BBCF/Ragna the Bloodedge/Combos

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< BBCF‎ | Ragna the Bloodedge
Revision as of 06:14, 12 January 2022 by Skivva (talk | contribs) (→‎No Resources: Various changes and improvements.)


Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+A becomes 236A.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
IAD = Instant Air Dash
RC = Rapid Cancel
OD = Overdrive
ODc / cOD / ODC / OD Cancel = Overdrive Cancel
EA = Exceed Accel
AM = Amane
AR = Arakune
AZ = Azrael
BG = Bang
BU = Bullet
CR = Carl
CE = Celica
ES = Es
HK = Hakumen
HZ = Hazama
HI = Hibiki
TG = Tager
IN = Izanami
IZ = Izayoi
JI = Jin
JU = Jubei
KG = Kagura
KO = Kokonoe
LA = Λ-No.11-
LI = Litchi
MA = Mai
MK = Makoto
MU = Mu-12
NA = Naoto
NI = Nine
NO = Noel
NU = ν-No.13-
PL = Platinum
RC = Rachel
RG = Ragna
RE = Relius
SU = Susano'o
TK = Taokaka
TS = Tsubaki
VK = Valkenhayn
TE = Terumi


Combo List

No Resources

5A/2A/j.A starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
1 2A > 5B > 5C > 214A~214D Anywhere 1714 200 12 All Beginner Universal confirm for maximum distance hits.
2 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.
3 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.
4 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.
5 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.
6 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.
7 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.
8 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.
9 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.
10 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.
11 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.
12 (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
13 (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
1 5B > 5C > 214A~214D Anywhere 2032 200 14 All Beginner Universal confirm for maximum distance hits.
2 5B > (2C) > 5C > (3C) > 2D > 623D~236C~214D Anywhere 2973 300 21 All Beginner 2C and 3C can be omitted for less damage but less range dependency.
3A 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.
3B 5B > (5C) > 6A > jc > j.C > j.214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3611 500 25 All Intermediate 5C can be omitted for less damage but less range dependency.
3C 5B > (5C) > 6A > 214B~214D, 665C > 5D > 236D~66, 665C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3657 720 26 All, except Hakumen Hard Requires a nearly frame perfect buffered dash 5C after the dash cancel to work on some characters, notably Platinum.
3D 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 Use the OTG 5C hjc Air Combo Table for character specifics related to 665C > jc.
4 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.
5 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.
6 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. Works from Counter Hit 5B if the 5C is omitted. Requires maximum delay on the j.214B.
7 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.
8 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.
9 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.
10 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.
11 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.
12 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.
13 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
14 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, and Izanami so omit it for consistency. 5C can be omitted for less damage but less range dependency.
15 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.
16 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.
17 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, and Izanami so omit it for consistency.
18 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.
19 (aa) 5B > 5C > jc > j.C > jc > j.C > j.D > j.214C~214D Anti-Air, Anywhere 3047 300 21 All Beginner
20 (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.
21 (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
22 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.
23 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.
24 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.
25 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.
26 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
0 (all 5B/2B/j.B > 5C/2C/j.C routes will work with 5C/2C/j.C starter)
1 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.
2 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.
3 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.
4 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.
5 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.
6 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.
7 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.
8 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, and Izanami so omit it for consistency.
9 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.
10 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.
11 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.
12 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
1 5D > 214A~214D Anywhere 1699 200 12 All Beginner
2 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
3 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.
4 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.
5 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.
6 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.
7 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
1 6A > 5D > (22C) > 623D~236C~214D Anywhere 2225 300 15 All Beginner Can omit 22C for consistency.
2 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.
3 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
4 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.
5 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
6 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
7 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.
8 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
9 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.
10 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
1 6B > 2D > (22C) > 623D~236C~214D Anywhere 2403 300 17 All Beginner Can omit 22C for consistency.
2 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
3 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.
4 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.
5 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
6A 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 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
0 (all CH 5C/2C > 6C routes will work with 6C starter)
1 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
2 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
1 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.
2 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
3 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.
4 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
5 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.
6 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
7 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
0 (all 5B/2B > 3C routes will work with 3C starter)
1 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.
2 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.
3 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
4 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
5 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
1 6T/4T > 214D, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3004 500 21 All Beginner
2 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
3 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.
4 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
5 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.
6 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.
7 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.
8 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
236D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
1 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.
2 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.
3 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.
214A starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
1 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
2 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
2 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
1 214B~214D, 5B > 5C > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 3217 500 23 All Beginner
2 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.
3 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.
4 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.
5 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.
6 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
j.214C starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
0 (Can only combo off of j.214C on grounded hit or counter hit)
1 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
2 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
3 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
4 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
5 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, and Izanami so omit it for consistency.
214D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
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 3645 600 26 All Easy
2 214D, 3C > 22C > 236D~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.C > j.D > jc > j.D > j.214C~214D Corner 3869 720 27 All Easy
3 CH 214D, 3C > 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 optimal in the corner. Works regardless of whether 22C ground slides or wall spalts.
j.214D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
1 j.214D, 2B > 5C > 5D > 22C > 236D~66, 5B > 2C > 6A > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Corner 3132 720 22 All Easy Requires a low altitude or Tiger-kneed air Bloodscythe hit.
2 CH j.214D, 665C > jc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 2773 500 19 All Intermediate Requires a low altitude or Tiger-kneed air Blood Scythe hit.
3 CH j.214D, 3C > 22C~66, 5B > 5C > 5D(1) > 214B~214D, 5B > 2C > 6A > hjc > j.D > jc > j.D > j.214C~214D Corner 3703 600 26 All Easy
(j.)623C starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
1 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.
2 AA CH 623C, 5B > 6A > hjc > j.C > j.D > jc > j.C > j.D > j.214C~214D Anywhere 1880 400 13 All Hard
(j.)623D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
1 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
2 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

OD/Meter Usage

5B/2B starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
1 5B > 2C > 5C > 3C > ODc, 2C > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 5D~66, 6B > 2D > 22C > 623D~236C~214D Anywhere 4629 760 33 All Easy 100% or lower life, Overdrive combo. Omit the initial 5B, 2C, and 5C as needed but 3C must be done close enough to link into 2C after OD activation.
2 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 Non-Corner 4518 950 32 All Intermediate 100% or lower life, Overdrive combo. Works at max 5B range if 2C is omitted.
3 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 All Intermediate 100% or lower life, Overdrive combo. Works at max 5B range if 2C is omitted.
4 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 All Easy 50 Heat combo. Works at max 5B range if 2C is omitted.
5 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 All Easy 50 Heat combo. Omit the initial 5B, 2C, and 5C as needed but must be close enough to combo into 3C.
6 5B > 5C > 3C > 214A > RC, (walk) 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 All Intermediate 50 Heat combo. Omit the initial 5B and 5C as needed but must be close enough to combo into 3C. May need a micro-walk after the RC if 3C hit near max range.
7 5B > 2C > 5C > 3C > ODc, 2C > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 6B > 214A~214D~66, 5D > EA Anywhere 4785 300 40 All Intermediate 34% or lower life Overdrive combo. Omit the initial 5B, 2C, and 5C as needed but 3C must be done close enough to link into 2C after OD activation. Can swap 6B and 5D in order to avoid dropping the combo if the corner is reached. Can end with any super.
8 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 Non-Corner 4981 3592 -15 All Intermediate 34% or lower life Overdrive, 50 Heat combo. Trades damage for life-steal.
9 5B > 2C > 5C > 3C > 2D > ODc, 2D > 236D, 6D > jc > j.D > 623D~236C~214D, j.D > 5D > 214214D Corner 5082 3122 -15 All Intermediate 34% or lower life Overdrive, 50% meter combo. Trades damage for life-steal. Can omit everything before the first 2D.
10 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 All, except Kagura Hard 100% or lower life Overdrive, 50% meter combo. Exact timing for OD Carnage Scissors after 5D(1) so that it links into 5B is character specific.
11 (AF) 5B > 5C > 3C > ODc, 5B > 5C > 5D(1) > 632146D, 5B > 5D~66, 6B > EA Corner 5265 (6262) 565 -25 All, except Kagura Hard 34% or lower life Overdrive, 50% meter combo. 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.
5D starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
1 CH 5D(1) > (charged) 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 All Intermediate 25% Heat combo off a fatal counter starter.
2 CH 5D(1) > (charged) 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 All Intermediate 100% or lower life Overdrive, 25% Heat combo off a fatal counter starter.
3 CH 5D(1) > (charged) 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 All Intermediate 34% or lower life Overdrive, 25% Heat combo off a fatal counter starter. 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 Works on: Difficulty Notes Video
1 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 All Intermediate 90% or lower life Overdrive combo.
Throw starter
# Combo Position Damage Life Steal Heat Gain Works on: Difficulty Notes Video
1 4/6T > ODc, 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 5D~66, 6B > 2D > 22C > 623D~236C~214D Anywhere 3512 760 25 All Easy 100% or lower life, Overdrive combo.
2 4T, 663C > ODc, 2C > 5C > hjc > j.C > jc > j.C > j.214C~214D~66, 5D~66, 6B > 2D > 22C > 623D~236C~214D Anywhere 3634 760 26 All Easy 100% or lower life, Overdrive combo.

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


Fullscreen, CT, OD, Optimal Combo Routes by platefork


BBCF2 Combo Routes by platefork



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