BBTag/Ragna the Bloodedge/Combos

From Dustloop Wiki
 Ragna the Bloodedge
Combo Notation Guide
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.png becomes 236A.
> = cancel into the next attack
, = link the next attack after preceding move's recovery
= After landing.
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
[X] = Hold input X.
]X[ = Release input X.
{???}xN = Repeat ??? N amount of times.



Combo List

Enders

Air Combo Enders
Combo Position Notes
j.C > 214A~A/B/C Any Standard air combo ender. Provides great oki in the corner and good corner carry midscreen. The followup hit can be omitted to allow for an iad safejump. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect.
j.C > 214B~A/B/C > jc > j.214A~A/B/C Corner Corner extension of standard air combo. Provides all the oki advantages of Nightmare Edge, with some extra damage from the j.C and Gauntlet Hades.
j.C > 214B~A/B/C > jc > j.B > j.A+D~A/B/C~A/B/C Any Maximum damage combo ender, but has less advantage from the knockdown. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect.
j.C > 236B+C/214B+C Any Standard Distortion Skill ender. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. Carnage Scissors is faster(easier and works after longer combos), travels farther, and provides safe jump oki in the corner while Devoured By Darkness deals more damage and has better lifesteal.
j.214A~A/B/C Any Air combo ender for if height requirement for j.C isn't met, or if you're just more comfortable with it. Provides great oki in the corner and good corner carry midscreen.
j.A+D~A/B/C~A/B/C Any Air combo ender for if height requirement for j.C isn't met, or if you're just more comfortable with it. Fastest air ender, making it good at ending highly scaled combos. Good minimum damage but barely any oki.

Routes

  • All non-counter hit routes against grounded opponents that start with 5AA > 5B, or 5AA > 2C also work with a 5B or 2C starter respectively.
  • Damage and lifesteal listed is based on the max damage air ender (j.C > 214B~A/B/C > jc > j.B > j.A+D~A/B/C~A/B/C for midscreen, j.C > j.214B~A/B/C > jc > j.214A~A/B/C for corner).
Starter Combo Position Damage Lifesteal Partner Meter Usage Video Notes
5A 5AAA > 2C > 214A~A/B/C Any 5925 600 Streamable Very easy combo for picking up Ragna but for the most part it's not recommended to do this route unless you have no meter, no assist and are at the max range of 5A which is pretty unlikely to have all of these happen. Spending 1 meter gives 2.5k more damage, more corner carry and better oki if you get j.214AA ender. 214A for oki, 214A~A/B/C for damage and corner carry.
5A 5AA > 5BB(1) > 236A, 5AAA > hjc > j.A > j.B > jc > j.A > j.B > Air Ender Any 6722 1950 Streamable This is near the ceiling of Ragna's meterless midscreen damage. No safejump available on this. Be sure to get used to j.C tight positioning for combo extensions. You will need it in order to unlock Ragna's more damaging combos.
5A 5AA > 5BB(1) > 236A, 5AA > hjc > j.A > j.B > j.214B~A/B/C > jc > j.A > j.B > Air Ender Any 6776 2250 Streamable A little bit more difficult than the combo above, but gives you slightly more damage and more corner carry(nearly full stage).
5A 5AA > 5B > 2B > dl j.B > (land, jump) > j.B > jc > j.B > j.C > 214B~A/B/C > jc > dl j.A > j.B > Air Ender Any 6931 2850 Midscreen Maximum off of a practical starter. 5B and 2B starter can do more damage.
5A 5AA > 5B > 2B > dl j.B > (land, jump) > j.B > jc > j.B > j.C > 214B~A/B/C > jc > dl j.A > j.B > j.C > 214B+C Any 8676 3800 2 Super Version of Route above for damage comparison
5A 5AAA > 2C > 214A > 5P > 5AA > jc > j.A > j.B > jc > j.A > j.B > Air Ender Any 8319 1950 X 50% Cross Gauge Standard assist extension routing. While relatively resource efficient, performing these routes leaves you open to a cross burst, so it's generally not recommended unless the opponent doesn't have one available. Listed damage is based on Jin 5P, and can vary depending on partner character.
5A 5AAA > 2C > 214C, 5AAA > hjc > j.A > j.B > jc > j.A > j.B > Air Ender Any 8526 2250 1 Streamable Simple 1 Bar Conversion
5A 5AA > 5BB(1) > 236A, 5AAA > 7jc > j.66 > dl j.A > (land) > 5AA > jc > j.A > j.B > Air Ender Any 6695 1650 Twitter Sideswap combo. Requires corner for j214A to connect.
5A 5AA > 5BB > 2C > 214B~A/B/C > jc > dl j.A > j.B > Air Ender Any 7376 2250 Inconsistent and NOT universal, 2C 214B will not work on most smaller characters midscreen, other times the 214B followup falls out
5A 5AA > 5BB > 2C > 214B~A/B/C > jc > j.214B~(dl)A/B/C > (land) > 5A > 5B > 214B~A/B/C > jc > Air Ender Mid-to-Corner 7477 2400 YouTube Mid-to-corner variant of the above route, using double Gauntlet Hades. Timing is fairly tight towards the end if you don't want to exceed the combo timer.
5A 5AA > 5BB > 236B~66, 5AAA > hjc > j.B > j.214B~A/B/C > jc > j.A > j.B > Air Ender Any-to-Corner 7637 2400 Twitter Blitztank only combo. Guaranteed to reach the corner in time to do your air ender, allowing you to always end in Nightmare Edge.
5A 5AAA > 2C > 214C, 5A > 5BB > 236B~66, 5AAAA~A Mid-to-Corner 9536 1500 X 1 + Cross Raid Streamable Requires reaching the corner after 236B hits or you can't continue with 5A. Don't use this combo if you don't have your partner alive since it's only worthwhile due to cross raid.
5A AA 5AAA > 236B~66, 5AAA > hjc > j.A > j.B > jc > j.A > j.B > Air Ender Any 7290 1950 Streamable Requires close anti-air hit
5A 5AA > 5BBBB > 236B, 5AA > 7jc > j.A > j.B > j.214A Corner 6860 900 Twitter safejump route, may not work on everyone OR may need to adjust j.A timing
5A 5AA > 5BBBB > 236B, 5AA > jc > j.A > j.B > j.214B~A/B/C > jc > Air Ender Corner 7892~7914 2100 Streamable Possibly the max amount of damage in corner without counterhit or meter. The trick here is to not delay the jC when you jump cancel GH as you'll be at the proper height to land the sweetspot in order to extend the combo
5A AA 5AAA > 236C~A/B/C~A/B/C, 5AA > jc > j.A > j.B > j.214B~A/B/C > jc > Air Ender Corner 9153 2400 1 Streamable You need to delay 236CCC after 5AAA based on how high they were when they got hit by 5A so this it can take a bit of practice to get used to (for reference in the video they were hit pretty low down so a delay wasn't needed).
2A 2A > 5AAA > 2C > 214A~A/B/C Any 4794 600 Pretty much all of the same stuff said for the first 5A combo apply to this combo as well except for the damage part since this is a 2A starter.
2A 2A > 5AA > 5BB(1) > 236A, 5AAA > hjc > j.A > j.B > jc > j.A > j.B > Air Ender Any 5452 1950 Streamable
2A 2A > 5AA > 5BB(1) > 236A, 5AA > hjc > j.A > j.B > j.214B~A/B/C > jc > j.A > j.B > Air Ender Any 5483 2250 Streamable
2A 2A > 5AA > 5BBBB > 236B, 5AA > jc > j.B > j.214B~A/B/C > jc > Air Ender Corner 6230 2100
5B 5BB(1) > 236A, 5AA > hjc > j.A > j.B > j.214B~A/B/C > jc > j.A > j.B > Air Ender Any 5833 2250
5B 5BB > 236B~66, 5AA > jc > j.A > j.B > j.214B~A/B/C > jc > j.A > j.B > Air Ender Any 7006 2550 Point blank 5B only
5B AA 5BB(1) > hjc > j.A > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > jc > j.A > j.B > Air Ender Any 5704 2250 Low air hit 5B
5B AA 5B > hjc > j.A > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > jc > j.A . j.B > Air Ender Any 5569 2250 High air hit 5B
5B CH 5B, 5AAA > 236B~66, 5AAA > hjc > j.A > j.B > jc > j.A > j.B > Air Ender Any 6188 1950 Streamable
5B 5BBBB > 236B, 5AA > jc > j.A > j.B > j.214B~A/B/C > jc > Air Ender Corner 7317 2100 5BB will only connect from grounded or low air hit 5B, or counterhit 5B
5B AA 5B > hjc > j.A > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > jc > j.A > j.B > Air Ender Corner 5574 2100 For high air hit 5B
5B 5BBBB > 236B, 5AA > jc > j.B > j.214B~A/B/C > jc > j.B > Air Ender Corner 7414 2400 Streamable
5B 5BB > 236B, 5AA > 5BB > 236B, 5AAAA~A Corner 8130 1500 X Cross Raid Streamable Cross Raid route
2B 2B > j.B > (land) > 5AAA > 2C > 214A~A/B/C Any 6394 1200 Basic 2B route. Very simply, does damage.
2B 2B > j.B > (land) > 5AA > 5BB(1) > 236A, 5AAA > hjc > j.A > j.B > jc > j.A > j.B > Air Ender Any 7043 2550 Optimal midscreen meterless combo, provided you can use 2B as a starter.
2B 2B > j.B > (land) > 5AAA > 2C > 214C, 5AAA > jc > j.A > j.B > jc > j.B > Air Ender Any 8163 2850 1 Streamable Basic 1 bar 2B combo. Not as worthwhile to spend meter as it is doing it from 5A combos but it's still good corner carry.
2B 2B > j.B > (land) > 5BB > 236B, 5A > 5BB > 236B, 5AAAA~A Corner 8582 2100 X Cross Raid Streamable Cross Raid route
2C CH 2C > 236B~66, 5AAA > dl 236A, 5AA > jc > j.A > j.B > jc > j.A > j.B > Air Ender Any 8011 2550 YouTube This isn't a very practical combo since CH 2C is very rare outside of DP punishes and if you do get a DP punish then you probably want to dump all of your resources into it anyway. It's also possible to add a second 236B~66 instead of 236A but I find it to be more effort than it's worth.
2C CH 2C > 236B~66, 5AAA > 236A, 5AAAA~A Any 8469 1200 X Cross Raid YouTube Cross Raid version of the above
2C CH 2C > 236B~66, 5AAA > jc > dl j.B > (land) > 5AA > hjc > j.B > j.214B~A/B/C > jc > j.B > j.C > 214B~A/B/C > jc > j.214A~A/B/C Any 8103 2700 Twitter Corner to corner solo resourceless counterhit punish route, for if you just really want to feel yourself.
2C CH 2C > 236C~A/B/C~A/B/C > (dl) 5P, j.B > jc > j.B > j.214A > Cross Combo > 5P, j.B > jc > j.B > j.214A~(4P)~(D), 2C > 214B+C > P Any 17145 3400 X 5 + 100% Cross Gauge Twitter ToD with Hyde as of 2.0
Throw 6T/4T, 5AAA > dl 236A, 5AAA > hjc > j.A > j.B > jc > j.A > j.B > Air Ender Any 5546 1950
Throw 6T/4T, 5AAA > dl 236B~66, 5AAA > hjc > j.A > j.B > jc > j.A > j.B > Air Ender Any 5678 1950 Streamable A bit more damage and corner carry. The staple throw route.
Throw 6T/4T > 5AAA > dl 236B~66, 5AAA > dl 236A, 5AAAA~A Any 6640 900 X Cross Raid Streamable Cross Raid route
Throw 6T, 2C > 214C, 5AAA > hjc > j.A > j.B > jc > j.A > j.B > Air Ender Any 6234 2250 1 Streamable] Only adds 600 damage compared to resourceless routing; don't bother spending the meter unless this will kill. 6T > 2C does not work on Hakumen, Susano'o, or Waldstein, do not use this route vs them.
Throw 6T, 2C > 214C, 5AAA > dl 236B~66, 5AAAA~A Any 7192 1200 X 1 + Cross Raid Streamable Cross Raid ender version of above route.
Throw 6T, 5BBBB > 236B, 5AA > jc > j.B > j.214B~A/B/C > jc > Air Ender Corner 5931 2100 Use 6T if the opponent is in the corner, or 4T if you(Ragna) are.
Throw 6T, 5BBBB > 236B, 5AA > jc > j.A > j.B > j.214B~A/B/C > jc > Air Ender Corner 6003 2100 Streamable Extremely tight timing; introducing any delays will let the opponent instantly airtech the Nightmare Edge followup from standard corner ender.
Throw 6T > 236C~A/B/C~A/B/C, 5AAA > jc > j.B > j.214B~A/B/C > jc > j.B > Air Ender Corner 7372 2700 1 YouTube 1.3k more damage than meterless, pretty good reward. However for 1 meter 5A combos gain 2.5k additional damage. Skip j.B as needed to allow a later 236C versus small characters like Platinum, Linne, etc.
j.C j.C > 214A~A/B/C Any 2838~3076 300 Max j.C hits on grounded is 5, min is 3
j.C j.C > 236B+C Any 4080~4149 1000 3 hit j.C = 4149, 5 hit j.C = 4080
j.C CH j.C > 214B~A/B/C > jc > j.A > j.B > j.C > 214B~A/B/C > jc > j.A > j.B > Air Ender Any 4748 2250 Streamable
214B 214B~A/B/C > jc > j.A > j.B > j.C > 214B~A/B/C > jc > j.A > j.B > Air Ender Any 5326 2250 Streamable Harder than it looks, but worthwhile to learn. Carries corner to corner. Start with 2B > j.B if you get the opportunity or for the high > high mixup.
214B 214B~A/B/C > jc > j.B > j.214C, 5AAA > hjc > j.A > j.B > jc > j.A > j.B > Air Ender Any 6253 2550 1 Streamable Not strictly worth the meter, but usable to stabilize into an easier route than the meterless version.
214B 214B~A/B/C > jc > j.B > j.214C, 5AA > hjc > j.A > j.B > j.214B~A/B/C > jc > j.A > j.B > j.C > 214B~A/B/C > jc > j.214A~A Any 6311 2700 1 Streamable Harder version of the above that lets you always reach the corner for Nightmare Edge ender.
214B 214B~A/B/C > jc > j.B > j.214C, 5AAA > dl 236B~66, 5AAAA~A Any 7219 1500 X 1 + Cross Raid Streamable Cross Raid route from Gauntlet Hades starter
214B 214B~A/B/C > jc > j.214B~(dl)A/B/C > (land), 5BB > 236B, 5AAA > 214B~A/B/C > jc > Air Ender Mid-to-Corner 5707 2400 Twitter Close-to-corner routing using double Gauntlet Hades
214B 214B~(dl)A/B/C, 5BB > 236B, 5AA > jc > j.B > j.214B~A/B/C > jc > j.B > Air Ender Corner 6065 2700 Streamable Universal, but rather strict on timing due to combo timer.
214B 214B~(dl)A/B/C, 5BB > dl 2C > 214B~A/B/C > jc > j.A > j.B > j.C > 214B~A/B/C > jc > Air Ender Corner 6097 2700 Streamable Drops on Mitsuru, Makoto, and point-blank Ragna. Some characters require more delay on 2C in order for it to hit. Extremely strict on combo timer.
214B 214B~(dl)A/B/C, 5BBBB > 236B, 5AAAA~A Corner 6992 1200 X Cross Raid Streamable Cross Raid routing
214B 214B~(dl)A/B/C, 5BBBB > 236B, 5AA > jc > j.B > j.214B~A/B/C > jc > Air Ender Corner 6268 2400 Streamable Unreasonably strict on combo timer.

Resonance Blaze

Starter Combo Position Damage Lifesteal Meter Usage Video Notes
5A 5A > 2C > 236C~A/B/C~A/B/C > 236B+C Any 10229 3200 3 Efficient high-damage route that minimizes resonance time spent. 5AA or 5AAA can be used for an easier confirm, at the cost of 500-1000 damage.
5A 5A > 2C > 236C~A/B/C~A/B/C > 236B+C, 5AAA > 214B~A/B/C > jc > j.214A~A/B/C > 214B+C Corner 14447 7100 5 Streamable It's pretty hard to actually land all of these combos in a real game but if you find a way to land them then they are worth the meter it costs to do them. You can do these combos from 5AA instead of 5A 2C but you'll lose a ton of damage but it is a bit more practical.
2C 2C > 236C~A/B/C~A/B/C > 236B+C, 5AAA > 214B~A/B/C > jc > j.C > 214B~A/B/C > jc > j.214C, 236C~A/B/C~A/B/C > 214B+C Corner 15797 8000 7 Twitter Max damage route. Impractical to ever get in an actual match, but posted for reference.

Combo Theory

Ragna's combo structure mostly opens up when he is able to launch the opponent into an air combo that sets up the correct relative spacing for a j.C into more followups. He also has some meaningful corner-specific options that can add significant damage without any further expenditure of resources.

Ragna's only proper launch options against a ground hit are 5B, which has less reach than his other normals, and 214C (Blood Scythe), which costs 1 meter to use but can be combo'd into from practically any distance. Generally you would want to be able to quickly confirm whether he is in range to continue with 5B, or it will become necessary to spend the bar for Blood Scythe.

For example, up close Ragna can perform the route
5AA > 5BB(1) > 236A > 5AAA > jc > j.A > j.B > jc > j.A > j.B > j.C > 214A~A/B/C

But when farther away, or on failure to confirm into 5B on time, Ragna will instead go for something like this route
5AAA > 2C > 214C, 5AAA > jc > j.A > j.B > jc > j.A > j.B > j.C > 214A~A/B/C

Mid-Screen

  • Close: Up close, Ragna can sent the opponent in the air with 5B and begin his air hit routing, ideally re-landing with j.C into specials.
    • Sample Route: 5AA > 5BB(1) > jc > j.A > j.B > jc > j.A > j.B > j.C > 214A~A/B/C
  • Far: At any distance where 5B will not connect, Ragna must commit meter to get well above 6k. Usually, this is done via 2C > 214C. If Ragna lacks meter, he's forced to end early in 214A (Hell's Fang) or spend a partner skill to launch for him.
    • Sample Route: 5AAA > 2C > 214C, 5AAA > jc > j.A > j.B > jc > j.A > j.B > j.C > 214A~A/B/C
  • Anti-air: Hitting an opponent out of the air allows Ragna to go straight into his air combo conversions without needing to spend meter on Blood Scythe. Confirm into a jump-cancelable attack (5A, 5AA, 5AAA, 5B, or 5BB(1)) and stabilize with an air route of choice.
    • Sample Route: AA 5AAA > jc > j.A > j.B > jc > j.A > j.B > j.C > 214A~A/B/C

Corner

  • Close: Instead of immediately going into an air combo, Ragna can complete 5BBBB into 236B (B Dead Spike) for significant extra damage, before extending into his air routes. Proper timing also allows Ragna to further spend the second threshold of combo timer with j.C loops via j.C > 214B~A/B/C > dl jc > j.C > 214B~A/B/C > dl jc > j.C > ender.
    • Sample Route: 5AA > 5BBBB > 236B, 5AA > jc > j.A > j.B > j.214B~A/B/C > jc > j.C > 214B~A/B/C > jc > j.214A~A/B/C
  • Far: Same options as mid-screen at a far distance.
  • Anti-air: Similar to mid-screen, but Ragna is also able to confirm into 236B for a quick extension before continuing into his basic air routing.
    • Sample Route: 5AAA > dl 236B~66, 5AAA > jc > j.A > j.B > jc > j.A > j.B > j.C > 214B~A/B/C > jc > j.214A~A/B/C

Hitstun Decay

Note that once the combo timer hits the second threshold, Ragna is far more limited in what attacks will continue to combo. The following options will still be available:

  • j.X > j.A+D
  • 214B > jc > j.A, j.B, j.214A, j.A+D
  • j.C > Specials/Supers (must connect landing/last hit)
  • (corner only) 214B > dl jc > j.C


It is also imperative to end the combo before reaching the third and final threshold of the combo timer, as Ragna's typical multi-hit enders such as j.214A (Nightmare Edge) and A+D (Inferno Divider) do not force untech time and can thus be air-teched in the middle of their hits at this point. Combos past the 3rd combo timer should only be done to stall the clock or wait for partner meter.

Video Examples

Ragna combos in version 2.0 by Meno

  • For beginners or if you don't know numpad notations. Please note that a lot of the combos in there are unoptimal. If you are not familiar with numpad notations, it will be mandatory to learn it if you intend to play this game.

External Documents and References

Combo doc by Zzub99

Navigation

 Ragna the Bloodedge
Blazblue

Persona 4 Arena

Under Night In-Birth

RWBY

Guest Entries
System Pages
Mechanics
Application & Advanced Information
Archived Information