Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo List
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# | 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. |
# | 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. |
# | 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. |
# | 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. |
# | 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 |
# | 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. |
# | 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. |
# | 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. |
# | 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 |
# | 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 |
# | 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. |
# | 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 |
# | 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 |
# | 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. |
# | 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. |
# | 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 |
# | 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 |
# | 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
# | 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. |
# | 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. |
# | 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. |
# | 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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Essentials
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FAQ •
The Basics
• Movement/Canceling •
Offense •
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Universal Strategy •
Detailed & Advanced Information
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Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State