(→Throw Starter: I tested this myself, it works fine against Tao as long as you microdash the 3C after Blood Scythe. If you want to argue this further, please contact me in the Dustloop discord and I can provide you with video evidence that this is the case.) |
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==Calculating Lifesteal== | ==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 | *1st to 5th Soul Eater hit: 100% Lifesteal | ||
*6th Soul Eater hit | *6th Soul Eater hit: 110% Lifesteal | ||
*7th Soul Eater hit | *7th Soul Eater hit: 120% Lifesteal | ||
*8th Soul Eater hit | *8th Soul Eater hit: 130% Lifesteal | ||
*9th Soul Eater hit | *9th Soul Eater hit: 140% Lifesteal | ||
*10th Soul Eater hit | *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): | Attacks that have lifesteal are as follows (values in [] are during OD): |
Revision as of 02:32, 24 August 2022
Combo Notation Guide | Character Name Abbreviations | |||||||||
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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.
Introductory Combos
If you're just starting out with Ragna, we recommend that you not go any further until you've mastered these combos. These combos are basic but effective, and will give you a good base for your matches starting out. They work on every character in the game, and have similar routing to one another, so you should be able to practice just a few combo parts and you'll be able to do all of them. They should also give you a good idea of Ragna's combo structure, and how to hit confirm properly with him, so you can easily branch out to other more effective routes and implement them into your gameplay.
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.
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 | Beginner | Universal confirm for maximum distance hits. | |
2A > 5B > 5C > (3C) > 2D > 623D~236C~214D | Anywhere | 2311 | 250 | 16 | All | Beginner | 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 | 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 | 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 | Intermediate | 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 | Intermediate | 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 | 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 | 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 | 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 | 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 | Intermediate | 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 | 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 | Easy | ||
AA j.A > j.C > (jc) > (j.C) > (j.D) > j.214C~214D | Air-to-Air, Anywhere | 1969 (Varies) | 300 | 14 (Varies) | All | 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 | Beginner | Universal confirm for maximum distance hits. | |
5B > (2C) > 5C > (3C) > 2D > 623D~236C~214D | Anywhere | 2973 | 250 | 21 | All | Beginner | 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 | 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 | Intermediate | 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 | 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 | Intermediate | 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 | Intermediate | 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 | Intermediate | 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 | 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 | Intermediate | 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 | Intermediate | 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 | Intermediate | 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 | Intermediate | 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 | 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 | Easy | ||
5B > (5C) > 6A > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > (2D) > 22C > 214A~214D | Corner | 3926 | 850 | 27 | All | 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 | 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 | Intermediate | 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 | 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 | 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 | Beginner | ||
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 | 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 | Intermediate | ||
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 | 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 | Intermediate | 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 | Intermediate | 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 | 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 | 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 | 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 | 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 | Intermediate | 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 | 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 | 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 | 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 | 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 | 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 | Intermediate | 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 | 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 | Intermediate | 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 | Intermediate | 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 | Intermediate | 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 | Beginner | ||
5D > 623D~236C~236C, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > jc > j.D > 214A~214D | Corner | 2941 | 620 | 21 | All | Easy | ||
CH 5D > 214B~214D, 665B > 5C > 5D > 236D~66, 66(5B) > 5C > hjc > j.C > j.D > jc > j.D > 214A~214D | Anywhere | 3616 | 850 | 25 | All | 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 | 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 | Intermediate | 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 | 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 | 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 | Beginner | Can omit 22C for consistency. | |
6A > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D | Anywhere | 2523 | 400 | 18 | All | Beginner | 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 | 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 | 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 | 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 | 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 | Intermediate | 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 | Intermediate | ||
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 | Intermediate | 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 | 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 | Beginner | 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 | 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 | Intermediate | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Intermediate | ||
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 | Intermediate | 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 | Intermediate | ||
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 | Intermediate | 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 | Intermediate | ||
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 | Intermediate | 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 | Intermediate | 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 | Intermediate | 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 | Intermediate | ||
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 | Intermediate | ||
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 | 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 | Beginner | ||
6T/4T > 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D | Anywhere | 3077 | 500 | 22 | All | 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 | Intermediate | 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 | 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 | Intermediate | 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 | 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 | Intermediate | 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 | 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 | 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 | 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 | 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 | Beginner | ||
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 | 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 | Intermediate | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | 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 | Intermediate | 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 | Intermediate | ||
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 | 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 | Intermediate | ||
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 | 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 | Intermediate | 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 | 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 | 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 | Intermediate | 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 | Intermediate | 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 | 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 | 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 | 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 | Intermediate | ||
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 | Intermediate | ||
j.214C, 6C > 6D > j.214D, 6C > 214D, 3C > 2D > 22C > 236D~66, 3C > (2D) > 22C > 214A~214D | Corner | 3278 | 850 | 23 | All | 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
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 | 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 | 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 | 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 | 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 | 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 | 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 | Intermediate | 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. |
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 | 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 | Intermediate | 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 | Intermediate | 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 | Intermediate | ||
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 | 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 | 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 | 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 | 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 | Intermediate | 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 | Intermediate | 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 | Intermediate | 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 | Intermediate | 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 | 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 | 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 | Intermediate | 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 | Hard |
5D Starter
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 | 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 | 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 | Intermediate | Fatal counter only. |
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 | 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 | 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
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 | Intermediate | 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
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 | Easy | Must microdash 3C against Taokaka. |
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 | 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 | 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 | Intermediate | 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 | Intermediate | 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 | Intermediate | 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
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 | Intermediate | 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 | Intermediate | 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 | 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 | Easy | Combo from a high/high/high mixup attempt. |
623D Starter
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 | Intermediate | 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 | Intermediate | 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 | Intermediate | 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. |
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.
Video Examples
BBCF2 Ragna Combo Collections
Basic Ragna Combos by Meno
BBCF2 Combo Routes by platefork
External References
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
Essentials
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Detailed & Advanced Information
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Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
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- Crush Trigger
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- Guard Cancel Overdrive
- Guard Crush
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- Untechable State