BBCF/Ragna the Bloodedge/Combos: Difference between revisions

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(Added 6A starter)
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| 3 || CH 5C > 6C > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D || Corner || || || || Easy ||  
| 3 || CH 5C > 6C > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D || Corner || || || || Easy ||  
|}
|}
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|+ 6A starter
|-
! # !! Combo !! Position !! Damage !! Heat Gain !! Works on: !! Difficulty !! Notes
|-
| 1 || 6A > 5D > 214A~214D || Anywhere || || || All || Beginner ||
|-
| 2 || 6A > sjc > j.C > j.D > djc > j.D > j.214C~214D || Anywhere || || || All || Beginner ||
|-
| 3 || 6A > 5D(1) > 214B~214D, 5B > 5C > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D || Anywhere || || || All || Easy ||
|}


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Revision as of 06:08, 12 December 2017

Combo Notation Guide
7 Template:7 8 Template:8 9 Template:9
4 Template:4 5 Template:5 6 Template:6
1 Template:1 2 Template:2 3 Template:3
Numbers represent direction on a keyboard numpad. For example Template:2Template:3Template:6D becomes 236D
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
RC = Rapid Cancel
CH = Counter Hit
IAD = Instant Air Dash
OD = Overdrive
EA = Exceed Accel
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.


Combo List

No Resources

5A/2A starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 2A > 5B > 5C > 214A~214D Anywhere 1714 12 All Beginner Universal confirm for maximum distance hits
2 2A > 5B > 5C > 3C > 2D > 623D~236C~214D Anywhere 2311 16 All Beginner 3C can be omitted for less damage but less range dependency
3 2A > 5B > 5C > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 2871 20 All Easy 5C can be omitted for less damage but less range dependency
4 2A > 5B > 3C > 22C~66, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere 2935 21 All but Taokaka Easy Point blank start for 3C > 22C to connect
Use D Inferno Divider instead of Nightmare Edge on Arakune, Carl, Hakumen, Makoto
5 2A > 5B > 5C > 6C > 214D, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere All Easy Jubei/Crouching hit only
6 2A > 5B > 3C > 22C~66, 6C > 6D > j.214D, 5C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Near Corner 3464 24 All but Taokaka Easy Dash cancel from 22C needs to reach the corner to link into 6C
7 2A > 5B > 5C > 3C > 2D > 623D~236C~236C, 5B > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner 2747 19 All Easy
8 2A > 5B > 5C > 6A > 6D > j.214D, 5C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 2949 21 All Easy
9 2A > 5B > 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner 3227 23 All Intermediate Needs to be a very slight distance from the corner to link into 5B after dash cancel
10 2A > 5B > 5C > 6C > 6D > j.214D, 5C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner All Easy Jubei/Crouching hit only
11 (aa) 2A > 5B > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anti-Air, Anywhere All Easy
5B/2B starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 5B > 5C > 214A~214D Anywhere 2032 14 All Beginner Universal confirm for maximum distance hits
2 5B > 5C > 3C > 2D > 623D~236C~214D Anywhere All Beginner 3C can be omitted for less damage but less range dependency
3 5B > 5C > 6A > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere All Easy 5C can be omitted for less damage but less range dependency
4 5B > 3C > 22C~66, 665C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere All Easy Must be fairly close for 3C > 22C to connect
5 5B > 3C > 22C~66, 665C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Anywhere Tager, Hakumen, Azrael, Kagura, Susanoo Easy Must be fairly close for 3C > 22C to connect
6 5B > 5C > 6C > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere All Easy Jubei/Crouching hit only
7 5B > 5C > 2D > 236D~66, 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Near Corner/Corner All Easy Use 2C > 5D(1) instead of 5C if Ragna dash cancels under opponent
8 5B > 5C > 6C > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Near Corner/Corner All Easy Jubei/Crouching hit only
9 5B > 3C > 22C~66, 6C > 6D > j.214D, 5C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Near Corner All Easy Must be fairly close for 3C > 22C to connect
10 5B > 5C > 6A > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner All Easy 5C can be omitted for less damage but less range dependency
11 5B > 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner All Easy Must be fairly close for 3C > 22C to connect
12 (aa) 5B > 5C > jc > j.C > djc > j.C > j.D > j.214C~214D Anti-Air, Anywhere All Beginner
13 (aa) 5B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anti-Air, Anywhere All Easy 5C can be omitted before 5D(1) if opponent is too high
14 (aa) 5B > 5C > jc > j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anti-Air, Non-Corner All Easy
15 (aa) 5B > 5C > jc > j.C > djc > j.C > j.D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Anti-Air, Near Corner/Corner All Easy
16 CH 5B > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere All Easy
5C starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
0 (all 5B > 5C routes will work with 5C starter)
1 CH 5C > 6C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere Easy
2 CH 3C > jc, falling j.C > 5B > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere Easy 3C jump cancel forward to sideswap, neutral for same side, can block during jump cancel to be burst safe
3 CH 5C > 6C > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner Easy
6A starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 6A > 5D > 214A~214D Anywhere All Beginner
2 6A > sjc > j.C > j.D > djc > j.D > j.214C~214D Anywhere All Beginner
3 6A > 5D(1) > 214B~214D, 5B > 5C > sjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere All Easy


6B starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 6B > 2D > 623D~236C~214D Anywhere All Beginner
2 6B > 2D > 236D~66, 665C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere All Easy Requires point blank 6B hit
3 6B > 6D > (whiff) j.D > 665B > 3C > 22C~66, 5C > jc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere All Difficult
4 6B > 6A > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Non-Corner All Easy
5 6B > 6D > (whiff) j.D > 665B > 3C > 22C~66, 6C > hjc > j.C > j.D > djc > j.D > j.214C~214D Near Corner All Difficult
6 6B > 6A > 6D > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner All Easy
7 6B > 6D > (whiff) j.D > 665B > 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner All Difficult
Throw starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 6T/4T > 214D, 665C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Anywhere All Beginner
2 6T/4T > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Non-Corner All Easy
3 j.T, 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Non-Corner All Easy
4 4T, 665B > 5C > 5D(1) > 214B~214D, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Non-Corner All Easy
5 6T/4T > 214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner All Easy
6 6T/4T > 214D, 3C > 22C~66, 5B > 5C > hjc > j.C > j.D > djc > j.C > j.D > j.214C~214D Corner All Intermediate Need to walk backward slightly before 3C against some characters
7 j.T > j.214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner All Easy
214D starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 214D, 5C > jc > j.C > j.214B~214D, 5B > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Anywhere All Easy
1 214D, 3C > 22C > 236D~66, 2C > 6A > hjc > j.C > j.D > djc > j.D > j.214C~214D Corner All Easy
j.214C starter
# Combo Position Damage Heat Gain Works on: Difficulty Notes
1 j.214C, 6C > 214B~214D, 5B > 6A > hjc > j.C > j.D > djc > j.D > j.623D~236C~214D Anywhere All Easy Counterhit or Ground hit only
2 j.214C, 6C > 6D > j.214D, 6C > hjc > j.C > j.D > djc > j.D > j.623D~236C~214D Corner All Easy Counterhit or Ground hit only

Combo Theory

Video Examples