Combo Notation Guide | |||||||||
---|---|---|---|---|---|---|---|---|---|
|
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 | 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 | 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 | 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 | 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 | 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 | 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 | 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