D

  • Lifesteal:

Another good combo to learn. Blood Scythe is a favorite move of a lot of Ragna players and this is one of the easiest places to use it. This is also a good introduction to using 22C in combos, as there are some rules around using it. 3C is the easiest way to get the "down" state, but there are some other ways. 2D is in parenthesis because it will drop on a couple characters like Taokaka and Izayoi.

Midscreen 22C

Midscreen 22C
Medium


... > 5B > 3C > 22C~66, 665C > jc.CD > jc.CD > j.214C~214D

  • Lifesteal:

Off close hits (usually punishes), Ragna can sneak in a 22C for a launch combo. The corner carry this combo provides more than offsets the somewhat low damage. This will also work off of Ragna's 2A at close range.

Situational 5C

Situational 5CWorks on crouching opponents or counterhit.
Easy


CH/CR 5C > 6C > 6D > j.214D, 6C > 214D, 3C > ...

  • Lifesteal:

Think about this as an extension to the throw combo. The fun part of this combo is that ground and air Blood Scythe are counted as different moves for SMP purposes, which also means this combo looks sweet.

Rapid Cancel Extensions

Rapid Cancel ExtensionsAdds damage early in combos.
Medium


5B > 5C > 214A~214D > RC, 665C > 5D(1) > 214B~214D > ...

  • Lifesteal:

Doubles the damage off a stray 5B for very little effort. This stems quite easily into the unscaled Gauntlet Hades conversion and will net around 4.2K damage from anywhere.

Rapid Cancel ExtensionsAdds damage early in combos.
Easy/Medium


5B > 5C > 214A~214D > RC, 6D > j.214D > 3C > ...
5B > (5C) > 3C > 214A > RC, walk 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > sjc.D > jc.D > j.214C~214D

  • Lifesteal:

The first combo is mostly for if you autopilot 214A~214D and still want some damage. Otherwise, the second combo deals a little more damage at the cost of slight distance dependency and intentionality.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

Nightkasu

NightkasuGaining more advantage on NE knockdown


~ > 214B~dl. 214D, 5B > 5C > 9hjc > j.B > j.C > j.D > 7/8jc > j.D > NE(1) > ~ (timing varies)
Due to the landing hit of NE can whiff at certain ranges, landing only the first hit of NE will result in a hard knockdown, which provides more oki options and combo opportunities. The general tip is to make sure NE connects when the opponent is far enough but not to the point that NE cannot connect. See the notes for more details.

Nightkasu will not work on  Rachel,  Taokaka,  Makoto and  Noel.

Introductory Combos

The Basics
Combo Position Damage Life Steal Heat Gain Notes Video
(2A) > 5B > 5C > 214A~214D Anywhere 1714 200 12 This is where your game starts. Works off pretty much any starter and gives good corner carry with a knockdown.
(2A) > 5B > 5C > 2D > 623D~236C~214D Anywhere 2043 250 14 Nets slightly more damage and a better midscreen knockdown than the above combo, but requires you to be slightly closer.
(2A) > 5B > (5C) > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 2906 500 20 Close-range midscreen combo. Nets more damage than the above combo but requires Ragna to be close to his opponent.
(aa) 5B > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3571 500 25 An easy confirm for when you get a close-range airborne hit.
(2A) > 5B > 5C > 2D > 623D~236C~236C, 5B > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 2518 720 18 Basic corner combo that works from any starter and nearly any range.
5B > 5C > 2D > 236D~66, 2C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3559 720 25 An improved version of the above combo, but only works off of long starters (B, C, D buttons).
5B > (5C) > 6A > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3898 720 27 Close-range corner combo. If you're struggling to do 236D~66, 2C > 6A > hjc, you can instead not dash cancel and do 236D, 5B > 6A > hjc.
CH 5C > 6C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4154 500 29 Basic punish combo. Use this to punish opponent's reversals. Also functions as a crouch confirm.
CH 5C > 6C > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 4514 720 32 Basic corner punish combo. The above combo also works in the corner, but this one will give you more reward.
6T > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3077 500 22 Basic forward throw combo.
4T, 665B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3270 500 23 Midscreen back-throw combo.
6T/4T > 214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3269 600 23 Corner throw combo. If you're struggling to do 236D~66, 2C > 6A > hjc, you can instead not dash cancel and do 236D, 5B > 6A > hjc.
j.T, 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3268 500 23 Midscreen air throw combo. You can do this in the corner, but you will most likely sideswap after the air throw and lose corner, so it's suggested you learn the corner combo below.
j.T > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3171 720 22 Corner air throw combo. Make sure to immediately cancel into air Blood Scythe so you keep the opponent in the corner.
5B > 5C > 214A~214D > RC, 665C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4218 700 -30 50 Heat Rapid Cancel combo. This combo works from even a max range 5B hit, and gives good damage and corner carry. It's a valuable tool to make Ragna's footsies even scarier. If any other buttons are added before Hell's Fang, you must 5B > 6A after Gauntlet Hades, or the hjc > j.C will drop.

This beginner section does not go over any Overdrive combos, and that is because Ragna's Overdrive routing can be a bit conditionally overwhelming, and requires more execution than this section should. If you reach the level where you feel you need to learn Overdrive combos, please look further down the page at the Overdrive section.

Combo Theory

Generally, combos will involve setting up the route in a way to combo into one special, then linking off of that into an air combo that ends in Nightmare Edge (j.214C). Specials that can be continued from include Gauntlet Hades (214B/j.214B), Blood Scythe (214D/j.214D), Not Over Yet (22C), and Dead Spike (236D). In the corner, D Inferno Divider into Straight Punch (623D~236C~236C) can also be combo'd from, though the time spent dropping from such a height often eats up a lot of combo time. Combo enders are usually Nightmare Edge (j.214C), Hell's Fang (214A), and D Inferno Divider into Ax Kick (623D~236C~214D).

Gauntlet Hades and Blood Scythe usually require some form of launching, which can include 6A, 6C, and throw. Not Over Yet and Dead Spike usually combo from knockdowns, such as 3C, 2D, and anti-air 5D.

In the corner from Long starters, oftentimes two combo filler specials can be done before going to the combo ender. For example,

  • 5B > 2C > 5C > 3C > 2D > 236D~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D

Note that while drives and specials are all useful to continue Ragna's combos, any hits with life-steal properties generally have poor damage proration, so it is recommended to use non-life-steal hits early on during a combo.

Air combo enders are typically done in one of the following ways:

  • 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > Nightmare Edge or D Inferno Divider -- Generally the most damaging air combo route, but must be done relatively early for 5C > j.C to still connect.
  • 2C > 6A > hjc > j.C > j.D > jc > j.D > Nightmare Edge or D Inferno Divider -- Usually done in the corner following a Dead Spike dash cancel. When directly under the opponent, 5B and 5C tend to whiff and cross under when attempted.
  • 5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > Nightmare Edge or D Inferno Divider -- This is done when the combo has taken enough time that 5B > 5C will no longer validly combo, which necessitates the 6A. 6A gives far more untech time, but also heavily prorates the damage of the combo.

Generally neither of Ragna's Distortions see much use in combos since they tend to add relatively little damage for the 50 meter cost (the threat of Carnage Scissors as a long-ranged cut through zoning tends to be far more relevant, as well). However, they provide relatively good life steal values when enhanced by Overdrive, for when an Overdrive combo would otherwise not kill - OD Devoured by Darkness (214214D) in particular provides a whopping base 1000 life steal.

Ragna can oftentimes use Overdrive Cancel or Rapid Cancel to dramatically increase the damage of a shorter combo (such as 5B > 5C > 214A~214D), though he gets heavily diminishing rewards if the combo has already run most of its time out. The goal in most cases is to achieve around 4000 damage whenever resources are spent, or 5000+ if a combination of two or more of (counter-hit, RC, distortion) happens.

Overdrive changes the properties of all of Ragna's life stealing hits, oftentimes giving wall-bounce, ground-bounce, or other properties, along with things such as dash cancel or jump cancel capability. Generally, all life steal hits can be combo'd from, greatly extending possibilities for continuing any route until either the combo timer or Overdrive runs out. Optimization of routes can also be done in either higher damage or higher life steal directions, depending on the situation.

Calculating Lifesteal

Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:

  • 1st to 5th Soul Eater hit: 100% Lifesteal
  • 6th Soul Eater hit: 110% Lifesteal
  • 7th Soul Eater hit: 120% Lifesteal
  • 8th Soul Eater hit: 130% Lifesteal
  • 9th Soul Eater hit: 140% Lifesteal
  • 10th Soul Eater hit and beyond: 150% Lifesteal

Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.

Attacks that have lifesteal are as follows (values in [] are during OD):

  • 5D(2): 100 [150] lifesteal
  • 2D: 100 [150] lifesteal
  • 6D: 100 [150] lifesteal
  • j.D: 100 [150] lifesteal
  • 5A+B (Crush Trigger): [200] lifesteal, only applies during OD
  • 214A~214D: 200 [300] lifesteal
  • 214B~214D: 100 [150] lifesteal
  • 623D: 50×2 [75×2] lifesteal
  • 623C/D~236C~214D: 50 [75] lifesteal
  • 236D: 100 [50×3] lifesteal
  • 214D: 100 [150] lifesteal
  • j.214C~214D: 200 [300] lifesteal
  • 632146D: 300 [200+100×4] lifesteal
  • 214214D: 500 [1000] lifesteal

All of these lifesteal values can also be found on each move's overview.

You can also use Sydoh's Ragna Lifesteal Calculator to easily calculate the lifesteal of any combo.

Combo List

Meterless Combos

5A/2A/j.A Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
2A > 5B > 5C > 214A~214D Anywhere 1714 200 12 All [1] Very Easy Universal confirm for maximum distance hits.
2A > 5B > 5C > (3C) > 2D > 623D~236C~214D Anywhere 2311 250 16 All [1] Very Easy 3C can be omitted for less damage but less range dependency.
2A > 5B > (5C) > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 2906 500 20 All [2] Easy 5C can be omitted for less damage but less range dependency.
2A > 5B > 5C > 6C > 214D, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3195 500 22 All [2] Easy Jubei/Crouching hit only.
2A > 5B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3057 400 21 All [3] Medium Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc. Point blank starter needed for 3C > 22C to connect. Needs dash momentum for Taokaka.
2A > 5B > 3C > 22C~66, 6C > 6D > j.214D, 5C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Near Corner 3464 600 24 All [3] Medium 22C ground slides to corner. At point blank 6C omit 6D, use grounded Bloodscythe. Needs dash momentum for Taokaka.
2A > 5B > 5C > (3C) > (2D) > 623D~236C~236C, 5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 2775 620 19 All [2] Easy Can omit 3C, 2D, and 2C.
2A > 5B > 2D > 236D, 5B > 5C > 5D(1) > 214B~214D, 5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 2844 720 20 All [2] Easy Can add another 2A to help hit confirm, but any more buttons added will cause Dead Spike to drop. Need to omit 2C if a second 2A is done.
2A > 5B > (5C) > 6A > 6D > j.214D, 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3086 720 22 All [2] Easy 5C can be omitted for less damage but less range dependency.
2A > 5B > 3C > 22C > 236D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 3230 500 23 All [2] Easy
2A > 5B > 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.D > jc > j.D > j.214C~214D Corner 3376 500 24 All [3] Medium 22C wallsplats. The 22C wallsplat is range dependant and cannot be done point blank with dash momentum. Furthermore, on Jin, Taokaka, Arakune, Bang, Carl, Amane, and Azrael, you need to be spaced back from the corner quite a bit. Needs dash momentum for Taokaka, making this combo extremely finnicky on her.
2A > 5B > 5C > 6C > 6D > j.214D, 6C > 214D, 5C > 6A > hjc > j.D > jc > j.D > j.214C~214D Corner 3374 720 24 All [2] Easy Jubei/Crouching hit only.
AA 2A > 5B > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anti-Air, Anywhere 2944 500 21 All [2] Easy
AA j.A > j.C > (jc) > (j.C) > (j.D) > j.214C~214D Air-to-Air, Anywhere 1969 (Varies) 300 14 (Varies) All [2] Easy Basic Air-to-Air j.A combo. Can add more j.As to help hit confirm. Can also omit j.D and the second j.C. Can end in D Inferno Divider > Axe Kick instead of Nightmare Edge for consistency.
5B/2B/j.B Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
(all 5A/2A/j.A > 5B/2B/j.B routes will work with 5B/2B/j.B starter)
5B > 5C > 214A~214D Anywhere 2032 200 14 All [1] Very Easy Universal confirm for maximum distance hits.
5B > (2C) > 5C > (3C) > 2D > 623D~236C~214D Anywhere 2973 250 21 All [1] Very Easy 2C and 3C can be omitted for less damage but less range dependency.
5B > (5C) > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3525 500 25 All [2] Easy 5C can be omitted for less damage but less range dependency.
5B > (5C) > 6A > 214B~214D, 663C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3708 500 26 All [3] Medium With the added 5C, the combo is at timer limit, so any additional buttons added will make it drop. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
5B > (2C) > 5C > 6C > 214D, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3867 500 27 All [2] Easy Jubei/Crouching hit only. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc. 2C can be omitted.
5B > (2C) > 5C > 6C > 214D, 665C > 5D(1) > 214B~214D, 5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Anywhere 4124 600 29 Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o [3] Medium Crouching hit only. Both 2Cs can be omitted for consistency.
5B > 5C > 6D > delay j.214B~214D, 5B > 5C > 5D(1) > 214B~214D, 5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Anywhere 4009 750 28 All [3] Medium Jubei/crouching hit only. Can replace 5B > 5C > 5D(1) with 5A > 5B > 5D(1) after Spin Kick for less timing dependance. Works from Counter Hit 5B if the 5C is omitted. Requires maximum delay on the j.214B.
5B > (2C) > 5C > 6C > jc > delay j.C > delay j.214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4036 500 28 All [3] Medium Jubei/Crouching hit only. Requires a slight delay both before and after the first j.C. 2C can be omitted.
5B > 5C > 6D > (whiff) j.D, 665B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 4238 500 30 All [4] Hard Jubei/Crouching hit only. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc. Must get a fairly close starter to land 665B > 3C > 22C after the 6D.
5B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3713 400 26 All [3] Medium Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc. Must be fairly close for 3C > 22C to connect.
5B > 3C > 22C~66, 665C > 5D(1) > 214A, 5A > 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 4130 400 29 Nu-13, Makoto, Valkenhayn, Relius, Lambda-11, Nine [3] Medium Needs extremely deep 665C on Nine for 5A to hit. On Tager, Kagura, and Susano'o, you can do 214A > 5A > 5B > 6A.
5B > 3C > 22C~66, 665C > 5D(1) > 214B~214D, 5B > (5C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Not Cornered 4155 500 29 Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o [3] Medium Must be fairly close for 3C > 22C to connect.
5B > 3C > 22C~66, 6C > 6D > j.214D, 6C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Near Corner 4294 600 30 All [3] Medium Must be fairly close for 3C > 22C to connect.
5B > 5C > 2D > 236D~66, 2C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 3754 720 26 All [2] Easy If any more buttons are added, must 5B > 6A after Gauntlet Hades. If slightly out of the corner, can 236D~66, 5C > 5D(1) for slightly more damage.
5B > (5C) > 6A > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3898 720 27 All [2] Easy
5B > (5C) > 6A > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > (2D) > 22C > 214A~214D Corner 3926 850 27 All [2] Easy Final 2D whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency. 5C can be omitted for less damage but less range dependency.
5B > (2C) > 5C > (3C) > 2D > 236D~66, 5B > 5C > 5D(1) > 214B~214D, 5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 4006 720 28 All [2] Easy Delay 5B and walk backwards after 2D Dead Spike dash-cancel so that Ragna doesn't dash under the opponent. Can also do 2C > 5D(1) instead of 5B > 5C > 5D(1) for consistency.
5B > 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > (5C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 4215 500 30 All [3] Medium Must be fairly close for 3C > 22C to connect.
5B > (2C) > 5C > 6C > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > (2D) > 22C > 214A~214D Corner 4327 850 30 All [2] Easy Jubei/Crouching hit only. Final 2D whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency.
5B > 5C > 6D > (whiff) j.D, 665B > 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 4399 500 31 All [4] Hard Jubei/Crouching hit only. Must get a fairly close starter to land 665B > 3C > 22C after the 6D.
AA 5B > 5C > jc > j.C > jc > j.C > j.D > j.214C~214D Anti-Air, Anywhere 3047 300 21 All [1] Very Easy
AA 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anti-Air, Anywhere 3814 500 27 All [2] Easy 5C can be omitted before 5D(1) if opponent is too high.
AA 5B > 5C > jc > j.C > j.214B~214D, 5B > 5C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Anti-Air, Anywhere 3847 600 27 All [3] Medium
AA 5B > 5C > jc > j.C > jc > j.C > j.D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Anti-Air, Corner 4000 720 28 All [2] Easy
CH 5B > 214B~214D, 665B > 5C > 5D > 236D~66, 66(5B) > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3769 720 32 All [3] Medium Counter hit 5B only. Must do a dashing 5C after Dead Spike against Carl and Izanami.
CH 5B > 214B~214D, 663C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3848 500 27 All [3] Medium Counter hit 5B only. Requires maximum Spin Kick delay. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
CH 5B > 6D > (whiff) j.D, 665B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 4032 500 28 All [4] Hard Counter hit 5B only. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
CH 5B > 6D > (whiff) j.D, 665B > 3C > 22C~66, 665C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Not Cornered 4393 600 31 Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o [4] Hard Counter hit 5B only. Requires maximum Spin Kick delay.
CH 5B > 6D > (whiff) j.D, 665B > 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 4419 600 31 All [4] Hard Counter hit 5B only. After 22C, if too close to the corner do 236D~66, 2C > 5D(1) > 214B~214D.
5C/2C/j.C Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
(all 5B/2B/j.B > 5C/2C/j.C routes will work with 5C/2C/j.C starter)
CH 5C > 6C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4154 500 29 All [2] Easy Also works on Jubei/crouching hit.
CH 5C > 6C > jc > delay j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4179 500 30 All [3] Medium Also works on Jubei/crouching hit. Requires a slight delay before the first j.C.
CH 5C > 6C > 214D, 665C > 5D(1) > 214B~214D, 5B > (5C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Anywhere 4334 600 31 Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o [2] Easy Also works on crouching hit. Can omit the third 5C for consistency.
CH 5C > 6D > (whiff) j.D, 665B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 4410 500 31 All [4] Hard Also works on Jubei/crouching hit. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
CH 5C > 6D > (whiff) j.D, 665B > 3C > 22C~66, 665C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Not Cornered 4782 600 34 Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o [4] Hard Also works on crouching hit.
CH 5C > 6C > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 4514 720 32 All [2] Easy Can do 236D > 5B > 6A for an easier but slightly less damaging route.
CH 5C > 6C > 6D > j.214D, 6C > 214D, 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 4530 720 32 All [2] Easy Only worth doing vs opponents you can OTG 5C > hjc against. Use the OTG 5C hjc Air Combo Table for character specifics related to 5C > hjc.
CH 5C > 6C > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > (2D) > 22C > 214A~214D Corner 4541 850 32 All [3] Medium Also works on Jubei/crouching hit. Final 2D whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency.
CH 5C > 6D > (whiff) j.D, 665B > 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 4810 600 34 All [4] Hard Also works on Jubei/crouching hit. After 22C, if too close to the corner do 236D~66, 2C > 5D(1) > 214B~214D.
CH 2C, 665B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3951 400 28 All [3] Medium Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
CH 2C, 665C > 3C > 22C~66, 665C > 5D(1) > 214B~214D, 5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Not Cornered 4524 (4459) 500 32 Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o [3] Medium Can start with a point-blank range dashing 5C on crouching hit for less damage and practicality.
CH 2C, 665C > 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 4554 (4488) 500 32 All [3] Medium Can start with a point-blank range dashing 5C on Jubei/crouching hit for less damage and practicality.
5D Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
5D > 214A~214D Anywhere 1699 200 12 All [1] Very Easy
5D > 623D~236C~236C, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 2941 620 21 All [2] Easy
CH 5D > 214B~214D, 665B > 5C > 5D > 236D~66, 66(5B) > 5C > hjc > j.C > j.D > jc > j.D > j.214C~214D Anywhere 3616 850 25 All [4] Hard Spin Kick should be delayed as late as possible, both dash 5B's should be done as soon as possible. Must do a dashing 5C after Deadspike against Carl and Izanami.
CH 5D(1) > 214D, 5C > jc > j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4074 600 29 All [2] Easy Blood Scythe switches sides if 5D(1) hits at close range.
CH 5D(1) > 214D, 665C > 6D > j.214B~214D, 663C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 4338 720 31 All [3] Medium Blood Scythe switches sides if 5D(1) hits at close range. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
CH 5D(1) > 214D, 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.214C~214D Corner 4532 500 32 All [2] Easy Blood Scythe switches sides if 5D(1) hits at close range.
CH 5D(1) > 214D, 5C > 6D > j.214D > 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 4583 720 32 All [2] Easy Blood Scythe switches sides if 5D(1) hits at close range.
6A Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
6A > 5D > (22C) > 623D~236C~214D Anywhere 2225 300 15 All [1] Very Easy Can omit 22C for consistency.
6A > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 2523 400 18 All [1] Very Easy Consistent confirm for anti-airing.
6A > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3024 500 21 All [2] Easy
6A > 5D(1) > 214B~214D, 665B > 5C > 5D > 236D~66, 665C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3173 720 22 All, except Hakumen [4] Hard Requires a nearly frame perfect buffered dash 5C after the dash cancel to work on some characters, notably Platinum.
6A > hjc > j.C > j.D > jc > j.C > j.D > j.214D, 3C > 2D > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Near Corner 2996 990 21 All [2] Easy
6A > 6D > j.214D, 6C > 214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.D > jc > j.D > j.214C~214D Corner 3480 850 24 All [2] Easy
CH 6A > jc > delay j.C > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3394 500 24 All [3] Medium Must hit with j.C just before Ragna and the opponent touch the ground. Can block during jump cancel to be burst safe.
CH 6A > 214D, 665C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3416 600 24 Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o [3] Medium
CH 6A, 663C > 22C~66, 6C > 6D > j.214D, 6C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Near Corner 3670 600 26 All [3] Medium The micro-dash 3C has a wider window of execution the higher the opponent was when they were hit by 6A.
CH 6A > 214D, 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.D > jc > j.D > j.214C~214D Corner 3587 25 600 All [2] Easy
6B Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
6B > 2D > (22C) > 623D~236C~214D Anywhere 2403 300 17 All [1] Very Easy Can omit 22C for consistency.
6B > 6A > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3151 500 21 All [2] Easy
6B > 2D > 236D~66, 665B > 5C > 5D(1) > 214B~214D, 5B > (2C) > 6A > hjc > j.D > jc > j.D > j.214C~214D Anywhere 3219 720 23 All [3] Medium Requires point blank 6B hit midscreen. Omit Dead Spike's dash cancel and the following microdash in the corner.
6B > 6D > (whiff) j.D, 665B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3537 500 25 All [4] Hard Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc. 5C can be substituted with 6C if near (but not at) the corner.
6B > 6A > 6D > j.214D, 3C > (2D) > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3229 850 23 All [2] Easy
6B > 6D > (whiff) j.D, 665B > 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3482 600 24 All [4] Hard
6B > 6D > (whiff) j.D, 665B > 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 3673 500 26 All [4] Hard 5B > 3C must be done outside of point-blank range or the combo will drop after the 22C dash cancel.
6C Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
(all CH 5C/2C > 6C routes will work with 6C starter)
CH 6C, 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3730 500 26 All [2] Easy
CH 6C > jc > delay j.C > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3835 500 27 All Intermediate Can block during jump cancel to be burst safe.
6D Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
6D > j.214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3293 600 23 All [2] Easy Air Gauntlet Hades and Spin Kick need to be slightly delayed or else the combo will drop.
6D > (whiff) j.D, 665B > 5C > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3408 600 24 All [3] Medium
6D > (whiff) j.D, 665B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3548 500 25 All [3] Medium Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
6D > (whiff) j.D, 665B > 3C > 22C~66, 6C > 6D > j.214D, 6C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Near Corner 3834 720 27 All [3] Medium
6D > (whiff) j.D, 665B > 3C > 22C > 236D~66, 5B > 5C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 3701 600 26 All [3] Medium Walk backwards before the second 5B for consistency.
CH 6D, 5C > 6C > jc > delay j.C > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4043 600 29 All [3] Medium
CH 6D > (whiff) j.D, 665C > 3C > 22C~66, (5B) > 665C > 5D(1) > 214B~214D, 5B > 5C > jc > j.C > j.D > jc > (j.C) > j.D > j.214C~214D Anywhere 4320 600 31 All [3] Medium Must use 5B after 22C dash cancel if the opponent wall splats. Initial 5C dash must last until the hitstun from 6D is about to run out. Omit the final j.C if the combo timer runs low.
3C Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
(all 5B/2B > 3C routes will work with 3C starter)
CH 3C > jc > falling j.C > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4045 500 28 All, except Platinum, Relius, Izayoi, Amane, Naoto, and Izanami [3] Medium 3C jump cancel forward to sideswap, neutral for same side. Can block during jump cancel to be burst safe. Falling j.C whiffs against some characters.
CH 3C, 5C > jc > j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3946 500 28 All [3] Medium Does less damage than the last route but doesn't require the initial falling j.C and works on all characters.
CH 3C, 3C > 22C~66, 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Not Cornered 4195 500 30 Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o [3] Medium
CH 3C, 3C > 22C~66, 6C > 6D > j.214D, 6C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Near Corner 4372 600 31 All [3] Medium
CH 3C > 214D, 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.D > jc > j.D > j.214C~214D Corner 4279 600 30 All [2] Easy
Throw Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
6T/4T > 214D, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3004 500 21 All [1] Very Easy
6T/4T > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3077 500 22 All [2] Easy
4T, 662C > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3312 500 23 All [3] Medium Can substitute 662C for 665B for consistency.
j.T, 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3268 500 23 All [2] Easy
j.T, 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.C > j.214C~214D Not Cornered 3172 400 22 All [3] Medium Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
6T/4T > 214D, 3C > (2D) > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3246 720 23 All [2] Easy Must microdash before 3C against Taokaka.
6T/4T > 214D, 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 3408 500 24 All [3] Medium Need to walk backwards slightly before 3C against Jin, Arakune, Bang, Carl, Amane, and Azrael. Does not work on Taokaka.
j.T > j.214D, 3C > (2D) > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3171 720 22 All [2] Easy
214A Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
CH 214A, 2C > 5C > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3451 500 24 All [2] Easy
CH 214A, 3C > 22C~66, 6C > 6D > j.214D, 5C > 6A > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Near Corner 3997 600 28 All [2] Easy
CH 214A, 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3886 500 27 All [2] Easy
214B Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3217 500 23 All [1] Very Easy
214B~214D, 665B > 5C > 5D > 236D~66, 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3414 720 24 All, Except Hakumen [4] Hard Requires a nearly frame perfect buffered dash 5C after the dash cancel to work on some characters, notably Platinum.
214B~214D, 663C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3466 500 24 All [3] Medium Requires maximum Spin Kick delay. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
214B~214D, 3C > 22C > 236D~66, 5C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 3555 600 25 All [2] Easy Spin Kick should be delayed as late as possible, otherwise 3C will whiff.
CH 214B, 6C > jc > j.214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3615 500 25 All [2] Easy Air Gauntlet Hades is used to avoid Same Move Poration, thus increasing the final damage and metergain.
CH 214B, 6C > 6D > j.214D, 6C > 214D, 5C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3968 720 28 All [2] Easy
623C Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
623C~236C~236C, 5A > 623D~236C~214D Corner 1350 200 9 All [4] Hard Must be done at a precise distance from the corner against most characters.
AA CH 623C(2), 5B > 6A > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 1880 400 13 All [4] Hard Only works from a maximum height hit of 623C(2).
623D Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
623D~236C~236C, 5B > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 2939 620 21 All [2] Easy
CH 623D, 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3368 620 24 All [2] Easy
236D Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
236D~66, 665B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3224 600 23 All [2] Easy Requires close hit Deadspike.
236D~66, 6C > 6D > j.214D, 6C > 214D, 5C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Near Corner 3339 850 23 All [4] Hard Requires late hit or max range Deadspike.
236D~66, 5C > 6A > 6D > j.214D, 6C > 214D, 5C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3224 850 23 All [3] Medium Slightly delay 5C to keep 6D from whiffing. Opponent should be as close to the ground as possible before getting hit by 5C.
214D Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
214D, 5C > jc > j.C > j.214B~214D, 5B > 5C > > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Anywhere 3652 720 25 All [3] Medium
214D, 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3894 600 27 All [2] Easy
CH 214D, 665C > 6D > j.214B~214D, 663C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 4035 720 28 All [3] Medium
CH 214D, 5C > 6D > j.214D, 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 4205 720 30 All [2] Easy
CH 214D, 663C > 22C~66, 665C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4159 600 29 All [3] Medium Also works in corner, but do not microdash 3C, and instead of 665C after Not Over Yet do 2C > 5C. Against Taokaka, you're forced to microdash 3C in corner, so do 5B > 5C after Not Over Yet.
j.214D Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
j.214D, 2B > 5B > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Midscreen 3106 600 22 All [2] Easy Requires a low altitude or TK'd air Blood Scythe. Also requires air Blood Scythe to hit in a very specific way, where it hits same side but Ragna still switches sides with the opponent, so they slide into him. Link
j.214D, 2B > 5B > 5D > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 2985 720 21 All [2] Easy Requires a low altitude or TK'd air Blood Scythe hit.
CH j.214D, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 2911 500 20 All [3] Medium Requires a low altitude or TK'd air Blood Scythe hit. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
CH j.214D, 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Midscreen 3405 500 24 All [3] Medium Requires air Blood Scythe to hit in a very specific way, where it hits same side but Ragna still switches sides with the opponent, so they slide into him. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
CH j.214D, 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.D > jc > j.D > j.214C~214D Corner 3632 600 26 All [2] Easy
j.214C Starter
Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
(Can only combo off of j.214C on ground hit or counter hit)
j.214C, 6C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.623D~236C~214D Anywhere 2923 510 20 All [2] Easy
j.214C, 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 2977 510 21 All [2] Easy
j.214C, 5C > jc > j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.623D~236C~214D Anywhere 2999 510 21 All [3] Medium
j.214C, 3C > 22C~66, 665C > 5D(1) > 214B~214D, 5B > (2C) > 6A > hjc > j.C > j.D > jc > j.D > j.623D~236C~214D Not Cornered 3261 510 23 Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o [3] Medium
j.214C, 6C > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > (2D) > 22C > 214A~214D Corner 3278 850 23 All [2] Easy Final 2D whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency.

OD/Metered Combos

5B/2B/5C/2C Starter
Metered Combos
Combo Position Damage Life Steal Heat Gain Heat Required Works on: Difficulty Notes Video
5B > (2C) > 5C > 214A > RC, 6C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4213 500 -31 50 All [2] Easy Works at max 5B range if 2C is omitted.
5B > 5C > 214A~214D > RC, 665C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4218 700 -30 50 All [2] Easy If any buttons are added before Hell's Fang, must 5B > 6A after Gauntlet Hades.
5B > (2C) > 5C > 214A > RC, 66D > (whiff) j.D, 665B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 4442 500 -29 50 All [4] Hard Can omit 2C for less damage but less range dependency. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
5B > (2C) > (5C) > 3C > 214A > RC, 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 4450 500 -28 50 All [2] Easy Omit the initial 2C and 5C as needed but must be close enough to combo into 3C.
5B > 5C > (3C) > 214A~214D > RC, 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 4498 950 -26 50 All [2] Easy Can omit the first 3C for less damage but less range dependency.
5B > 5C > 214A > RC, 66D > (whiff) j.D, 665B > 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j214C~214D Corner 4578 500 -29 50 All [4] Hard Must space 665B slightly away from the wall, or 22C~66, 5B will drop. If you end up too close to the wall, do 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D.
5B > (5C) > 3C > 214A > RC, (walk forward) 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.D > jc > j.D > j.214C~214D Corner 4677 500 -27 50 All [3] Medium Omit the initial 5C as needed but must be close enough to combo into 3C. May need a micro-walk forward after the RC if 3C hit near max range.
OD Combos
Combo Position Damage Life Steal Heat Gain Heat Required OD Time Required Works on: Difficulty Notes Video
5B > (2C) > (5C) > 3C > ODc, 5B > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 5D~66, 6B > 2D > 22C > 623D~236C~214D Anywhere 4573 760 32 0 02:00 All [2] Easy Omit the initial 2C and 5C for less damage but less range dependency.
5B > 5C > ODc, (2C) > 5C > 214A~214D~66, 6B > 236D~66, 665C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 4518 950 32 0 02:00 All [3] Medium Works at max 5B range if 2C is omitted.
5B > (2C) > 5C > ODc, 5C > 214A~214D~66, 5C > 5D > 236D~66, 6B > 6A > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 4421 1090 31 0 02:00 All [3] Medium Works at max 5B range if 2C is omitted.
5B > 5C > ODc, 5C > 2D~66, 3C > 22C > 236D~66, 6D > j.214D, 5C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 4486 1040 32 0 02:00 All [3] Medium
5B > (2C) > 5C > ODc, 5B > 5C > 214A~214D~66, (6B) > 6D > jc > j.C > j.214C~214D~66, 5D > EA Not Cornered 4506 900 37 0 04:00 All [2] Easy For this combo to work on Noel, you must omit 6B and do a delayed 6D. Can omit the first 2C for less damage but less range dependency. Can end with Devoured by Darkness instead of EA.
5B > (2C) > 5C > ODc, 5C > 214A~214D~66, (2C) > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 5D > EA Anywhere 4619 750 38 0 04:00 All [2] Easy Can omit the first 2C for less damage but less range dependency. Can end with Devoured by Darkness instead of EA.
5B > (2C) > (5C) > 3C > ODc, 5B > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 6B > 214A~214D~66, 5D > EA Anywhere 4729 750 39 0 04:00 All [2] Easy Omit the initial 2C and 5C for less damage but less range dependency. Can swap 6B and 5D in order to avoid dropping the combo if the corner is reached. Can end with Devoured by Darkness instead of EA.
5B > (2C) > (5C) > 3C > ODc, 5B > 5C > 5D > 214D, 6D > jc > j.C > j.D > j.214D, 5D > EA Corner 4376 915 37 0 04:00 All [2] Easy Omit the initial 2C and 5C for less damage but less range dependency. Can end with Devoured by Darkness instead of EA.
5B > (2C) > 5C > ODc, 5C > 214A~214D~66, 5B > 5C > jc > j.C > 623D~236C~214D, j.D, 5D > EA Corner 4371 850 37 0 04:00 All [3] Medium Omit 2C for less damage but less range dependency. Can end with Devoured by Darkness instead of EA.
5B > (2C) > (5C) > 3C > ODc, 5B > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 214A~214D~66, 214B~214D, EA Corner 4667 750 39 0 04:00 All [3] Medium Omit the initial 2C and 5C for less damage but less range dependency. Can end with Devoured by Darkness instead of EA.
5B > 3C > 2D > 236D~66, 665C > 5D > ODc, 3C > 2D > 623D~236C~214D, j.D > j.214B~214D > jc > j.D > j.214C~214D~66, 5D > 214214D Not Cornered 4981 3592 -15 50 04:00 All [3] Medium Trades damage for life-steal.
5B > (2C) > (5C) > (3C) > 2D > ODc, 2D > 236D, 6D > jc > j.D > 623D~236C~214D, j.D > 5D > 214214D Corner 5082 3122 -15 50 04:00 All [3] Medium Trades damage for life-steal. Can omit everything before the first 2D.
5B > (5C) > 3C > ODc, 5B > 5C > 5D(1) > 632146D, 5B > 5C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 5351 890 -27 50 04:00 All, except Kagura [4] Hard Exact timing for OD Carnage Scissors after 5D(1) so that it links into 5B is character specific.
(AF) 5B > (5C) > 3C > ODc, 5B > 5C > 5D(1) > 632146D, 5B > 5D~66, 6B > EA Corner 5265 (6262) 565 -25 50 04:00 All, except Kagura [4] Hard Exact timing for OD Carnage Scissors after 5D(1) so that it links into 5B is character specific. EA is only optimal in Active Flow. Can end with Devoured by Darkness after the OD 5D.
OD, 5B > (5C) > 214A~214D~66, 6B > 6D > j.214D, 66(2C) > 5C > hjc > j.C > jc > j.C > j.D > j.214C~214D~66, 6B > 22C > 632146D > RC, 66EA Not Cornered 5997 1540 -100 100 08:00 All [3] Medium For this combo to work on Noel, you must omit the first 6B and do a delayed 6D.
OD, 5B > 632146D > RC, 66D, hj > j.C > jc > j.C > j.214C~214D~66, 663C > 22C > 214A~214D~66, 6D > jc > j.D > j.214D, 2D > EA Corner 6853 2200 -83 100 08:00 All [4] Hard
5D Starter
Metered Combos
Combo Position Damage Life Steal Heat Gain Heat Required Works on: Difficulty Notes Video
CH 5D(1) > [CT], 665C > 6D > (whiff) j.D, 665B > 5C > 6C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.214C~214D Anywhere 5079 500 -8 25 All [4] Hard Fatal counter only.
CH 5D(1) > [CT], 66D > (whiff) j.D, 663C > 22C~66, 665C > jc > j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.214C~214D Not Cornered 5056 500 -1 25 All [4] Hard Fatal counter only.
CH 5D(1) > [CT], 66D > (whiff) j.D, 5C > 6C > 214D, 3C > 22C~66, 5B > 5C > jc > j.C > jc > j.C > j.214C~214D Corner 5202 500 -3 25 All [3] Medium Fatal counter only.
OD Combos
Combo Position Damage Life Steal Heat Gain Heat Required OD Time Required Works on: Difficulty Notes Video
CH 5D(1) > [CT], 665C > 6D > (whiff) j.D, 665B > 5C > 3C > ODc, 2C > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 5D~66, 5B > 623D~236C~214D Anywhere 5459 760 -4 25 02:00 All [4] Hard Fatal counter only.
CH 5D(1) > [CT], 665C > 6D > (whiff) j.D, 665B > 5C > 3C > ODc, 2C > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 6B > 214A~214D~66, 5D > EA Anywhere 5771 850 3 25 04:00 All [4] Hard Fatal counter only. Can swap 6B and 5D in order to avoid dropping the combo if the corner is reached. Can end with Devoured by Darkness after the (OD) 5D.
6B Starter
OD Combos
Combo Position Damage Life Steal Heat Gain Heat Required OD Time Required Works on: Difficulty Notes Video
6B > ODc, 5C > 6C > hjc > j.C > jc > j.C > j.214C~214D~66, 5D~66, 3C > (2D) > 22C > 623D~236C~214D Anywhere 4000 710 28 0 02:25 All [3] Medium Can omit the second j.C for this combo to work with a 02:00 OD timer. 2D whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency.
Throw Starter
Metered Combos
Combo Position Damage Life Steal Heat Gain Heat Required Works on: Difficulty Notes Video
6T/4T > 214D, 3C > 22C > 236D~66, 2C > 5D > 22C > 214214D Corner 3891 800 -30 30 All [2] Easy Must microdash 3C against Taokaka.
OD Combos
Combo Position Damage Life Steal Heat Gain Heat Required OD Time Required Works on: Difficulty Notes Video
6T/4T > ODc, 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 5D~66, 6B > 2D > 22C > 623D~236C~214D Anywhere 3512 760 25 0 02:00 All [2] Easy
4T, 663C > ODc, 5B > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 5D~66, 6B > 2D > 22C > 623D~236C~214D Anywhere 3595 760 25 0 02:00 All [2] Easy
6T/4T > ODc, 66D, hj > j.C > jc > j.C > j.214C~214D~66, 6B > 5D(1) > 214A~214D~66, EA Not Cornered 3750 750 33 0 04:00 All [3] Medium Burst lock-out combo. Can end with Devoured by Darkness instead of EA.
6T/4T > ODc, 5B > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 214A~214D~66, 214B~214D, EA Corner 3637 750 32 0 04:00 All [3] Medium Burst lock-out combo. Can end with Devoured by Darkness instead of EA.
6T/4T > ODc, 6D, hj > j.C > jc > j.C > j.214C~214D~66, 3C > 214A~214D~66, 6B > 5D(1) > EA Corner 3763 750 33 0 04:00 All [3] Medium Burst lock-out combo. Must 663C after the Nightmare Edge on Noel, Rachel, and Bang. Can end with Devoured by Darkness instead of EA by omitting 6B and doing the full 5D.
214B Starter
Metered Combos
Combo Position Damage Life Steal Heat Gain Heat Required Works on: Difficulty Notes Video
214B > RC, j.C, 662B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3636 400 -37 50 All [3] Medium Combo from a high/high/low mixup attempt. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
214B > RC, j.66, j.C > j.D, 5B > 3C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3579 500 -36 50 All [3] Medium Combo from a high/high/high mixup attempt. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
214B > RC, j.C, 662B > 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3578 500 -36 50 All [2] Easy Combo from a high/high/low mixup attempt.
214B > RC, j.66, j.C > j.D, 5B > 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 3701 500 -36 50 All [2] Easy Combo from a high/high/high mixup attempt.
623D Starter
Metered Combos
Combo Position Damage Life Steal Heat Gain Heat Required Works on: Difficulty Notes Video
IAD 623D > RC, 665C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3504 600 -37 50 All [3] Medium Cross-up Instant Airdash D Inferno Divider combo.
IAD 623D > RC, 663C > 22C~66, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Not Cornered 3413 500 -38 50 All [3] Medium Cross-up Instant Airdash D Inferno Divider combo. If 3C hits early, must delay Not Over Yet against some characters. Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc. Only really worth going for on characters you can OTG 5C > hjc j.C or 5D(1) > Gauntlet Hades against.
IAD 623D > RC, 663C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3780 600 -34 50 All [3] Medium Cross-up Instant Airdash D Inferno Divider combo. Meant for when you are in the corner and cross the opponent up, putting them in the corner. If 3C hits early, must delay Not Over Yet against some characters.

Video Examples

BBCF2 Ragna Combo Collections


Basic Ragna Combos by Meno


BBCF2 Combo Routes by platefork



External References

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