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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