KILL la KILL IF/Ragyo: Difference between revisions

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   |name  =  josh <br>[https://twitter.com/josh12465 @josh12465]
   |name  =  Josh <br>[https://twitter.com/josh12465 @josh12465]
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Revision as of 11:02, 21 June 2022

KLKIF Ragyo.png
Health 12,500
Meter Multiplier 0.75x
Walkspeed 17th
Homing Dash Speed 4th
Homing Dash Accel -
Jump Height -
Air Time -
Front Step Dash Startup -
Side Step Dash Startup -
Back Step Dash Startup -
Front Step Dash Invul -
Side Step Dash Invul -
Back Step Dash Invul -

Introduction

Ragyo Kiryuin (鬼龍院 羅暁)

Revocs Corporation's CEO, a chair of Honnōji Academy's board of directors and the true antagonist of Kill la Kill.

Overview

Ragyo is a zoner that specializes in capitalizing off the opponent's mistakes and using her attacks in tandem with setplay to create unblockable setups. She has massive normals, numerous setplay options, and many moves that can jail from fullscreen. Her damage output is phenomenal as well, being able to do massive unburstable damage off of a wallsplat or if the opponent is on meter cooldown. Her most important tool, j.C, when utilized properly Ragyo can keep the opponent in a vortex of set-ups making it very hard for the opponent to retaliate against her in neutral. However, due to how slow Ragyo's movement and attacks are, she must be patient and try to outplay the opponent if she is to reap any rewards and secure the activation of j.C. Ragyo can try to mitigate the fragility of her neutral by achieving Valor Level 1. Her Valor Level 1 is not easy to obtain due to her attacks giving the opponent a lot of meter on block and her low meter gain, however if she gets it she will gain the ability to combo off of a counter hit burst and winning Bloody Valor as the defender, making any attack on Ragyo from the opponent a grave risk and costly if she has meter. Overall, Ragyo requires patience, spatial awareness, and good decision making to do well, as one wrong decision might just cost her the match.


Strengths Weaknesses
  • Space Control: Ragyo has a vast array of massive normals, setplay tools, and tracking moves that can cover large sections of the stage and jail the opponent from fullscreen.
  • Unburstables: Ragyo can do heavy unburstable damage, with her ability to combo from far distances as well as sp.C being one of the best burst bait supers in the game with it's massive counter hit damage, it is very dangerous to burst her in most situations.
  • Unique Defense: Ragyo's Level 1 Valor gives her the ability to combo her opponent after a Counter-Hit Counter Burst while also removing meter cooldown from herself, this makes attacks against her very risky if she gains it. Her Level 1 Valor also allows her to combo opponents after they challenge her to Bloody Valor, assuming the opponent loses.
  • Vortex Queen: Ragyo is able to snowball into a plethora of mix-ups and unblockable setups if given the chance to activate j.C.
  • Sluggish: Ragyo has the slowest walkspeed in the game and due to this, most characters can stay glued to her going into the next round regardless if she wins or not.
  • Fragility: The majority of Ragyo's moves lack frame advantage and are slow in startup, recovery, and lack the ability to cancel. This makes nearly anything she does a commitment, which makes her neutral fragile.
  • No Mix: Almost all of Ragyo's kit can just be blocked or homing dashed with little to no risk, she lacks any real way to open her opponents up assuming j.C isn't already out.
  • Meter Issues: Ragyo has very low meter gain and she will be combo food when most characters get in on her, she also gives her opponent an immense amount of meter on block.
  • Combo Limit: Ragyo's high prorate values heavily limit her combo potential and damage.
  • Infested: Ragyo's gameplan is prone to unpredictable bugs that she can't control, such as her unblockables doing no hitstun as an example, and most of these will happen at random and can cost her the round or even the game.


Valor Level 1

  • Increase damage dealt when winning bloody valor as a defender.
  • You can follow up with Life Fiber wire attack if your counter burst successfully counter hits.


Valor Level 2

  • Break Attack Special enhanced


Notables

  • Ragyo can perform Dash attacks from a vertical or horizontal Step Dash.

Close Ranged Attacks

5A
KLKIF Ragyo 5A.png
Fiber: Baste
Fiber: Baste
KLKIF Ragyo 5AA.png
Disciplinary Strike
Disciplinary Strike
KLKIF Ragyo 5AAA.png
Disciplinary Strike
Disciplinary Strike
KLKIF Ragyo 5AAAA.png
Disciplinary Strike
Disciplinary Strike
KLKIF Ragyo 5AAAAA.png
Disciplinary Strike
Disciplinary Strike
KLKIF Ragyo 5AAAAAA.jpg
Purge the Rebels
Purge the Rebels
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5A 280 50 - 26 - - +300 Damage
  • Ragyo creates a wall of Life Fibers in front of her.
  • Deletes projectiles on contact.





5AA 300 0 - - - - +300 Damage
  • Only available if 5A hits/was blocked.
  • Ragyo teleports towards the opponent and punches them.
    • If either left or right is pressed during the startup, Ragyo will slightly veer her teleport to her left or right depending on what was pressed.
      • Left will teleport Ragyo to her right but angles herself to the left.
      • Right will teleport Ragyo to her left but angles herself to the right.


5AAA 300 0 - - - - +300 Damage
  • Only available if 5AA hits/was blocked.
  • Follow-up punch.




5AAAA 300 25 - - Knockdown N/A N/A
  • Only available if 5AAA hits/was blocked, is also available if 2/8A or 4/6A hits.
  • An uppercut that launches the opponent.
  • Ragyo teleports into the air if 5AAAA wasn't canceled into anything.
  • Can perform aerials afterwards.
  • Damage/Hitstun Armor during the ring of light Ragyo shines from herself half-way through the uppercut.


5AAAAA 360 25 - - Knockdown N/A N/A
  • Only available if 5AAAA hits.
  • Spikes the opponent to the ground.
  • Damage/Hitstun Armor during the ring of light Ragyo shines from herself half-way through the punch.
  • Can cancel into d2/8.C.


5AAAAAA (Ender) 300 0 - - Sliding Knockdown N/A N/A
  • Only available if 5AAAAA hits.
  • Ragyo teleports to the ground and finishes the chain with a damaging blow.
5AAAAA > 2/8A
KLKIF Ragyo 28AAAA.png
Fiber: Shear
Fiber: Shear
KLKIF Ragyo 28AAAAA.png
Crush the Resistance
Crush the Resistance
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5AAAAA > 2/8A 280 each 50 - - Launch N/A N/A
  • Only available if 5AAAAA hits.
  • Ragyo raises multiple Life Fibers from the ground, launching the opponent towards her.
  • The Life Fibers do 5 hits that deal 1400 damage in total.
  • Can cancel into j.BAAC.


5AAAAA > 2/8AA 60 each 25 - - Launch N/A N/A
  • Only available if 5AAAAA > 2/8A hits.
  • Ragyo does a downward swing similar to her j.AA, slamming the opponent towards the ground.
  • The swing does 4 hits that deal 240 damage in total.
  • Can cancel into d.B.
5AAAAA > 2/8AAC
KLKIF Ragyo 28AAAAAC.png
Authority: Jetstream
Authority: Jetstream
Damage Prorate Priority Startup On Hit On Block Counter Hit
600 50 - - Knockdown N/A N/A
  • Only available if 5AAAAA > 2/8AA or j.AA hits.
  • Ragyo fires a single explosive pillar.
  • Can perform aerials afterwards.
4/6A (Ender)
KLKIF Ragyo 46AE.jpg
Fiber: Whiplash
Fiber: Whiplash
Damage Prorate Priority Startup On Hit On Block Counter Hit
1220 200 - - Knockdown N/A N/A
  • Only available if 5AAAAA hits.
  • A multi-hit Life Fiber attack with great meter build.
  • Can follow-up into sp.A afterwards.
  • If spaced correctly in relation to a wall, 4/6A (Ender) can be manipulated into spawning Ragyo in front of the opponent instead of behind them, allowing for a 5A follow-up.
    • This is commonly referred to as a "wall manip".
    • This only works on specific stages, those being Polling Grounds and Thread Palace.
2/8A (Ender)
KLKIF Ragyo 28AE.jpg
Fiber: Shear
Fiber: Shear
Damage Prorate Priority Startup On Hit On Block Counter Hit
840 200 - - Launch N/A N/A
  • Only available if 5AAAAA > 2/8AA hits.
  • Ragyo summons a triad of Life Fibers that pops the opponent up to where Ragyo is in the air before knocking them down to the ground.
  • Can cancel into j.BB.
4/6A
KLKIF Ragyo 46A.png
Fiber: Transect
Fiber: Transect
Damage Prorate Priority Startup On Hit On Block Counter Hit
640 50 - 39 Launch - +600 Damage
  • Ragyo surrounds herself in a barrier of Life Fibers.
  • Damage/Hitstun Armor from frames 8 to 37.
2/8A
KLKIF Ragyo 28A.png
Fiber: Vertical Section
Fiber: Vertical Section
Damage Prorate Priority Startup On Hit On Block Counter Hit
400 each 50 - 34 Knockdown - +600 Damage
  • Ragyo throws down multiple pillars of Life Fibers ahead of her.
  • When Ragyo is near the wall, the Life Fibers can be stacked on top of each other up to a maximum of 5 hits that deal 2000 damage in total.
  • Deletes projectiles on contact.
d.A
KLKIF Ragyo dA.png
Crooked Beatdown
Crooked Beatdown
Damage Prorate Priority Startup On Hit On Block Counter Hit
640 25 - 23 Knockdown - +300 Damage
  • Ragyo jumps ahead and does an overhead punch that can wallsplat.
  • Can be done from either a vertical or horizontal Step Dash.
  • Damage/Hitstun Armor during the ring of light Ragyo shines from herself half-way through the punch.
    • If the ring's armor hits a projectile during d.A's active period, Ragyo can teleport to the opponent and follow-up with 5AAAA regardless of distance.
j.A
KLKIF Ragyo jA.png
Fiber: Tangling Yarn
Fiber: Tangling Yarn
Ragyo jAA.png
Crush the Resistance
Crush the Resistance
Ragyo jAAA.png
Crush the Resistance
Crush the Resistance
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
j.A 240 25 - 23 Knockdown - +340 Damage
  • Ragyo throws out a wall of Life Fibers.
  • Deletes projectiles on contact.
  • Can cancel into d.B or j.d2/8.C.




j.AA 360 25 - - Launch - +300 Damage
  • Only available if j.A hits/was blocked.
  • Follow-up swing.
  • Can cancel into d.B.




j.AAA 240 200 - - Knockdown N/A N/A
  • Only available if j.AA hits.
  • A similar Life Fiber finisher to her 2/8A Ender.
  • Can cancel into j.BB.
sp.A
KLKIF Ragyo spA.png
Annihilate the Rebellion
Annihilate the Rebellion
Damage Prorate Priority Startup On Hit On Block Counter Hit
1520 0 - 11 Knockdown - +2040 Damage
  • Ragyo fullscreen teleports towards the opponent, jabbing them.
  • On hit, Ragyo uppercuts them into a fan of Life Fibers dealing high damage and knockback for stage control.
  • Invincible on startup.

Long Ranged Attacks

5B
KLKIF Ragyo 5B.png
Fiber Bullet
Fiber Bullet
KLKIF Ragyo 5BB.png
Fiber Bullet: Chasedown
Fiber Bullet: Chasedown
KLKIF Ragyo 5BBB.png
Fiber Bullet: Chasedown
Fiber Bullet: Chasedown
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5B 60 each 0 - 76 - - +300 Damage
  • Ragyo creates a barrage of projectiles one by one, then fires them all at once at the opponent.
  • A maximum of 15 projectiles can be created.
  • Dash cancelable while charging.
    • Upon dash canceling, all projectiles created will be fired at the opponent
      • A minimum of 4 projectiles must be made before being able to dash cancel.
  • Can cancel into d4/6.C.
    • Can be fired left to right or right to left
5BB 60 each / 200 25 - - Knockdown - +300 Damage
  • Only available if 5A, 5AA, 5AAA, or 5B hits/was blocked, is also available if 5AAAA, 2/8A, or d.A hits. Can also be done from an aerial Step Dash (j.d4/6).
  • Five follow-up projectiles shot in a line that pushes Ragyo back and into the air.
  • The final projectile deals 200 damage instead of the usual 60.
  • Can cancel into j.d4/6.C.
    • Will always fire from the right to the left.
5BBB 660 0 - - Knockdown Guard Crush +300 Damage
  • Ragyo fires a projectile finisher shot straight ahead with high priority.
  • Can cancel into j.BB or j.C before landing.
5BA
KLKIF Ragyo 5BA.png
Fiber Bullet: Tacking
Fiber Bullet: Tacking
KLKIF Ragyo 5BAA.png
Fiber Bullet: Tacking
Fiber Bullet: Tacking
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5BA 300 25 - - Crumple - +300 Damage
  • Ragyo creates a Life Fiber wall on top of the opponent from fullscreen distance.
  • Can cancel into d.B or d4/6.C.
    • Will always fire from the left to the right.



5BAA 340 100 - - Sliding Knockdown - +300 Damage
  • Follow-up Life Fibers that pulls the opponent towards Ragyo on hit/block.
  • Can cancel into d.B.
5BAAC
KLKIF Ragyo 5BAAC.png
Authority: Crucifixion
Authority: Crucifixion
KLKIF Ragyo jBAACC.png
KLKIF Ragyo jBAACC2.png
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
5BAAC 200 / 600 50 - - Knockdown - +600 Damage
  • Ragyo teleports behind the opponent and forms a Life Fiber wall (doesn't Guard Break).
  • She then creates a follow-up laser (does Guard Break).





5BAACC 1800 300 - - Knockdown - +1200 Damage
  • Ragyo teleports to the opponent and starts winding up.
  • Guard Break/Hitstun Armor on startup.
    • Threshold is 500 damage before it wears off.
  • She steps forward and performs a guard breaking uppercut that creates a pillar, she then teleports backwards a set distance.
  • Dash cancelable during the startup.
  • 5BAAC must wallsplat for this move to combo from it.
  • This move just doesn't have a name for some reason.
5[B]
KLKIF Ragyo 5B 2.png
Fiber Bullet: Homing
Fiber Bullet: Homing
Damage Prorate Priority Startup On Hit On Block Counter Hit
300 / 50 each 50 / 0 - 191 - Guard Crush +300 Damage
  • Once charged, the charged projectiles form into a Life Fiber ball.
  • The Life Fiber ball slowly travels towards the opponent, and deals 300 damage on contact.
  • Blocking on contact with the Life Fiber ball causes a Guard Crush.
  • After a short delay the Life Fiber ball shoots out 13 projectiles straight ahead, each projectile does 50 damage for a total of 650 damage.
  • The Life Fiber ball is destroyed if Ragyo is hit.
  • The Life Fiber ball can be Homing Dashed through.
  • Dash cancelable while charging.
  • Commonly referred to as "charge ball", or "turret".
d.B
KLKIF Ragyo dB.png
KLKIF Ragyo dB2.png
Fiber Bullet: Moth to Flame
Fiber Bullet: Moth to Flame
Damage Prorate Priority Startup On Hit On Block Counter Hit
1380 / 100 each 50 / 50 - 45 Knockdown - +300 Damage
  • Ragyo places down a Life Fiber ball on the ground.
  • This Life Fiber ball has a vacuum effect, sucking in the opponent when nearby.
  • After a delay, the Life Fiber ball explodes into 8 projectiles that shoot in all directions.
  • The Life Fiber ball is destroyed if Ragyo is hit.
  • Can be performed on the ground or in the air.
  • Inputting d.B quickly from a forward Step Dash will cancel the dash distance.
  • Can cancel into j.BAA or 5BAACC.
  • Commonly referred to as "fiber ball", or "ball".
j.B
KLKIF Ragyo jB.png
Fiber Bullet: Obscurity
Fiber Bullet: Obscurity
KLKIF Ragyo jBB.png
Fiber Bullet: Constrict
Fiber Bullet: Constrict
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
j.B 60 each 0 - 94 Knockdown - +300 Damage
  • Aerial version of 5B.
  • Air Dash cancelable while charging.
    • Upon dash canceling, all projectiles created will be fired at the opponent
      • A minimum of 4 projectiles must be made before being able to dash cancel.
  • Can cancel into j.d2/8.C.


j.BB 340 200 - - Launch - -
  • Ragyo fires three projectiles, one to the left, right, and in front of her.
  • On contact with the ground, each projectile will erupt into a wall of Life Fibers, these walls will stay active for 7 seconds.
  • Ragyo's height from the ground during j.BB's startup will determine how much horizontal spread the Fibers have between each other, the higher the height the larger the spread.
  • If the opponent makes contact with one of the Fiber walls, they will be stunned for 1.5 seconds.
  • Guard Breaks will delete the Fibers on contact.
  • Can cancel into j.AA if j.BB hits or was blocked before Ragyo lands.
  • Can cancel into 5BAACC.
  • Commonly referred to as "fence".
j.BA
KLKIF Ragyo jBA.png
Fiber Bullet: Tacking
Fiber Bullet: Tacking
KLKIF Ragyo jBAA.png
Fiber Bullet: Tacking
Fiber Bullet: Tacking
Version Damage Prorate Priority Startup On Hit On Block Counter Hit
j.BA 300 25 - - Crumple - +300 Damage
  • Aerial version of 5BA.
  • Can cancel into d.B.






Version Damage Prorate Priority Startup On Hit On Block Counter Hit
j.BAA 340 50 - - Crumple - +300 Damage
  • Aerial version of 5BAA.
  • Can cancel into d.B.
j.BAC
KLKIF Ragyo jBAC.png
Authority: Crucifixion
Authority: Crucifixion
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
600 50 - - Knockdown +600 Damage +600 Damage
  • Ragyo creates a pillar that blasts upwards.
  • Can perform aerials afterwards.
  • Can cancel into 5BAACC.
j.BAAC
KLKIF Ragyo jBAAC.png
Authority: Crucifixion
Authority: Crucifixion
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
200 / 600 50 - - Knockdown +600 Damage +600 Damage
  • Aerial version of 5BAAC.
  • The laser is replaced with a pillar.
  • Can cancel into 5BAACC.
j.[B]
KLKIF Ragyo jB 2.png
Fiber Bullet: Pour
Fiber Bullet: Pour
Damage Prorate Priority Startup On Hit On Block Counter Hit
300 / 80 each 0 - 259 Knockdown Guard Crush +300 Damage
  • Aerial version of 5[B], slowly descends to the ground instead of tracking.
  • Fires only 12 projectiles instead of the usual 13, but does a total of 960 damage.
  • Dash cancelable while charging.
sp.B
KLKIF Ragyo spB.png
Fiber Bullet: Bind
Fiber Bullet: Bind
Damage Prorate Priority Startup On Hit On Block Counter Hit
440 200 - - Crumple - +300 Damage
  • Ragyo fires a large projectile at the opponent.
  • On contact with the ground, it erupts into multiple Life Fibers covering a large area around the opponent.
  • Can be performed on the ground or in the air.

Break Attacks

5C
KLKIF Ragyo 5C.png
Authority
Authority
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
2500 0 - 72 Sliding Knockdown +600 Damage +600 Damage
  • Ragyo begins to charge, then lets loose a fullscreen laser ahead.
  • Can move the laser left or right while active.
  • Dash cancelable during the startup.
d2/8.C
KLKIF Ragyo dCV1.png
KLKIF Ragyo dCV2.png
Authority: Jetstream
Authority: Jetstream
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
250 each / 440 150 - 28 / 42 Knockdown +600 Damage +600 Damage
  • From an immediate back/forward dash, Ragyo fullscreen teleports behind the opponent and stops time.
  • Afterwards, time resumes and she fires four pillars in a straight line.
    • These pillars will track the opponent and their tracking is based on distance, the closer the opponent is the better the tracking gets.
    • The final pillar deals 190 more damage than the first 3 pillars, dealing 440 damage instead of 250.
  • If delayed, Ragyo doesn't teleport and fires the four pillars from where she stands.
    • The startup for the non teleport variant is nearly twice as slow as the teleport variant due to not stopping time.
    • If done from a homing dash, Ragyo will always do the non teleport version.
  • Can cancel into sp.A to punish the opponent if they dodge the pillars and attempt to hit you during the recovery.
  • In 1.03, Ragyo is now able to cancel into other attacks on hit, allowing her to convert from this move.
    • However, this move heavily prorates her combo limit on hit, so it will only allow for small combos.
  • Commonly referred to as "pillars".
d4/6.C
KLKIF Ragyo dCH.png
Authority: Jetstream
Authority: Jetstream
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
600 50 - 54 Knockdown +600 Damage +600 Damage
  • Ragyo fires a quick laser panning from side to side.
  • The side the laser initially starts on is based on Ragyo's dash.
    • Dash to the right, starts from the left. Dash to the left, starts from the right.
  • Can also be done from a horizontal air dash.
  • Can cancel into 5BAACC.
  • Commonly referred to as "sweep laser".
j.d2/8.C
KLKIF Ragyo jdCV.png
Authority: Jetstream
Authority: Jetstream
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
600 50 - - Knockdown +600 Damage +600 Damage
  • From a back/forward air dash, Ragyo fires a single explosive pillar.
  • Can perform aerials afterwards.
  • Can cancel into 5BAACC.
j.C
KLKIF Ragyo jC.png
KLKIF Ragyo jC2.png
Authority: Enclose
Authority: Enclose
Damage Prorate Priority Startup On Hit Guard Break Counter Hit
440 each / 600 50 / 50 / 50 - 150 Sliding Knockdown +600 Damage +600 Damage
  • After a delay, Ragyo spawns three ground level lasers.
  • The first is fired from the middle, the second comes from her right, and the third is from her left.
    • The final laser deals 160 more damage than the first 2 lasers, dealing 600 damage instead of 440.
  • The interval in-between each laser is 4 seconds.
  • Can move and act while active.
  • If Ragyo is hit during the startup animation of a j.C laser, the laser will fire regardless of her being in hitstun.
  • Performing either sp.A, sp.C, or her Fiber Lost during j.C's active period, regardless of them hitting or whiffing, will deactivate j.C.
    • However, if a j.C laser is in it's startup animation during sp.A, sp.C, or her Fiber lost, it will not dissipate and will fire regardless.
  • Performing 5BA during a j.C laser's spawn interval will make the laser unavoidable.
  • Dash cancelable during the startup.
  • Can only air dash afterwards.
sp.C
KLKIF Ragyo spC.png
Authoritarian Burst
Authoritarian Burst
KLKIF Ragyo spC Valor 2.png
KLKIF Ragyo spC Valor 22.png
Authoritarian Overflow
Authoritarian Overflow
Version Damage Prorate Priority Startup On Hit Guard Break Counter Hit
Normal 160 / 500 each 0 - 1 / 36 Knockdown +640 Damage +640 Damage
Valor Level 2 160 / 500 each / 400 0 / 300 - 1 / 26 Knockdown +640 Damage +640 Damage
  • Ragyo poses majestically and creates 3 waves of 5 pillars surrounding her.
  • Can move while active.
  • Ragyo's model is a hitbox during the special, dealing 160 damage (also Guard Breaks.)
    • Her body becomes a hitbox on frame 1.
    • This can be used to bounce the opponent into more pillars for additional damage.
  • The layout of the pillars is RNG based.
    • Pillar placements will not extend beyond the walls of the stage, and will clump together when near a wall.
  • At Valor Level 2, the wave count increases to 5, pillar startup is decreased by 10 frames, more pillars are created, and Ragyo gains a vacuum effect.
    • If the opponent is hit by the final wave of pillars, additional damage is given at the end, takes away 1-3 bars of meter (meter taken is dependent on opposing characters meter gain) and temporarily locks meter gain for 8 seconds.
  • Guard Break/Hitstun Armor on startup.
    • Threshold is 1000 damage before it wears off.
      • 2500 damage at Valor Level 2.
  • Can follow-up into sp.A afterwards if you bounce the opponent on Ragyo's head or hit the opponent with multiple pillars at once for at least the final volley of pillars.
    • At Valor Level 2, following-up into sp.A will now require different timing and is much tighter to land. The correct timing for sp.A after Valor Level 2 sp.C is right when the opponent falls onto the ground and "sinks" into it.
    • However, while in Valor Level 2 Ragyo gains the benefit of no longer needing to bounce the opponent on herself due to the additional damage given at the end by Valor Level 2 sp.C launching the opponent into the air and securing a knockdown, allowing sp.A to be confirmed.

General Moves

Life Fiber Wire Attack
KLKIF Ragyo CHBurstFibers.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
600 100 - - Launch N/A N/A
  • At Valor Level 1, Ragyo will automatically cast these Fibers on the opponent if her Counter Burst counter hits and can follow-up with a combo on hit.
    • If Ragyo's Counter Burst does not counter hit upon hit, she will not cast the Fibers.
  • On hit, Ragyo will automatically have any Meter Cooldown on her removed and she will gain half a bar of meter.
  • These Fibers are almost identical to 5BA, the only difference being damage, Ragyo's animation, they Launch instead of Crumple, and that they are unburstable.
  • Commonly referred to as "CH Burst Fibers".
Bloody Valor Defend Boost
KLKIF Ragyo Mock Lasers.png
Mock
Mock
KLKIF Ragyo Taunt Lasers.png
Taunt
Taunt
KLKIF Ragyo Provoke Lasers.png
Provoke
Provoke
Damage Prorate Priority Startup On Hit On Block Counter Hit
800 100 - - Sliding Knockdown N/A N/A
  • Ragyo's Valor Level 1 allows her to combo opponents after a successful victory from Bloody Valor as the defender, this comes in the form of 2 fullscreen lasers being summoned on Ragyo's left and right sides that will fire at the opponent automatically.
  • Depending on which Bloody Valor option Ragyo wins with as the defender, it will make her do a different attack with each one varying in knockback and appearance.
    • If Ragyo wins with Mock, Ragyo will attack with her 5AAAA animation before the Lasers are summoned.
      • Mock's Lasers will cause the least amount of knockback out of the 3 Bloody Valor options.
    • If Ragyo wins with Taunt, Ragyo will attack with her j.d2/8.C animation before the Lasers are summoned.
      • Taunt's Lasers will cause an amount of knockback that is inbetween Mock and Provoke's launch distances.
    • If Ragyo wins with Provoke, Ragyo will attack with her 5BBB animation before the Lasers are summoned.
      • Provoke's Lasers will cause the most amount of knockback out of the 3 Bloody Valor options.
  • Bloody Valor Defend Boost cannot be bursted by the opponent however, if Ragyo is within range of the burst hitting her and gets hit by said burst, then the Lasers will get canceled out by Ragyo getting hit.
    • Bloody Valor Defend Boost is incapable of counter hitting, even if the opponent attempts to burst them when they get hit, it will not initiate a counter hit.
  • Commonly referred to as "Defender Lasers".
Homing Dash
KLKIF Ragyo Homing Dash.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
50 25 - 21 Launch - +300 Damage
  • Ragyo homes in on the opponent and quickly attacks.
  • On hit, can perform Dash attacks afterwards.
  • Homing Dash can be canceled into Dash attacks after the initial startup.
  • Allows you to armor through low priority projectiles after the initial startup.
  • Dash cancelable after the initial startup.
  • Non-lethal, cannot KO.
Aerial Homing Dash
KLKIF Ragyo Air Homing Dash.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
50 25 - 21 Launch - +300 Damage
  • Ragyo homes in on the opponent and quickly attacks.
  • On hit, can perform aerials afterwards.
  • Allows you to armor through low priority projectiles after the initial startup.
  • Air dash cancelable after the initial startup.
  • Non-lethal, cannot KO.
Valor Burst
KLKIF Ragyo Valor Burst.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
1500 0 - 15 Bloody Valor / Sliding Knockdown Guard Crush +300 Damage
  • A Burst that has been performed while your character is in a free state.
  • Once activated, you become invincible and release a multi-hit shockwave.
  • On hit, Bloody Valor will commence.
    • At Valor Level 3, Valor Burst won't trigger Bloody Valor and will only cause a Sliding Knockdown.
  • Non-lethal cannot KO.
Counter Burst
KLKIF Ragyo Valor Burst.png
Damage Prorate Priority Startup On Hit On Block Counter Hit
10 0 - 15 Sliding Knockdown - +590 Damage
  • A Burst that has been performed under the effects of hitstun or blockstun.
  • Once activated, you become invincible and knockback the opponent.
  • Counter Burst can be performed in the air.
    • You will not be able to perform any action until you land on the ground.
  • Meter Cooldown for 7 seconds.
  • Non-lethal, cannot KO.
FIBER LOST SECRET ARTS
KLKIF Ragyo Fiber Lost.png
KLKIF Ragyo Fiber Lost2.png
KLKIF Ragyo Fiber LostThree.png
KLKIF Ragyo Fiber Lost4.png
Multicolored Cruelty
Multicolored Cruelty
Damage Prorate Priority Startup On Hit On Block Counter Hit
SEN-I-SOSHITSU 0 - 37 SEN-I-SOSHITSU - SEN-I-SOSHITSU
  • Teleports fullscreen to the opponent regardless of distance and punches them (similar to 5AA.)
  • Ragyo's Fiber Lost will clear the following moves off the stage when activated.
    • 5B/5BB/5BBB
    • j.B/j.BB
    • d.B
    • 5[B]/j.[B]
    • j.C
  • "In my opinion, nothing is uglier than a person wearing clothes THAT DON'T FIT THEM!"

Combos

Comment on Ragyo's 5B > d8 dl 8A and d.A AthenaDiva:

  • When doing a wallsplat combo that involes doing 5B > d8 dl 8A, you want to delay the 8A enough so you don't accidentally d.A from d8.
    • For any combo that has a Wallsplat follow-up into 5B > d8 dl 8A, if you are close enough to the opponent there is no need for the 5B and you can simply just 8A and continue the combo from there.
    • If you are too far to reach 8A distance within only one d8, you can do two instead of one d8s before dl 8A in order to reach the opponent.
    • This can also stop the opponent from bursting, as their burst will hit Ragyo if she does 5B or 8A too close to them during the combo.
  • Most combos using 5A or 8A as a starter can use d.A as a substitute for both if needed.


Basic BnBs

  • 5A/8A 5BB
    • 5A Variant: 1.3K (1380 Dmg)
    • 8A Variant: 1.9K (1900 Dmg)
    • Ragyo's primary wallsplat route, this can be used to initiate zoning, extend combos, setup j.C okizeme, or setup 5[B].
  • 5A/8A 5BB Wallsplat 5B > d8 dl 8AA sp.C
    • 5A Variant: Varies from 4.3-6.1K
    • 8A Variant: Varies from 4.8-6.2K
    • Ragyo's most optimal metered wallsplat combo for having the least burst points possible with only 1 during 8AA.
    • Can confirm sp.A from sp.C if you have have enough meter.
  • 5A/8A 5BB Wallsplat 5B > d8 dl 8A 5BAC
    • 5A Variant: 3.1K (3160 Dmg)
    • 8A Variant: 3.4K (3430 Dmg)
    • Ragyo's standard meterless wallsplat route, has no burst points due to not needing 8AA.
    • Good for converting off of zoning as 5A/8A can be substituted with j.d.BB.
    • Keeps Ragyo at a safe distance at the beginning and end of the combo.
    • Can confirm sp.A after 5BAC if delayed.
  • 5AAAAA > 2/8AAC j.AAA / 8AAA > 2/8AAC j.AAA
    • 5A Variant: 5.3K (5360 Dmg)
    • 8A Variant: 4.9K (4960 Dmg)
    • Ragyo's standard long combo route.
    • Can setup j.BB or d.B afterwards.
    • Can confirm sp.C after 5AAAA, 8AA, or at any point during the aerial sections of the combo.
    • Can confirm sp.A after 8AAA > 2/8AAC or sp.C if it is used.
  • 5AAAAA 4/6A Ender / 8AAA 4/6A Ender
    • 2.6K (2680 Dmg)
    • 5A Variant: 2.8K (2800 Dmg)
    • 8A Variant: 2.6K (2680 Dmg)
    • Gives a good amount of meter, 1.25 bars.
    • Best to use this when going for the kill, as it lets Ragyo carry over a significant amount of meter into the next round.
  • j.AAC j.AAC j.AAA
    • 3.3K (3300 Dmg)
    • Ragyo's standard aerial combo route.
    • Can setup j.BB or d.B afterwards.
    • Can setup j.BB or d.B earlier by doing j.AAC j.AAA or simply doing just j.AAA, j.AA, or even just j.A incase if the opponent is going to burst.
    • Can confirm either sp.A or sp.C at nearly any point in the combo with the exception of j.AAA.


Valor Burst Combos

  • 5A Valor Burst
    • 1.7K (1780 Dmg)
  • 8AA Valor Burst
    • 2.6K (2600 Dmg)
  • 5BAA Valor Burst
    • 2.4K (2440 Dmg)
  • d.B d8 Valor Burst
    • 2.2K (2200 Dmg)
  • d.B d2/8.C 8AA Valor Burst
    • 4.6K (4670 Dmg)
  • 8A 5BB Wallsplat 5B > d8 dl 8AA Valor Burst
    • 4.1K (4110 Dmg)


Valor 1 CH Burst Fiber Combos

Comments on Valor 1 CH Burst Fibers by AthenaDiva:

  • Below these comments will list the most optimal combos with Ragyo's CH Burst Fibers, however to get the most optimal combos possible there are certain requirements due to how the Valor 1 CH Burst Fibers work.
    • When on the ground upon CH Bursting, you can just go for 5AC, but for other combos you must wait until you regain full control of Ragyo on the ground before casting 8A. The timing for this is tight so be careful to not mistime it as you could get an accidental 5BAA out of it.
    • When in the air upon CH Bursting, you can just go for 5AC, but for other combos she has to do d4/6 while falling and cancel into j.d.B.


  • CH Burst Fibers 5AC
    • Ground Variant: 2.5K (2500 Dmg)
    • Air Variant: 2.2K (2250 Dmg)
    • This combo while short and not that impressive for damage, is fully unburstable.
    • If the Ground Variant's 5AC gets aimed at a nearby wall, you can get a wallsplat and confirm sp.A.
    • Note trying to extend with this wallsplat will not work and will make any follow-ups drop.
  • CH Burst Fibers dl 8A 5BB/d4/6 j.d.BB Wallsplat 5B > d8 dl 8A 5BAC
    • Ground Variant: 5.7K (5780 Dmg)
    • Air Variant: 4.3K (4370 Dmg)
    • Most optimal meterless CH Burst Fiber combo.
    • Can use sp.A after 5BAC if delayed to get 6.5K (6550 Dmg).
  • CH Burst Fibers dl 8A 5BB/d4/6 j.d.BB Wallsplat 5B > d8 dl 8AA sp.C
    • Ground Variant: Varies from 6.9-8K
    • Air Variant: Varies from 5.0-6.4K
    • Can get 10.0K if sp.A is used after sp.C with good Pillar RNG and being near the wall.
  • CH Burst Fibers dl 8A 5BB/d4/6 j.d.BB Wallsplat 5B > d8 dl 8AAA > 2/8A sp.C sp.A
    • Ground Variant: Varies from 10.0-10.2K
    • Air Variant: Varies from 8.3-9.0K
  • CH Burst Fibers dl 8AAA > 2/8AAC sp.C
    • Varies from 6.7-8.2K
  • CH Burst Fibers dl 8AA sp.C
    • Varies from 5.4-6.9K
  • CH Burst Fibers dl 8A5BAC/d4/6 j.d.BAC dl sp.A
    • Ground Variant: 5.1K (5160 Dmg)
    • Air Variant: 3.9K (3960 Dmg)


Valor 1 Defender Laser Combos

Comments on Valor 1 Defender Laser Combos by AthenaDiva:

  • Below these comments will list the most optimal combos with Ragyo's Defender Lasers, and due to how Valor resets positions to round start, only specific combos such as the ones listed below are possible on larger maps such as Runway, Stadium, and Fiber Palace.
    • Valor 1 Lasers 5C
    • Valor 1 Lasers 8A 5BB j.C
    • Valor 1 Lasers 8A 5BB Wallsplat 5C
    • Valor 1 Lasers 8AAA 4/6A Ender
    • Valor 1 Lasers d8 dl 8AA sp.C
    • Valor 1 Lasers d8 dl 8A 5BAC dl sp.A
  • On small stages such as Naturals, Town, and Polling Grounds, d8 dl 8A and 8A 5BB are the ideal starters for all Bloody Valor options.
  • On large stages such as Runway, Stadium, and Fiber Palace, d8 dl 8A can be used for Mock and Taunt, but 8A 5BB is the ideal starter for Provoke as the knockback will be too great for you to d8 dl 8A in time unlike the other 2 Valor options. 8A will miss intentionally because doing 5BB afterwards will continue the combo as if Ragyo landed 8A due to the hitstun the Defender Lasers give and 5BB will hit the opponent.
  • If the opponent tries to burst the Lasers (which they can't), but if they do then just don't do d8 dl 8A as then the burst will hit Ragyo. 8A 5BB is the better option here as it isn't burstable, you will get slightly less damage due to 8A not actually registering its damage (usually 1600 Dmg less), but it is worth it.
  • Make sure to wait until Ragyo finishes her d8 before doing 8A as you might accidentally do d.A which will whiff.
  • Valor 1 Defender Lasers can also be used to setup 5[B].


  • Valor 1 Lasers 5C
    • 3.3K (3300 Dmg)
  • Valor 1 Lasers 8A 5BB Wallsplat 5C
    • 3.7K (3780 Dmg)
  • Valor 1 Lasers d8 dl 8A 5BB Wallsplat 5B > d8 dl 8AA sp.C
    • Varies from 6.5-7.8K
  • Valor 1 Lasers d8 dl 8A 5BB Wallsplat 5B > d8 dl 8AAA > 2/8A sp.C
    • Varies from 8-8.9K
  • Valor 1 Lasers d8 dl 8A 5BB Wallsplat 5B > d8 dl 8AAA 4/6A Ender dl sp.A
    • 7.0K (7000 Dmg)
  • Valor 1 Lasers d8 dl 8A 5BAC dl sp.A
    • 4.7K (4760 Dmg)
  • Valor 1 Lasers d8 dl 8A 5BB Wallsplat d8 dl 8A 5BAC dl sp.A
    • 7.1K (7160 Dmg)
  • Valor 1 Lasers d8 dl 8AAA 4/6A Ender
    • 4.2K (4280 Dmg)
  • Valor 1 Lasers d8 dl 8AA sp.C
    • Varies from 4.7-6.0K


j.C/j.BB Okizeme Setups

Comments on 5A/8A 5BB being bursted by AthenaDiva:

  • Ragyo's primary wallsplat method for confirming j.C okizeme, 5A/8A 5BB, can be bursted, most prominently by characters with high meter gain such as Houka. There is however a direct answer to stop the opponent from bursting it in the form of d2/8.C, if used with precise timing during the opponent bursting 5BB you can hit them with d2/8.C while they are still in burst recovery. Only do this if the opponent has 50 Meter though, as they can burst the d2/8.C itself if they burst the 5BB yet still have enough meter to burst again. If you land the d2/8.C you can convert into combos dealing over 7K damage. Combos such as 5A/8A 5BB (The opponent counter bursts here) CH d2/8.C 8AAA > 2/8A sp.C and combos similar to this are optimal to do from these burst punishes. These burst punishes can also be done from j.d.BB and can be done at any height due to how long burst recovery is.
  • You can also try to make the opponent mess up their burst timing if they're expecting a 5BB. Instead of 5BB, do 5BC as this has different burst timing so this can potentially catch opponents at times that are keen on bursting your 5BB. However, use this with caution as if you do not land a wallsplat with this, the opponent will recover very quickly and you won't be able to get j.C out. Using this to wallsplat is more difficult due to the shorter launch distance that the opponent is hit with at when compared to 5BB. Note to wait for Ragyo to land after 5BC before doing j.C, or else you might accidentally do 5BAACC.


  • 5A/8A 5BB j.C
    • 5A Variant: 1.3K (1380 Dmg)
    • 8A Variant: 1.9K (1900 Dmg)
    • Ragyo's most simple way of confirming j.C, also being one of her most optimal when the opponent is not on Meter Cooldown due to how little meter this combo gives compared to her other setups.
  • 5AAAA/8AA 5BB j.C
    • 5AAAA Variant: 2.3K (2320 Dmg)
    • 8AA Variant: 2.2K (2200 Dmg)
  • 6AA 5BB j.C
    • 2.0K (2040 Dmg)
    • Ragyo can go for a reset if she goes from 6A right into 5BB.
  • 5BAC (wait for Ragyo to land) j.C
    • 1.0K (1040 Dmg)
    • Only works at Long Range.
  • 5B d4/6 d4/6.C (wait for Ragyo to land) j.C
    • 0.8K (840 Dmg)
    • Only works at Long Range.
  • j.B j.d.BB j.C
    • 1.3K (1340 Dmg)
  • 5[B] d8 dl 8A 8A 8A 5BB Wallsplat j.C
    • 6.0K (6050 Dmg)
  • d.B d2/8.C 8A 5BB j.C
    • Varies from 3.9-4.2K depending on how many hits d.B gets off.
  • d.B 8A 5BB j.C
    • Varies from 2.5-2.8K depending on how many hits d.B gets off.
  • d.B j.d.BB j.C
    • 2.0K (2080 Dmg)
    • Will do 2.4K (2410 Dmg) if the wallsplat occurs late enough for the first j.C laser to hit.
  • d.B d8 d.A 5BB j.C
    • 1.9K (1950 Dmg)
  • j.BB 8A 5BB j.C
    • 2.2K (2240 Dmg)
    • This combo is meant to be converted off of the opponent getting stunned by one of the j.BB fibers.
    • You don't just have to do j.C, you can also convert into longer combos from it if you get a wallsplat such as 8A 5BB Wallsplat 5B > d8 dl 8AA sp.C or other similar combos.
  • 5A/8A 5BB Wallsplat 5B > d8 dl 8A 5BB j.C
    • 5A Variant: 3.2K (3230 Dmg)
    • 8A Variant: 3.2K (3250 Dmg)
    • While this combo does confirm j.C oki, it puts Ragyo at higher risk for higher reward as this is one of her most damaging j.C setups however the recovery from the second wallsplat is very fast, allowing for high risk for high reward so use this combo with caution, only commit to this combo if you know the opponent won't be able to punish you in time. However due to the faster recovery the opponent gains, they will be forced to deal with the first j.C laser unlike most j.C setups where the first laser is usually ignored completely due to recovery invul outlasting the duration of the first laser.
  • CH Burst Fibers dl 8A 5BB/d4/6 j.d.BB j.C
    • Ground Variant: 3.1K (3100 Dmg)
    • Air Variant: 2.3K (2300 Dmg)
    • Optimal route for getting j.C okizeme out off of CH Burst Fibers.
  • Valor 1 Lasers d8 dl 8A 5BB j.C
    • 2.7K (2700 Dmg)
    • Optimal route for getting j.C okizeme out off of Defender Lasers.
  • j.AAC j.AAC j.AAA j.BB
    • 3.3K (3300 Dmg)
    • Can setup d.B instead after j.AAA if needed.
    • Can setup j.BB or d.B earlier by doing j.AAC j.AAA or simply doing just j.AAA, incase if the opponent is going to burst.
  • 5AAAAA > 2/8AAC j.AAA j.BB / 8AAA > 2/8AAC j.AAA j.BB
    • 5A Variant: 5.3K (5360 Dmg)
    • 8A Variant: 4.9K (4960 Dmg)
    • Can setup d.B instead after j.AAA if needed.


Zoning Patterns

Comments on Ragyo's Zoning Patterns by AthenaDiva:

  • Ragyo's zoning is very reliant on j.C, as she needs it to create unavoidable setups for the opponent, essentially putting them into a vortex of guessing which patterns or setups Ragyo is going to throw at them. This vortex can happen from many different routes, but Ragyo's most consistent one is using 5BA as a j.C laser spawns, creating a setup where the opponent cannot sidestep or block to avoid it, and will always take the damage unless negated by a reversal that has enough invul frames such as SB Ryuko sp.A.
  • If the Ragyo is confident enough in their zoning after learning how to utilize her patterns, she can freestyle without needing to follow a pattern at all.
  • Ragyo can either decide to keep the vortex going or convert into a combo during her zoning.
  • These patterns don't have to use a wallsplat if the map is large enough (Runway, Stadium, Palace). As an example, using 5A/8A 5BB on a large map will send the opponent very far away from Ragyo with no wallsplat, j.C is still safe to use here.


  • Wallsplat j.C 5B d4/6 5B d4/6 j.B d4/6 5BAC Wallsplat j.C Repeat
    • Ragyo's most basic meterless zoning pattern, as it will always have 5BA land when the second j.C laser spawns.
    • Gives Ragyo multiple points to deviate from the pattern to punish homing dashes while still giving her time to use 5BA to get the setup.
  • Wallsplat j.C 5BC 5BAC 5BAB j.d4/6.BB Wallsplat j.C Repeat
    • A more complex zoning pattern, relies on the opponent to respect most of it.
    • Uses the third j.C laser to make j.d4/6.BB unavoidable.
  • Wallsplat j.C 5BAC sp.B 5BAB j.d4/6.BB Wallsplat j.C Repeat
    • A basic sp.B setup pattern, using it's active frames and coverage to make the second j.C laser unavoidable.
    • Also uses j.d4/6.BB to make the third j.C unavoidable as well.
  • Wallsplat j.C d4/6.C 5B d4/6 j.d4/6.C sp.B 5BAC j.C Repeat
    • An unorthodox pattern that uses sp.B's coverage and active frames to make 5BAC and the third j.C laser unavoidable.
    • Grants even more points to deviate than the basic pattern due to the aerial section.
    • There is no wallsplat before the second j.C, but it still puts the opponent in a sliding knockdown.


Advanced Combos

  • 5AAAAA > 2/8AAC j.AAC / 8AAA > 2/8AAC j.AAC
    • 5A Variant: 5.1K (5120 Dmg)
    • 8A Variant: 4.7K (4720 Dmg)
  • 5AAAAA > 2/8AAC j.AAB / 8AAA > 2/8AAC j.AAB
    • 5A Variant: 4.4K (4420 Dmg)
    • 8A Variant: 4.8K (4820 Dmg)
    • Can use j.BB okizeme if you go for j.AAA.
  • 5AAAA/8AA 5BB Wallsplat 5B > d8 dl 8AAA > 2/8A sp.C
    • Both Variants: Varies from 6.3-8.6K
  • 5A/8AA 5BB Wallsplat 5B > d8 dl 8AA sp.C
    • Both Variants: Varies from 5.1-7.4K
  • 5A/8AA 5BB Wallsplat 5B > d8 dl 8AAA > 2/8A sp.C sp.A
    • 5A Variant: Varies from 7.1-8.2K
    • 8A Variant: Varies from 9.1-9.8K
  • 5AAAAA > 2/8AAC j.A sp.C / 8AAA > 2/8AAC j.A sp.C
    • 5A Variant: Varies from 6.6-7.1K
    • 8A Variant: Varies from 6.9-7.9K
  • 5AAAAA > 2/8AAC j.A sp.C sp.A / 8AAA > 2/8AAC j.A sp.C sp.A
    • 5A Variant: Varies from 8.6-9.3K
    • 8A Variant: Varies from 8.9-9.4K
  • 5A/8A 5BB Wallsplat 5B > d8 dl 8A5BAC dl sp.A
    • 5A Variant: 4.7K (4790 Dmg)
    • 8A Variant: 4.8K (4810 Dmg)
  • 5A/8A 5BB Wallsplat 5B > d8 dl 8AAA 4/6A Ender dl sp.A
    • 5A Variant: 5.2K (5280 Dmg)
    • 8A Variant: 5.3K (5340 Dmg)
  • 5AAAAAC 5C / 8AAAC 5C
    • 5A Variant: 5.2K (5270 Dmg)
    • 8A Variant: 5.1K (5150 Dmg)
  • 8AA 5BB Wallsplat 8AA 5BB Wallsplat 8AA sp.C
    • Varies from 8.5-9.0K
    • Only works on Naturals and Polling Grounds.
    • Mainly used against DTR.
  • 5[B] d8 dl 8A 8A 8AAA > 2/8A sp.C
    • Varies from 9.8-10K
  • 5[B] d8 dl 8A 8A 8AAA > 2/8A sp.C sp.A
    • Varies from 10.7-13.3K
  • 5[B] d8 dl 8A 8A 8A 5BB Wallsplat 5BAC dl sp.A
    • 8.6K (8610 Dmg)
  • 5[B] d8 dl 8A 8A 8A 5BB Wallsplat 5B > d8 dl 8AA sp.C sp.A
    • Varies from 10-17K
    • Ragyo's most damaging combo.
    • Ragyo's only universal ToD.
    • With Valor 2 sp.C the combo will usually do 18.6K.
    • Does a maximum of 20K with Valor 2 sp.C and near perfect Pillar RNG.


Unburstable Combos

Comments in regarding Ragyo's Unburstable Combos by AthenaDiva:

  • This section will cover all of her unburstable combos including combos I have already listed in other sections.
  • While in a previous comment I did talk about Ragyo's ability to punish 5BB bursts with d2/8.C, this won't be talked about here as that is not a combo, it is a punish/reset.


  • 5A/8AA sp.C
    • 5A Variant: Varies from 2.1-2.6K
    • 8A Variant: Varies from 2.9-5.6K
    • This can be done from nearly any of her combos to bait bursts.
  • 5A/8AA sp.C sp.A
    • 5A Variant: Varies from 3.6-4.1K
    • 8A Variant: Varies from 4.4-7.1K
    • This can be done from nearly any of her combos to bait bursts.
  • 5A/8A 5BAC
    • 5A Variant: 1.5K (1520 Dmg)
    • 8A Variant: 2.0K (2040 Dmg)
    • sp.A can be used after 5BAC if delayed.
  • 5A/8A 5BAAC
    • 5A Variant: 1.9K (1970 Dmg)
    • 8A Variant: 2.4K (2490 Dmg)
    • Only is unburstable if Ragyo is far away enough from the opponent when 5BAAC lands.
    • sp.A can be used after 5BAAC if delayed.
  • 5AA sp.C
    • 2.4K (2400 Dmg)
  • CH Burst Fibers 5AC
    • 2.5K (2500 Dmg)
    • If 5AC gets aimed at a nearby wall, you can get a wallsplat and confirm sp.A.
    • Note trying to extend with this wallsplat will not work and will make any follow-ups drop.


Fiber Lost Confirms

Comments in regarding Ragyo's Fiber Lost by AthenaDiva:

  • If Ragyo manages to reach Valor Level 3 in a match, she can gain access to her Fiber Lost (which is an insta-kill super). It can confirm off of nearly anything she has that is not an aerial. Below will list which moves can be confirmed Ragyo's Fiber Lost.
  • Wallsplats can confirm Fiber Lost as well.


  • Close Range Attacks
    • 5A/6A/8A/d.A can all confirm into Fiber Lost.
      • All A Variants: ∞ (SEN-I-SOSHITSU)
  • Long Range Attacks
    • 5B/5BB/5BBB/j.d.BB/j.B/d.B can all confirm into Fiber Lost.
      • All B Variants: ∞ (SEN-I-SOSHITSU)
      • 5BB can only confirm if timed correctly, you must use Fiber Lost as soon as Ragyo lands.
      • 5BBB needs to wallsplat for it to confirm into Fiber Lost.
      • j.d.BB needs to wallsplat for it to confirm into Fiber Lost.
  • Break Attacks
    • d2/8.C/d4/6.C/j.C can all confirm into Fiber Lost.
      • All C Variants: ∞ (SEN-I-SOSHITSU)
      • d4/6.C needs to wallsplat for it to confirm into Fiber Lost.
      • j.C can only confirm into Fiber Lost if the opponent is pushed against the wall by one of the lasers.


Fiber Lost Combos

Comments in regarding Ragyo's Fiber Lost Combos by AthenaDiva:

  • Here will list all of the optimal combos that can confirm into Ragyo's Fiber Lost. These combos are seen as the most optimal to confirm the Fiber Lost with.
  • The amount of meter gained from these combos will be shown here.
    • The meter gain totals listed below are only for these specific combos as they do take into account the meter regeneration that Valor Level 3 provides and the SP Gauge started at 0.


  • 5A/8A 5B Fiber Lost
    • (5A Variant) Meter Gained: 0.50 Bars
    • (8A Variant) Meter Gained: 0.60 Bars
    • 5B can only confirm if timed correctly, you must use Fiber Lost as soon as Ragyo lands.
    • Both Variants: ∞ (SEN-I-SOSHITSU)
  • 5A/8A 5BB Wallsplat Fiber Lost
    • (5A Variant) Meter Gained: 1 Bar
    • (8A Variant) Meter Gained: 1.10 Bars
    • Both Variants: ∞ (SEN-I-SOSHITSU)
  • 8AAA 4/6A Ender dl Fiber Lost
    • Meter Gained: 1.80 Bars
    • ∞ (SEN-I-SOSHITSU)
  • 5A/8A 5BB Wallsplat 5B > d8 dl 8A Fiber Lost
    • (5A Variant) Meter Gained: 1.90 Bars
    • (8A Variant) Meter Gained: 1.90 Bars
    • Both Variants: ∞ (SEN-I-SOSHITSU)
  • Valor 1 Lasers d8 dl 8A Fiber Lost
    • Mock, Taunt, and Provoke all use the same starter (d8 8A)
    • Provoke's starter changes from d8 8A to just 8A on large stages such as Runway, Stadium, and Fiber Palace.
    • (Mock, Taunt, and Provoke Variant) Meter Gained: 0.80 Bars
    • (Provoke Large Stage Variant) Meter Gained: 0.40 Bars
    • Both Variants: ∞ (SEN-I-SOSHITSU)

Colors

Basic
Alternate
ARC Collab (Hades: Izanami)
DLC (Special)

Notable Players

Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.

Usual Color Handles/Links Region Status Notes
KLKIF Ragyo Color1.png
AthenaDiva
@Athena_Diva_
United States
United States
NY
Active Plays on Steam
Absolute j.C fanatic, j.C my beloved.
Example Play
KLKIF Ragyo Color3.png
AtomicOreo
@AtomicOreo
United States
United States
LA
Active Plays on PS/Steam
Lab monster, helped discover a lot of Ragyo's current tech, consistently places in Top 8 for offline tournaments such as EVO, has been playing Ragyo since before the game released.
Example Play
KLKIF Ragyo Color1.png
Datpoodlenoodle
@datpoodlenoodle
Australia
Australia
Active Plays on Steam/Switch
Average Ragyo mirror enjoyer.
Example Play
KLKIF Ragyo Color1.png
Josh
@josh12465
United Kingdom
United Kingdom
Active Plays on PS
Really REALLY hates Nonon.
Example Play
KLKIF Ragyo Color4.png
PuellaSins
@TwinTailTwist
United States
United States
NV
Retired Plays on PS/Steam
One of the first professional Ragyo players, has displayed amazing gameplay at local tournaments such as EVO, created her basics guide.
Example Play

External Links


General
Bloody Valor
Controls
FAQ
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Community
Esoterics
Characters
DTR
Gamagoori
Inumuta
Jakuzure
Mako
Nui
Ragyo
Ryuko
Ryuko Dual-Wield
Sanageyama
Satsuki
Satsuki Dual-Wield