KILL la KILL IF/Ragyo

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KLKIF Ragyo.png

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.

Character Information

Strengths Weaknesses
  • Has the largest normals in the game, her anti air going almost full screen
  • Extremely powerful zoning, ability to jail her opponents from full screen
  • Level 1 Valor allows her to punish and combo opponents after a successful counter hit burst or if she wins bloody valor as a defender, giving her situational yet solid defense options
  • Has extremely fast homing dash speed, allowing her to punish many opponents on reaction
  • Has many tracking moves that can punish careless opponents from full screen
  • Has a variety of tools such as j.C that allow her to set up unblockable situations for the opponent, allowing her to be a bully
  • Her Special A is a fullscreen teleport punch with invul on startup, allowing it to be an effective sniping tool and reversal
  • Her Special C is one of the best burst bait supers in the game, with extremely high counter hit damage
  • Slowest walk speed in the game
  • Has low meter gain (2nd lowest)
  • Doesn't benefit from Valor as much as other characters due to how situational her Level 1 Valor is
  • A lot of her moves cannot be cancelled like a lot of characters in the game
  • Has extreme difficulty opening up patient opponents
  • Very predictable gameplan due to how limited her kit is
  • Struggles heavily against aggressive rushdowns
  • Her projectiles give the opponent an immense amount of meter on block
  • Her Step Dash is a bit slow in terms of startup, leaving her vulnerable during the startup frames
  • Does not have many combo paths due to a lot of her moves not being cancelable
  • Her Special B is completely useless due to it doing very low damage, giving the opponent too much meter, being highly cost inefficient, giving the opponent near instant recovery, as well as not being able to extend her combos properly like it used to
  • Doesn't have many options out of Step Dash unlike most characters
  • All of her wallsplat routes are burstable


Gameplay Style: Zoning, Setplay, Jailer, Mix-Up
Ease of Use: Medium

Health: 12,500

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


Walkspeed Ranking: 17th

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

Gameplan

Ragyo is a zoner that specializes in capitalizing off the opponent's mistakes, using setplay in tandem with mix-ups to open up her opponents, and bombarding them from afar with her bullet hell styled zoning. With her arsenal of zoning tools, she can slowly chip away at the opponent's health and set up j.C to have very dominant stage control. Her damage output is phenomenal as well, being able to do massive damage off of a wallsplat and her sp.C. Ragyo's toolset however is a bit limited and can be restricting at first glance, but she does have room for some creativity in her playstyle, albeit a minimal amount. Ragyo can be played using a pure keepaway gameplan with her zoning, she can also be played aggressively with her gameplan using her large normals and set-play/mixups, or a mix of both; using her kit to be aggro while converting into zoning at the right times. Now, j.C, arguably is her most important tool, as it adds a whole new element to her zoning, mix-ups, and okizeme. This can come in the form of j.C okizeme which can be used off of a wallsplat or other methods to essentially turn the stage into the opponent's personal bullet hell. Using this can make her zoning/mix-ups unavoidable and can keep the opponent in a vortex of guessing to survive. With all of this together, you get a hard-hitting zoner with amazing tools to dominate neutral and her opponents.

However, Ragyo is far from perfect. She isn't particularly seen as strong for a reason, as it all boils down to many different factors. First of all her slow movement means your positioning must be taken with extreme caution since you have very little room for mistakes with her movement. This is because due to her low meter gain, one wrong misstep can cost you over half your HP being combo food for the opponent, thankfully she has high enough HP to somewhat let her tank high damage combos from some characters. However, her neutral as well is nothing to praise by any means, having very limited and slow tools in neutral on top of an already limited kit is very easy for opponents to take advantage of. Ragyo's zoning as well is very telegraphed and predictable so most of her kit can just be blocked and dodged with no real downside for the opponent and a lot of her mix-ups are very easy to react to, causing Ragyo's gameplan to crumble within seconds if j.C is not out to support her. Her reliance on j.C to be a threat is detrimental to her gameplan and can cause her to lose neutral very quickly if the game doesn't go her way. Ragyo's gameplan is also heavily impacted by the stage due to her needing a lot of space to achieve her advantage state, small stages such as Town can be borderline suicide for her while stages like Stadium or Fiber Palace can be godsend to her gameplan. Her MU Chart isn't great either, with many bad MUs plaguing her due to her inability to deal with a lot of the cast's tools such as SB Satsuki's 5B snipes, DW Ryuko's d.B, Most of Houka's entire kit, and more. Overall, these weaknesses heavily outweigh her strengths and solidify her place as a low tier, but with optimal play and skill, these weaknesses can be played around to a degree.

With all of this in mind, Ragyo's main gameplan will be to focus on attaining wallsplats or gaining distance to get j.C out as soon as possible on top of trying not to get hit so she doesn't become combo food for the opponent due to her low meter gain. With j.C out in neutral, she can be very aggressive and go for mix-ups, or go all out with her zoning to bombard the opponent and mix them up from a distance. However when j.C is not out, she will have to be very cautious as her slow movement speed and limited kit will prove fruitless if she gets careless, as this can cost her the round. To mitigate this somewhat, Ragyo can attempt to go for Valor 1, this will give her more defense options such as being able to combo after a CH Burst or winning Bloody Valor as the defender can be useful, albeit situational. So in conclusion, as long as Ragyo is careful, plays her cards right, and outplays the opponent with optimal play, she has a chance, even if it is a small one.

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 Startup On Hit On Block Counter Hit
5A 280 26 - - +300 Damage
  • Ragyo creates a wall of Life Fibers in front of her.
  • Deletes projectiles on contact.





5AA 300 - - - +300 Damage
  • Only available if 5A hits/was blocked.
  • Ragyo teleports towards the opponent and punches them.





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





5AAAA 300 - Knockdown N/A N/A
  • Only available if 5AAA hits.
  • An uppercut that launches the opponent.
  • Ragyo teleports into the air if 5AAAA wasn't canceled into anything.
  • Can perform aerials afterwards.



5AAAAA 360 - Knockdown N/A N/A
  • Only available if 5AAAA hits.
  • Spikes the opponent to the ground.





5AAAAAA (Ender) 300 - Sliding Knockdown N/A N/A
  • Only available if 5AAAAA hits.
  • Ragyo teleports to the ground and finishes the chain with a damaging blow.
4/6A (Ender)
KLKIF Ragyo 46AE.jpg
Fiber: Whiplash
Fiber: Whiplash
Damage Startup On Hit On Block Counter Hit
1220 - Knockdown N/A N/A
  • Only available if 5AAAAA hits.
  • A multi-hit Life Fiber attack with great meter build.
  • Can followup into sp.A afterwards.
2/8A (Ender)
KLKIF Ragyo 28AE.jpg
Fiber: Shear
Fiber: Shear
Damage Startup On Hit On Block Counter Hit
840 - Launch N/A N/A
  • Only available if 5AAAAA hits.
  • A Life Fiber wall that pops the opponent up to where Ragyo is in the air.
  • Can cancel into j.AA, j.BB, d.B, or j.BAAC.
4/6A
KLKIF Ragyo 46A.png
Fiber: Transect
Fiber: Transect
Damage Startup On Hit On Block Counter Hit
640 39 Launch - +600 Damage
  • Ragyo surrounds herself in a barrier of Life Fibers.
  • Damage/Hitstun Armor on startup.
2/8A
KLKIF Ragyo 28A.png
Fiber: Vertical Section
Fiber: Vertical Section
Damage Startup On Hit On Block Counter Hit
400 each 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 Startup On Hit On Block Counter Hit
640 23 Knockdown - +300 Damage
  • Ragyo jumps ahead and does an overhead swing that can wallsplat.
  • Can be done from either a vertical or horizontal Step Dash.
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 Startup On Hit On Block Counter Hit
j.A 240 23 Knockdown - +340 Damage
  • Ragyo throws out a wall of Life Fibers.
  • Deletes projectiles on contact.





j.AA 360 - Launch - +300 Damage
  • Only available if j.A hits/was blocked.
  • Followup swing.





j.AAA 240 - Knockdown N/A N/A
  • Only available if j.AA hits.
  • A Life Fiber finisher that sets up for d.B/j.BB oki.
sp.A
KLKIF Ragyo spA.png
Annihilate the Rebellion
Annihilate the Rebellion
Damage Startup On Hit On Block Counter Hit
2040 11 Knockdown - +2040 Damage
  • Ragyo fullscreen teleports towards the opponent, jabbing them.
  • On hit, Ragyo uppercuts them into a wave of Life Fibers dealing big 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 Startup On Hit On Block Counter Hit
5B 60 each 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 - Knockdown - +300 Damage
  • Five followup 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 - Knockdown Guard Crush +300 Damage
  • 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 Startup On Hit On Block Counter Hit
5BA 300 - 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 - Sliding Knockdown - +300 Damage
  • Followup 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
Damage Startup On Hit Guard Break Counter Hit
200 / 600 - Knockdown +600 Damage +600 Damage
  • Ragyo teleports behind the opponent and forms a Life Fiber wall (doesn't Guard Break).
  • She then creates a followup laser(does Guard Break).
5[B]
KLKIF Ragyo 5B 2.png
Fiber Bullet: Homing
Fiber Bullet: Homing
Damage Startup On Hit On Block Counter Hit
300 / 80 each 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.
  • The Life Fiber ball is destroyed if Ragyo is hit.
  • Dash cancelable while charging.
d.B
KLKIF Ragyo dB.png
Fiber Bullet: Moth to Flame
Fiber Bullet: Moth to Flame
Damage Startup On Hit On Block Counter Hit
1380 / 100 each 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 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.
j.B
KLKIF Ragyo jB.png
Fiber Bullet: Obscurity
Fiber Bullet: Obscurity
KLKIF Ragyo jBB.png
Fiber Bullet: Constrict
Fiber Bullet: Constrict
Version Damage Startup On Hit On Block Counter Hit
j.B 60 each 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.



j.BB 340 - Launch - -
  • Ragyo fires three projectiles, one to the left, right, and in front of her.
  • On contact with the ground, they form into a wall of Life Fibers that are active for 7 seconds.
  • If the opponent makes contact with the wall, they will be stunned for 1.5 seconds.
j.BA
KLKIF Ragyo jBA.png
Fiber Bullet: Tacking
Fiber Bullet: Tacking
KLKIF Ragyo jBAA.png
Fiber Bullet: Tacking
Fiber Bullet: Tacking
Damage Startup On Hit On Block Counter Hit
300 - Crumple - +300 Damage
  • Aerial version of 5BA.
  • Can cancel into d.B.






Damage Startup On Hit On Block Counter Hit
340 - Crumple - +300 Damage
  • Aerial version of 5BAA.
  • Can cancel into d.B
j.BAC
KLKIF Ragyo jBAC.png
Authority: Crucifixion
Authority: Crucifixion
Damage Startup On Hit Guard Break Counter Hit
600 - Knockdown +600 Damage +600 Damage
  • Ragyo creates a pillar that blasts upwards.
  • Can perform aerials afterwards.
j.BAAC
KLKIF Ragyo jBAAC.png
Authority: Crucifixion
Authority: Crucifixion
Damage Startup On Hit Guard Break Counter Hit
200 / 600 - Knockdown +600 Damage +600 Damage
  • Aerial version of 5BAAC.
  • The laser is replaced with a pillar.
j.BAACC
KLKIF Ragyo jBAACC.png
Damage Startup On Hit Guard Break Counter Hit
1800 - Knockdown +1200 Damage +1200 Damage
  • Ragyo teleports to the opponent and starts winding up.
  • Guard Break/Hitstun Armor on startup.
  • She steps forward and performs a guard breaking uppercut that creates a pillar.
  • Afterwards Ragyo teleports backwards.
  • Dash cancelable during the startup.
j.[B]
KLKIF Ragyo jB 2.png
Fiber Bullet: Pour
Fiber Bullet: Pour
Damage Startup On Hit On Block Counter Hit
300 / 80 each 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.
  • Dash cancelable while charging.
sp.B
KLKIF Ragyo spB.png
Fiber Bullet: Bind
Fiber Bullet: Bind
Damage Startup On Hit On Block Counter Hit
560 - 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 Startup On Hit Guard Break Counter Hit
2500 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 Startup On Hit Guard Break Counter Hit
1640 - Knockdown +600 Damage +600 Damage
  • From an immediate back/forward dash, Ragyo fullscreen teleports behind the opponent.
  • Afterwards, she fires four pillars in a straight line.
  • If delayed, Ragyo doesn't teleport and fires the four pillars from where she stands.
    • 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 have access to more damaging combos.
d4/6.C
KLKIF Ragyo dCH.png
Authority: Jetstream
Authority: Jetstream
Damage Startup On Hit Guard Break Counter Hit
600 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 j.BAACC.
j.d2/8.C
KLKIF Ragyo jdCV.png
Authority: Jetstream
Authority: Jetstream
Damage Startup On Hit Guard Break Counter Hit
600 - Knockdown +600 Damage +600 Damage
  • From a back/forward air dash, Ragyo fires a single explosive pillar.
  • Can perform aerials afterwards.
  • Can cancel into j.BAACC.
j.C
KLKIF Ragyo jC.png
KLKIF Ragyo jC2.png
Authority: Enclose
Authority: Enclose
Damage Startup On Hit Guard Break Counter Hit
1480 150 Knockdown +600 Damage +600 Damage
  • After a delay, Ragyo spawns three grounded level lasers.
  • The first is fired from the middle, the second comes from her right, and the third is from her left.
  • The interval in-between each laser is 4 seconds.
  • 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.
  • 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
Authoritarian Overflow
Authoritarian Overflow
Version Damage Startup On Hit Guard Break Counter Hit
Normal 160 / 400 each - Knockdown +640 Damage +640 Damage
Valor Level 2 160 / 400 each / 560 - 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.)
    • This can be used to bonk the opponent into more pillars for additional damage.
  • The layout of the pillars is RNG based.
  • At Valor Level 2, the wave count increases to 5, 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.
    • Ragyo's sp.A can be confirmed off of this variation of sp.C, albeit with different timing.
  • Guard Break/Hitstun Armor on startup.
    • Threshold is 1000 damage before it wears off.
      • 2500 damage at Valor Level 2.

General Moves

Homing Dash
KLKIF Ragyo Homing Dash.png
Damage Startup On Hit On Block Counter Hit
50 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 Startup On Hit On Block Counter Hit
50 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 Startup On Hit On Block Counter Hit
1500 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 Startup On Hit On Block Counter Hit
10 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.
  • At Valor Level 1, Ragyo automatically casts Fibers on the opponent after her Counter Burst hits.
FIBER LOST SECRET ARTS
KLKIF Ragyo Fiber Lost.png
KLKIF Ragyo Fiber Lost2.png
Multicolored Cruelty
Multicolored Cruelty
Damage Startup On Hit On Block Counter Hit
SEN-I-SOSHITSU 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.d.B/j.d.BB
    • d.B
    • j.BB
    • 5[B]
    • j.[B]
    • j.C

Combos

Comment on Ragyo's 8A by AthenaDiva:

  • 8A's damage in certain 8A combos can lower or raise in damage depending on stage, Ragyo's position in relation to the wall, and spacing.
  • The closer you are to the wall/the more clumped up the fibers of 8A are, the more damage it will do.
    • This goes for a maximum of 5 hits that deal a total of 2000 damage.
  • This applies to nearly all of Ragyo's 8A combos.
  • 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.


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 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 wallsplat combo for having the least burst points possible, 1 during 5BB and 1 during 8AA
    • Can confirm sp.A from sp.C if you have have enough meter
  • 5AAAAA/8AAA 8AA 5C 5AAA
    • 5A Variant: 5.3K (5360 Dmg)
    • 8A Variant: 4.9K (4960 Dmg)
    • Ragyo's standard long combo route
    • Can setup j.BB afterwards
    • Can confirm sp.C after 5AAAA, 8AA, or at any point during the aerial sections of the combo
    • Can confirm sp.A after 5C or sp.C if it is used
  • 8AAA 4/6A
    • 2.6K (2680 Dmg)
    • Gives a good amount of meter, 1.25 bars
    • Can confirm sp.A from the 4/6A ender if delayed


Valor Combos

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


Valor 1 CH Burst Combos

Comments on Valor 1 CH Burst by AthenaDiva:

  • Ragyo's Valor 1 allows her to combo opponents after a successful CH Burst via her automatically hitting the opponent with fibers after a CH Burst, however to get the most optimal combos possible there are certain requirements due to how the Valor 1 CH Burst Fibers work. With the exception of CH Burst Fibers 5A 5C, CH Burst Fibers 5C, and any d.B setup. All of these combos require Ragyo to be as close to the ground as possible when she initiates the Valor 1 CH Burst. When the CH Burst Fibers hit the opponent, you must wait until you regain full control of Ragyo on the ground before casting 8A. The timing for this is tight, but it does have some slight variance depending on how high you are from the ground. Be careful to not mistime it as you could get an accidental 5BAA out of it. There is a maximum height limit for how high Ragyo can go before it becomes impossible to reach the ground in time to do 8A, so always be weary and cautious of your position before attempting a CH Burst combo.
  • Any combo using sp.C here can still confirm into sp.A.


  • CH Burst Fibers dl 8A 5BB j.C
    • 3.5K (3500 Dmg)
  • CH Burst Fibers dl 8A 5BB Wallsplat 5B d8 dl 8AA sp.C
    • Varies from 6.9-8K
  • CH Burst Fibers dl 8A 5BB Wallsplat 5B d8 dl 8AAAA sp.C
    • Varies from 7.1-8.5K
  • CH Burst Fibers dl 8AAAAA 5C sp.C
    • Varies 6.7-8.2K
  • CH Burst Fibers dl 8AA sp.C
    • Varies from 5.4-6.9K
  • CH Burst Fibers dl 8A5BAC dl sp.A
    • 5.1K (5160 Dmg)


Valor 1 Defender Lasers

Comments on Valor 1 Defender Lasers by AthenaDiva:

  • Ragyo's Valor 1 also allows her to combo opponents after a successful victory from Bloody Valor as the defender. This comes in the form of 2 massive lasers being summoned on Ragyo's left and right sides before firing on the opponent, these lasers together do 800 damage. Ragyo can use these lasers to combo her opponent, however which option she won Bloody Valor with will decide which starter she must do. Depending on which valor option Ragyo wins Bloody Valor with as the defender, it will make her do a different attack with each one varying in knockback and appearance, this can be used to discern which starter to use instead of just using the text.
  • Below will list the ideal starters of each of the 3 Valor options, their animations, their knockback distances, etc.


Mock

Ragyo's Mock Lasers













  • If Ragyo wins with Mock, Ragyo will attack with her uppercut animation.
  • Mock will cause the least amount of knockback out of the 3 Bloody Valor options.
  • Mock's Lasers can be used to start a combo with d8 8A.
    • The ideal starter does not change depending on the stage due the short knockback.


Taunt

Ragyo's Taunt Lasers













  • If Ragyo wins with Taunt, Ragyo will attack with her j.d2/8.C animation.
  • Taunt will cause an amount of knockback that is inbetween Mock and Provoke's launch distances.
  • Taunt's Lasers can be used to start a combo with d8 8A.
    • The ideal starter does not change depending on the stage due the moderate knockback.


Provoke

Ragyo's Provoke Lasers













  • If Ragyo wins with Provoke, Ragyo will attack with her 5BBB animation.
  • Provoke will cause the most amount of knockback out of the 3 Bloody Valor options.
  • Provoke's Lasers can be used to start a combo with d8 8A, however large maps will force Ragyo to use a different starter as listed below.
    • On small stages such as Naturals, Town, and Polling Grounds, d8 8A is the ideal starter.
    • On large stages such as Runway, Stadium, and Fiber Palace, 8A 5BB is the ideal starter as the knockback will be too great for you to d8 8A in time, so the optimal route is to do 8A without d8. 8A will miss intentionally because doing 5BB afterwards will continue the combo as if Ragyo landed 8A due to the hitstun the Valor 1 Defender Lasers give and 5BB will hit the opponent.


Valor 1 Defender Laser Combos

Comments on Valor 1 Defender Laser Combos by AthenaDiva:

  • Below will list the most optimal combos to convert off of these Lasers.
  • Due to how Valor resets positions to round start, wallsplat combos are only possible on smaller maps such as Town, Naturals, and Polling Grounds.
  • Any combos utilizing Provoke cannot have 5A or d8 5A as a starter.
  • Any combo using 4/6A or sp.C here can still confirm into sp.A.
  • Make sure to wait until Ragyo finishes her d8 before doing 8A as you might accidentally do d.A which will whiff.


  • Valor 1 Lasers d8 dl 8A 5BB j.C
    • 2.7K (2700 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 8AAAA sp.C
    • Varies from 8-8.9K
  • Valor 1 Lasers d8 dl 8A 5BB Wallsplat 5B d8 dl 8AAA 4/6A 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 8AAA 4/6A
    • 4.2K (4280 Dmg)
  • Valor 1 Lasers d8 dl 8AA sp.C
    • Varies from 4.7-6.0K


Zoning/Setup/Okizeme Combos

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 no direct answer to stop the opponent from bursting it, but there is one option to try and 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 recovery very quickly and you won't be able to get j.C out. Using this to wallsplat is more difficult due to the worse angle it launches the opponent at when compared to 5BB. Note to wait for Ragyo to land after 5BC before doing j.C, or else you might accidentally do j.BAACC.


  • 5A/8A 5BB j.C
    • 5A Variant: 1.3K (1380 Dmg)
    • 8A Variant: 1.9K (1900 Dmg)
  • 5AAAA/8AA 5BB j.C
    • 5AAAA Variant: 2.3K (2320 Dmg)
    • 8AA Variant: 2.2K (2200 Dmg)
  • 6AA 5BB j.C
    • 2K (2040 Dmg)
  • 5BA 5C (wait for Ragyo to land) j.C
    • 1K (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.AA 5C j.AAA
    • 2.2K (2220 Dmg)
    • This combo allows for either j.BB or d.B to be set up afterwards
  • 5BAAC
    • 1.7K (1740 Dmg)
  • 5BBB
    • 1.5K (1520 Dmg)
  • 5B 5C 5BA 5C
    • 2K (2060 Dmg)
    • Only works at Long Range
  • j.B j.d.BB j.C
    • 1.3K (1340 Dmg)
  • j.B j.d.BAC
    • 1.5K (1540 Dmg)
  • 5[B] d8 dl 8A 8A 8A 5BB Wallsplat j.C
    • 6K (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
    • 2K (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.


High Damage Combos

Comments in regarding Ragyo's sp.C by AthenaDiva:

  • Depending on the stage, Ragyo's position in relation to the wall, the opponent's character, and Pillar RNG, damage from these combos can vary greatly.
  • If the Valor 2 version of sp.C is used with these combos, note that any sp.C combos that confirm into sp.A will now require different timing that is much tighter than the window to confirm sp.A off of sp.C normally is. Valor 2 sp.C also grants the benefit of Ragyo no longer needing to bounce the opponent on herself due to the additional damage given at the end by Valor 2 sp.C launching the opponent into the air at just the right angle for sp.A to be confirmed.
  • The optimal timing for sp.A after Valor 2 sp.C is right when the opponent's character falls onto the ground and "sinks" into it.


  • 5AAAAA/8AAA 8AA 5C 5AA 5C
    • 5A Variant: 5.1K (5120 Dmg)
    • 8A Variant: 4.7K (4720 Dmg)
  • 5AAAAA/8AAA 8AA 5C 5AA 5B
    • 5A Variant: 4.4K (4420 Dmg)
    • 8A Variant: 4.8K (4820 Dmg)
  • 5AAAA/8AA 5BB Wallsplat 5B d8 dl 8AAAA 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 8AAAA sp.C (bounce on Ragyo's head for atleast the final blast) sp.A
    • 5A Variant: Varies from 7.1-8.2K
    • 8A Variant: Varies from 9.1-9.8K
  • 5AAAAA/8AAA 8AA 5C 5A sp.C
    • 5A Variant: Varies from 6.6-7.1K
    • 8A Variant: Varies from 6.9-7.9K
  • 5AAAAA/8AAA 8AA 5C 5A sp.C (bounce on Ragyo's head for atleast the final blast) 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 dl sp.A
    • 5A Variant: 5.2K (5280 Dmg)
    • 8A Variant: 5.3K (5340 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 8AAAA sp.C
    • Varies from 9.8-10K
  • 5[B] d8 dl 8A 8A 8AAAA sp.C (bounce on Ragyo's head for atleast the final blast) sp.A
    • Varies from 10.7-13.3K
  • 5[B] d8 dl 8A 8A 8A 5BB Wallsplat 5B d8 dl 8AA sp.C (bounce on Ragyo's head for atleast the final blast) sp.A
    • Varies from 11-17K
    • Ragyo's most damaging combo
    • Ragyo's only universal ToD
    • Does a maximum of 18.6K with Valor 2 sp.C


Unburstable Combos

Comments in regarding Ragyo's 5A/8A 5BB and 8AA by AthenaDiva:

  • From the comment I said earlier about the opponent being able to burst the last hit of Ragyo's main wallsplat route, 5A/8A 5BB, alongside being able to semi-compensate for this from what I said above with her 5A/8A 5B 5C route. This does not work with most high damage 5A/8A 5BB combos as it cannot be compensated unlike the j.C routes.
  • sp.C burst punishes are the only unburstable option she has at her disposal currently.
  • 8AA can be bursted if the opponent times their burst correctly, so again, sp.C burst punishes are the only unburstable option she has.


  • 5A/8AA sp.C
    • 5A Variant: Varies from 2.1-2.6K
    • 8A Variant: Varies from 2.9-5.6K
    • 8AA Can be bursted if timed correctly
  • 5A/8AA sp.C (bounce on Ragyo's head for atleast the final blast) sp.A
    • 5A Variant: Varies from 3.6-4.1K
    • 8A Variant: Varies from 4.4-7.1K
    • 8AA Can be bursted if timed correctly


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 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

Name Color Location Platform Contact Status Notes Example Play
PuellaSins enter USA PS/Steam @ArchMinaria Inactive - Link
AthenaDiva enter NY, USA Steam @Athena_Diva_ Active Absolute j.C fanatic, helped standardize a lot of Ragyo's current tech, consistently places in Top 3 for Steam tournaments. Converts off of almost every hit with wallsplat combos, j.C oki, 5[B] setups, you name it. Link
AtomicOreo enter LA, USA PS/Steam @AtomicOreo Active 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. Link

NOTE: These tables can be subject to change in the future/Links are currently only in testing right now.

External Links


General
Bloody Valor
Controls
FAQ
Mechanics
Patch Notes
Stages
Characters
DTR
Gamagoori
Inumuta
Jakuzure
Mako
Nui
Ragyo
Ryuko
Ryuko Dual-Wield
Sanageyama
Satsuki
Satsuki Dual-Wield