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===Defense===
==Calculating Lifesteal==


Ragna's pressure is basic, but effective, and learning to counter each of his moves is integral to beating it.
Ragna's Drive, Soul Eater, has a mechanic that increases lifesteal in long combos. Different lifesteal percentages are applied to Soul Eater hits depending on how many Soul Eater hits have already connected within the same combo. The formula is as follows:


*Stagger pressure
*1st to 5th Soul Eater hit = 100% lifesteal
If Ragna gets in close and starts using 2A stagger pressure, the safest way to counter this is to use barrier block (or preferably instant barrier block). This will quickly push them out and force them to use other means to maintain their pressure.
*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 = 150% lifesteal


*Special movesAll of Ragna's special moves have specific counters to them:
The scaling remains at 150% for any Soul Eater hit beyond the 10th.
**Dead Spike
 
A common special move to see in Ragna's pressure as it is a reliable pressure reset that is long-range, gets Ragna back in close, and is plus on block. However, it has several powerful counters to it, that once you start applying will force Ragna to be very careful about using it.
Attacks that have lifesteal are as follows (values in [] are during OD):
The first is to jump over it. Dead Spike is pretty much always fuzzy jumpable (171), and if you jump over it you can get an easy punish.
 
The second is instant block (IB). Dead Spike is +2 at the earliest possible dash cancel, meaning that if IB'd it will be minus on block. Against careless players this is an easy spot to score a counter hit, but be aware that better Ragnas will react to the IB and play around it. Even so, you are still robbing him of his frame advantage and putting yourself in the power position.
*{{clr|D|{{clr|D|5D}}(2)}}: 100 [150] lifesteal
**Gauntlet Hades
*{{clr|D|2D}}: 100 [150] lifesteal
One of Ragna's few mixup tools, and a risky one, as it is punishable on block. In order to punish Gauntlet Hades on block, use a crouching normal, as otherwise you may get caught by the Spin Kick followup attack. Most Ragnas will not use this move without 50 meter to keep it safe, but even so it is an option to always keep in mind. The best counter to Gauntlet Hades is to simply react and block it, then punish accordingly. You can hit him out of the startup, but this is obviously risky, especially since it can high profile some moves.
*{{clr|D|6D}}: 100 [150] lifesteal
**Blood Scythe
*{{clr|D|j.D}}: 100 [150] lifesteal
An extremely slow pressure reset, mainly used by Ragnas to keep the opponent grounded. It is +3 on block, so if normal blocked be wary of your next action, as Ragna is at significant advantage. Note that on IB it becomes neutral, opening up your options immensely. The main caveat to this move is that it has 38f startup, making it easily reactable. Do not block Blood Scythe, simply anti air Ragna out of it.
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger): [200] lifesteal, only applies during OD
Air Blood Scythe is a very different move, with much faster startup but much worse frame advantage. Ragnas will generally use this in pressure to catch opponents trying to jump out, but if blocked note that Ragna is very minus, potentially punishable depending on the height the move was used at.
*{{clr|A|214A}}~{{clr|D|214D}}: 200 [300] lifesteal
**Hell's Fang
*{{clr|B|214B}}~{{clr|D|214D}}: 100 [150] lifesteal
Hell's Fang is typically used to catch jump startup, or as a powerful pressure reset with 50 meter. On block this move is -4, making it relatively safe but putting Ragna at significant disadvantage. If IB'd, it becomes punishable, making this the preferred counter to Hell's Fang. Overdrive is also a powerful counter to this move, as ODing through it gives a guaranteed punish (make sure to punish with a faster button if ODing through the first hit, or you may be hit by the followup attack).
*{{clr|D|623D}}: 50×2 [75×2] lifesteal
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}}: 50 [75] lifesteal
*{{clr|D|236D}}: 100 [50×3] lifesteal
*{{clr|D|214D}}: 100 [150] lifesteal
*{{clr|C|j.214C}}~{{clr|D|214D}}: 200 [300] lifesteal
*{{clr|D|632146D}}: 300 [200+100×4] lifesteal
*{{clr|D|214214D}}: 500 [1000] lifesteal
 
All of these lifesteal values can also be found on each move's overview.
 
You can also use Sydoh's [https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] to easily calculate the lifesteal of any 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 ({{clr|C|j.214C}}). Specials that can be continued from include Gauntlet Hades ({{clr|B|214B}}/{{clr|B|j.214B}}), Blood Scythe ({{clr|D|214D}}/{{clr|D|j.214D}}), Not Over Yet ({{clr|C|22C}}), and Dead Spike ({{clr|D|236D}}). In the corner, D Inferno Divider into Straight Punch ({{clr|D|623D}}~{{clr|C|236C}}~{{clr|C|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 ({{clr|C|j.214C}}), Hell's Fang ({{clr|A|214A}}), and {{clr|D|D}} Inferno Divider into Ax Kick ({{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}}).
 
Gauntlet Hades and Blood Scythe usually require some form of launching, which can include {{clr|A|6A}}, {{clr|C|6C}}, and throw. Not Over Yet and Dead Spike usually combo from knockdowns, such as {{clr|C|3C}}, {{clr|D|2D}}, and anti-air {{clr|D|5D}}.
 
In the corner from Long starters, oftentimes two combo filler specials can be done before going to the combo ender. For example,
* {{clr|B|5B}} > {{clr|C|2C}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|2D}} > {{clr|D|236D}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|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:
* {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > Nightmare Edge or D Inferno Divider -- Generally the most damaging air combo route, but must be done relatively early for {{clr|C|5C}} > {{clr|C|j.C}} to still connect.
* {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > Nightmare Edge or D Inferno Divider -- Usually done in the corner following a Dead Spike dash cancel. When directly under the opponent, {{clr|B|5B}} and {{clr|C|5C}} tend to whiff and cross under when attempted.
* {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > Nightmare Edge or D Inferno Divider -- This is done when the combo has taken enough time that {{clr|B|5B}} > {{clr|C|5C}} will no longer validly combo, which necessitates the {{clr|A|6A}}. {{clr|A|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 ({{clr|D|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 {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|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.
 
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This is where your game starts. Works off pretty much any starter at any range and gives good corner carry with a knockdown.
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}}
 
==Video Examples==
'''BBCF2 Ragna Combo Collections'''
{{#ev:youtube|n7TYizwclEQ}}
 
 
'''Basic Ragna Combos by Meno'''
{{#ev:youtube|fZZgwp1_FcI}}
 
 
'''BBCF2 Combo Routes by platefork'''
{{#ev:youtube|POO73cbvCL4}}
 
 
<br style="clear:both;"/>

Latest revision as of 01:24, 8 June 2022

Calculating Lifesteal

Ragna's Drive, Soul Eater, has a mechanic that increases lifesteal in long combos. Different lifesteal percentages are applied to Soul Eater hits depending on how many Soul Eater hits have already connected within the same combo. The formula is as follows:

  • 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 = 150% lifesteal

The scaling remains at 150% for any Soul Eater hit beyond the 10th.

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.

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.


Very Easy Easy Medium Hard Very Hard Unstable/Unreliable




Beginner Midscreen ComboWorks against any grounded opponent.
Very Easy


(5A/2A) > 5B > 5C > 214A~214D
This is where your game starts. Works off pretty much any starter at any range and gives good corner carry with a knockdown.


Works against any grounded opponent.
Very Easy


(2A) > 5B > 5C > 2D > 623D~236C~214D

Video Examples

BBCF2 Ragna Combo Collections


Basic Ragna Combos by Meno


BBCF2 Combo Routes by platefork