BBCF/Ragna the Bloodedge

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Ragna the Bloodedge
BBCF Ragna Portrait.png

Health: 10,000
Combo Rate: 60%
Prejump: 4
Backdash Time 22 / Invul: 1-5
Movement Options

Double Jump, 1 Airdash, Dash type: Run

Offensive, Footsies


The main character of the series. Him and his siblings, Jin and Saya lived peacefully being cared for by their guardian at a Church within the forest. One day, the man known as Yuuki Terumi would arrive and burn down the church and sever Ragna's right arm, kidnapping his sister in the process. Ragna is saved by Rachel Alucard when she gives him the Azure Grimoire (aka, the titular "BlazBlue") and it replaces the arm that had been sliced off. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.

Drive: Soul Eater[edit]

Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where different percentages are applied to different Soul Eater moves depending on where it was in the combo. More specifically, the lifesteal increases depending on how many Soul Eater hits landed on the opponent before using the move. 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
  • 11th Soul Eater hit = 150% lifesteal

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

Overdrive: Blood Kain IDEA[edit]

Ragna's Overdrive augments all of his Soul Eater moves. Not only do all of his Soul Eater moves have higher damage and steal more life from the opponent, but some also have different move properties and different hitboxes.


Strengths Weaknesses
  • Able to drain opponent's life and replace as own
  • Great footsies that can be hit confirmed easily
  • Becomes very versatile with 50% Heat
  • Consistent mid-high combo damage
  • Decent Heat Gain off most combos
  • Easy to pick up, easy to play character
  • Few safe and reliable mix-up options make most offensive approaches easy to read
  • High risk, moderate reward
  • Many defensive options are unsafe
  • Very weak character without 50% Heat, heavily relies on meter
  • Struggles against zoning gameplay, even with movement options
  • Highly encourages uncommon tactics to play well (may not be a con if you have the right mindset)

Normal Moves[edit]

BBCS Ragna 5A.png
Although the start-up is fast, 5A only sees somewhat occasional use
Damage Guard Startup Active Recovery Frame Adv Attribute
300 all 5 3 9 0 B
  • Staple standing jab
  • Whiffs on all characters' crouching hitboxes

Because of the fact that 5A whiffs on every character's crouching hitbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame start-up and high hitbox.

Combos from 5A are generally weaker than combos from 6A, but out of the two, 5A is safer for two reasons: its quick recovery makes it hard to punish (compared to 6A's 18 frame recovery), and it's cancelable into other normals, making it a safer option (compared to 6A only being special cancelable).

BBCS Ragna 5B.png
Fast and powerful, but leaves you open for counter-attacks
Damage Guard Startup Active Recovery Frame Adv Attribute
660 Mid 8 8 16 -7 B
  • Ragna's standard and most used poke
  • Large amount of priority due to its range, hitbox, and start-up
  • Longer hitbox on last three active frames
  • Able to late chain

This move is often the start of Ragna's pressure, but it is safer to use when used as a footsie. However, 5B alone often does not merit a lot of damage when used as a footsie, and requires other resources to maximize the reward off a maximum distance hit.

5B can be used as an anti-air due to its speed, hitbox, and property of being air unblockable. As a starter, the move also leads into respectable damage. However, 5B's attack hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be to check the opponent's aerial approach. If the opponent seems to jump forward without dashing a lot, 5B is a good check. Keep in mind that because Ragna's attack hitbox overlaps his character hitbox, a trade or even a counter will likely happen.

At max range, 5B can be hit confirmed into Overdrive. With the proper combo route, the ensuing OD combo can result in over 4000 damage that provides a respectable amount of corner carry as well.

BBCS Ragna 5C.png
The slower, but longer alternative to 5B
Damage Guard Startup Active Recovery Frame Adv Attribute
900 Mid 12 4 20 -5 B
  • Ragna's longest poke
  • Can late chain
  • Useful as combo fodder
  • Can be followed up with 6C on crouching or Counter Hit and 6D on Counter Hit

When used at maximum range, 5C is extremely hard to punish, even with Instant Block. 5C's attack hitbox does not overlap with Ragna's character hitbox at all, compared to 5B which does, making it a better footsie when used at maximum range.

In some ways, 5B is better than 5C, and in other ways, 5C is better than 5B. 5B is quicker and has plenty of Revolver Action options, but its long recovery provides more risk. 5C is slower and has limited Revolver Action options, but is harder to punish even on whiff. Deciding between the two in various situations will require an understanding of the opponent's available options.

5C is Ragna's 2nd highest damage starter, only slightly behind 5D(1) with its P2 94. Moreover, 5C seems to have a smaller hitbox, making 5C harder to connect on airborne opponents, although including slight delays into 5C may help when using in combos.

BBCS Ragna 2A.png
The ±0 frame advantage makes 2A a useful pressure tool
Damage Guard Startup Active Recovery Frame Adv Attribute
300 all 7 2 10 0 F
  • Staple crouching jab
  • Throw cancelable

The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being 2A > 2C.

The key feature to the pressure ability of 2A is its ability to slightly late chain into itself and other moves. The late chain into itself allows less predictable block strings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups.

BBCS Ragna 2B.png
Fast low, and can also be used as a footsie
Damage Guard Startup Active Recovery Frame Adv Attribute
550 Low 9 2 15 -3 F
  • Staple crouching low
  • Can late chain, although time window is smaller

In terms of pressure, 2B is not quite as effective as 2A, but it is one of the most useful tools in mix-up. However, chains into and from 2B tend to have gaps where the opponent can reversal, so be wary of how often you're using it.

A common chain that serves as not only a safe option to go to, but also a good way to hit confirm into a combo when 2B lands is 2B > 5B. If canceled on the earliest frame possible, this Revolver Action actually has no gaps for the opponent to exploit, even when 2B is instant blocked.

BBCS Ragna 2C.png
Ragna's only normal that is plus on block
Damage Guard Startup Active Recovery Frame Adv Attribute
800 Mid 12 3 13 +1 F
  • Powerful and convenient punish due to its relatively quick start-up and high combo ratings
  • Safe on block, but lacks completely safe Revolver Action options

The +1 frame advantage makes 2C a very popular move for Ragna players, and for good reason too. In a pressure game that is severely limited by multiple unsafe moves, 2C is one of the only moves in Ragna's moveset that is positive. If used properly, you can utilize effective guessing games with the opponent and keep them alert.

BBCS Ragna 6A.png
Staple but reliable anti-air
Damage Guard Startup Active Recovery Frame Adv Attribute
700 Mid 12 4 24 -11 B
  • Launches opponent into the air
  • Higher hitbox during later active frames
  • Head invincible on frames 4-13

The slow start-up of this move makes it easily disrespectable to many moves that change the opponent's aerial momentum. Moreover, because this move only gatlings into D moves and specials, this should only be reserved for hard reads on aerial approaches. Note that even the gatling into 5D can be unsafe, as the opponent can backdash the second hit of 5D at proper ranges, which will result in being whiff punished. Just like with knowing when to use 5B and 5C, knowing when to use 5A over 6A (and sometimes not using it at all) really depends on the situation and the nuances of the matchup. Be sure to study the matchup when deciding on using 6A.

Using 6A in combos is the most stable way of getting damage on standing characters. However, 6A has very poor horizontal range, so the move must be used in situations where you know it will hit.

BBCS Ragna 6B.png
Decent overhead, but great for combos
Damage Guard Startup Active Recovery Frame Adv Attribute
800 High 24 4 19 -6 B
  • Cannot emergency tech on aerial hit
  • Forces crouching state on hit
  • Bonus 110% proration

Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, with 6B lacking any chains to C moves, 6B lacks a completely safe block string. Because of this limitation, almost every Revolver Action option after 6B is either unsafe (e.g. 6A, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). 6B > 5D is the hardest gatling option to punish, as it only punishable on IB.

Using 6B within a block string is not as effective as using 6B as a shock tactic move, due to its limited gatlings. Use 6B in obscure places that you believe the opponent will not expect an overhead.

BBCS Ragna 6C.png
Staple launcher off crouching opponents
Damage Guard Startup Active Recovery Frame Adv Attribute
700*2 Low, Mid 20 2(4)2 33 -16 F, B
  • Second hit launches opponent into the air
  • Second hit slightly pulls opponent in on hit

The main purpose of this move is to maximize damage on crouching opponents. Its mixup potential is not very high due to none of its gatlings or cancels being lows, but due to its jump cancel, it is not unsafe.

BBCS Ragna 3C.png
Staple trip move, but allows the use of Not Over Yet
Damage Guard Startup Active Recovery Frame Adv Attribute
900 Low 12 3 27 -11 F
  • Enables use of Not Over Yet

3C proves to be a very strong tool for corner okizeme. However, the limitations of the new combo routes hamper the oki's versatility; specifically, 3C okizeme cannot be performed after every corner combo. The few cases where 3C okizeme can be performed are after Dead Spike > Dash Cancel, Nightmare Edge, and instant air Blood Scythe at maximum height. However, the latter two options cut combo potential very early, and as a result, you miss out on both damage and heat. Fortunately, if Dead Spike was used very late in a combo, 3C serves as a very viable okizeme option, compared to Hell's Fang and D Inferno Divider, both of which give very little damage, heat, and worse okizeme than 3C.

As for the options after 3C okizeme, here are a few:

  • Aerial overhead → air dash j.B > j.C or j.C > j.D
  • Landing low → land 2B/3C/6C
  • Landing throw → land forward/back throw
  • Safe jump setup → falling j.B
  • Landing overhead → land 6B/Gauntlet Hades

Of course, you are free to experiment and find your own mix-ups.

BBCS Ragna jA.png
Simple aerial jab
Damage Guard Startup Active Recovery Frame Adv Attribute
300 High/Air 7 3 9 - H

A simple aerial jab. The fact that this move can be repeated indefinitely until you land allows it to be a good check on characters who like to be in the air a lot, such as Taokaka. The hitbox isn't bad, but it will not beat out moves in every situation.

BBCS Ragna jB.png
Aerial crossup move; it's even got a new sprite
Damage Guard Startup Active Recovery Frame Adv Attribute
600 High/Air 10 9 12 - H

The hitbox behind Ragna's foot serves as a great cross-up tool. Moreover, there are a high number of active frames, making it a good safe jump move as well. Against certain aerial approaches, j.B can also be used; at worst, j.B will trade.

BBCS Ragna jC.png
Main aerial approach, due to the huge hitbox and high damage
Damage Guard Startup Active Recovery Frame Adv Attribute
900 High/Air 12 4 26 - H

This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. j.C is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's 5A). Against most matchups, you will most likely stay grounded for the majority of the match, but in the few cases where you're in the air, j.C will serve as your main weapon in aerial battles.

Drive Moves[edit]

BBCS Ragna 5D.png
Valuable in combos, not so much elsewhere
Damage Guard Startup Active Recovery Frame Adv Attribute
500, 600
[500, 660]
Mid, All 15 5(12)3 29 -11 B
  • Lifesteal: 100
  • Fatal Counter

A very important combo staple move. 5D is used in almost literally every combo in Ragna's arsenal, but outside of this, 5D doesn't see much other use. The move is somewhat safe compared to past iterations since the move has high pushback, so if used either at the end of a gatling or at certain spacings, you should be able to block most punishes, despite its poor frame advantage.

  • Lifesteal: 150
  • Fatal Counter
  • Dash cancelable during Overdrive
  • Frame advantage after earliest Dash Cancel: -2

Overdrive version will cause a ground bounce and a hard knockdown, and also enables Dash Cancels. Keep in mind that the two hits will not combo in heavily prorated combo routes.

BBCS Ragna 2D.png
Safe move when spaced properly, and is special cancelable now
Damage Guard Startup Active Recovery Frame Adv Attribute
800 [880] Low 17 2 23 -4 F
  • Lifesteal: 100
  • Enables use of Not Over Yet

As a footsie, 2D's range is second only to 5C, but its practicality only applies to certain situations. The hurtbox does not extend past the hitbox, so against Distortion Drives that have long active frames, you can use 2D for a free, decent combo. The move is also very safe when spaced correctly, so it acts as a good gatling finisher. Chaining into this move from a Level 4 normal or less will leave a gap on regular block, so be careful when going into this move at close range.

In combos, 2D is very useful thanks to its hard knockdown on hit. At close range mid-screen or at any range in the corner, it's possible to combo 2D into Dead Spike and into a full combo.

  • Lifesteal: 150
  • Enables use of Not Over Yet
  • Dash cancelable during Overdrive
  • Frame advantage after earliest Dash Cancel: -2

Unlike the normal version of 2D, 2D in Overdrive now has a Dash Cancel as well. This allows for very flexible combo potential everywhere on the stage. Elsewhere, it's roughly the same move with the Dash Cancel option.

BBCS Ragna 6D.png
Great mix-up potential, but has slow start-up
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 [1100] Mid 21 3 30 -12 H
  • Lifesteal: 100
  • Foot invincible on frames 4-20
  • Only cancelable to j.D
  • Bonus 110% proration
  • Fatal Counter

Despite only being cancelable to j.D, 6D serves as one of Ragna's more ambiguous mix-up options. The special characteristics of j.D allow for a couple of mindgames, notably its incredibly short landing recovery. Overheads, lows, and throws can be performed from 6D, but it's sometimes tricky to be able to pull it off consistently.

The overhead is from j.D. There is absolutely no gap between 6D and j.D, no matter how late you perform j.D (unless you land before j.D comes out), so if you are close enough when 6D lands, the overhead is almost guaranteed. The only time j.D can whiff is when 6D hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if j.D does not hit, due to the frame advantage. The low is performed slightly differently. To perform the low, use j.D just before landing, then input 2B. Be wary that because 2B has a 9 frame start-up, many characters' fastest moves are able to beat you out. Your best bet for landing 2B in this situation is to condition the opponent to block high after 6D (using j.D), and then surprising them with 2B. Performing the throw is similar to performing the low, but it is riskier. To perform the throw, use j.D just before landing, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw (B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.

Separately, 6D also has foot invulnerability from frame 4 up until the last frame before becoming active. As a result, this move can be used against players who tend to use lows. Almost every unsafe low can be punished with a correctly timed 6D.

  • Lifesteal: 150
  • Foot invincible on frames 4-20
  • Only cancelable to j.D
  • Bonus 110% proration
  • Fatal Counter

Outside of combos, 6D in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal 6D, and has more untechable time.

BBCS Ragna jD.png
Trades damage for lifesteal
Damage Guard Startup Active Recovery Frame Adv Attribute
740 [814] High/Air 13 4 20 - H
  • Lifesteal: 100

j.D is one of Ragna's go-to air combo parts, as the high hitstun allows for larger combo versatility at later times in a combo. The move's lifesteal also makes it useful to gain a bit of life and increase the Soul Eater rate.

  • Lifesteal: 150

Not really different from the regular version except slightly more damage and more hitstun. You can cancel into Blood Scythe even late in the combo with this move.

Universal Mechanics[edit]

Forward Throw[edit]
Forward Throw
5B+C or 6B+C
BBCS Ragna FThrow.png
"This will sting!"
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 Throw(70) 7 3 23 - T
  • 100% minimum damage: 1500

Keep in mind that throws do not have huge hitboxes, so you will have to be considerably close to the opponent in order to land the throw. For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.

Back Throw[edit]
Back Throw
BBCS Ragna BThrow.png
Here comes the combo
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 Throw(70) 7 3 23 - T
  • 100% minimum damage: 1500

Keep in mind that throws do not have huge hitboxes, so you will have to be considerably close to the opponent in order to land the throw. For combo routes, use dash 5B > 5C > 5D(1) > Gauntlet Hades mid-screen, Blood Scythe in the corner.

Air Throw[edit]
Air Throw
BBCS Ragna AThrow.png
Pretty much his only mandatory throw
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1500 Throw(90) 7 3 23 - T
  • 100% minimum damage: 1500

This is Ragna's main move to keep opponents grounded. In order to condition the opponent to stop jumping out of Ragna's comfort zone, you will sometimes need to hard punish the opponent, and the best way to do that is to air throw. For combo routes, use 5B or 5C mid-screen, Aerial Blood Scythe in the corner.

Counter Assault[edit]
Counter Assault
6A+B during blockstun
BBCS Ragna 5B.png
Same animation as 5B, with the same hitbox
Damage Guard Startup Active Recovery Frame Adv Attribute
0 all 13 3 32 -18 B
  • 180F Heat Gauge Cooldown

One of the better Counter Assaults in the game due to using 5B's animation and hitbox. However, be careful that if the opponent is too close to you, the hitbox may whiff, leaving you open for any sort of punish.

Crush Trigger[edit]
Crush Trigger
BBCP Ragna CrushTrigger.png
A Crush Trigger that is as basic as you can get
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Uncharged 1000 Guard Break 32/Barrier 20 1 25 0 B
Charged 1000 Guard Break 60/Barrier 30~60 1 25 0 B
  • A standard Crush Trigger with no special effects. Guard breaks if blocked, drains Barrier if barrier blocked.
  • Can be charged to throw off the opponent's timing, but charging does nothing on hit.
  • Hard knockdown on air hit. Staggers on standing hit.

Ragna's Crush Trigger has relatively mediocre range, and while the uncharged version can combo from 5D(1) and 2D to little effect, the charged version can combo from CH 2C, 6C and air hit 5D most of the time, as well as FC 5D or 6D. Using this move when the opponent is higher in the air will result in longer untechable, allowing connection to slower moves such as 6C.


Hell's Fang[edit]
Hell's Fang
BBCS Ragna HellsFang.png
Leads into very damaging combos with Rapid Cancel
Damage Guard Startup Active Recovery Frame Adv Attribute
900 all 15 13 26 -4 B
  • Used to approach opponents
  • Combo ender

Hell's Fang is one of Ragna's methods of approaching opponents. The move travels very fast, so it can be used to quickly close the distance between characters who like to stay away. Keep in mind that this is punishable on IB, so usage outside of combos should be limited.

Additional Attack (Hell's Fang)[edit]
Additional Attack (Hell's Fang)
214D after Hell's Fang
BBCS Ragna HellsFangFollowup.png
Typical combo ender for pushing your opponent towards the corner and for good corner okizeme
Damage Guard Startup Active Recovery Frame Adv Attribute
1000 [1100] all 19 3 35 -19 B
  • Lifesteal: 200 [300]
  • 200% Heat Gain
  • Dash cancelable during Overdrive
  • Frame advantage after earliest Dash Cancel: -4

Main combo ender. If Rapid Canceled, this move can be followed up with dash 5B or dash 5C mid-screen, which often results in very respectable damage.

Overdrive version is dash cancelable on hit or block and wall bounces on hit, enabling easy follow-ups from anywhere on screen.

Inferno Divider[edit]
Inferno Divider
623C/D (Air OK)
BBCS Ragna InfernoDivider.png
C version is your go-to reversal, while D version is your go-to combo ender for damage and easy knockdown
Version Damage Guard Startup Active Recovery Frame Adv Attribute
C.png Inferno Divider
600*2 Mid 9 5, 8 39 -28 B
  • Fully invincible on frames 1-14
Aerial C.png Inferno Divider
600*2 all 5 5, 8 till L+19 - H
  • Fully invincible on frames 1-10
GGD.png Inferno Divider
600*2 [660*2] Mid, all 7 5, 8 48 -37 B
  • Lifesteal: 50*2 [75*2]
Aerial GGD.png Inferno Divider
600*2 [660*2] all 7 5, 8 till L+19 - H
  • Lifesteal: 50*2 [75*2]

Ragna's DP. The C version of this move is great when used in the middle of an opponent's pressure, as it is quick and completely invulnerable throughout start-up. It can also be used on wakeup, but because it is highly punishable on block and whiff, the option should be used sparingly, and only with 50 heat.

The D Version however has no invulnerability whatsoever and is usually used in combos for its extra lifesteal. However it is still very quick to start up and can be used as a risky opener. It also has a much better proration values and combo length property when used at the start of a combo, leading to much more damage.

236C during Inferno Divider
BBCS Ragna Upper.png
Otherwise known as "that one in the middle"
Damage Guard Startup Active Recovery Frame Adv Attribute
460 all 14 3 till L+19 - H
  • Nothing special with this move, it leads to Straight Punch and Ax Kick.

Follow-up from Inferno Divider. Leads into either Straight Punch for corner carry or Ax Kick for okizeme/combos.

Straight Punch[edit]
Straight Punch
236C after Upper
BBCS Ragna Straight.png
For when you're otherwise just out of corner's reach
Damage Guard Startup Active Recovery Frame Adv Attribute
500 all 15 3 till L+17 - H
  • Blows the enemy far away and wall sticks in corner.
  • Opponent drops during horizontal blowback, allowing for somewhat more managable oki mid-screen.
  • Can be followed up mid-screen via an incredibly specfic combo route, utilizing airdash j.D but it's impractical to do so.

Ragna's Straight Punch can only be used after Upper, and is really only used for corner carry mid-screen (Ragna loses oki however) or for combos approaching the corner. Due to the short wall stick duration, Straight Punch's use in combos is rather limited, but it's a good option to keep in mind if you're just close enough to the corner for the wall stick effect, but not close enough for other options.

Ax Kick[edit]
Ax Kick
214D after Upper
BBCS Ragna AxKick.png
Ragna's most universal form of knockdown
Damage Guard Startup Active Recovery Frame Adv Attribute
1400 [1540] all 19 4 till L+19 - H
  • Lifesteal: [100] 150
  • One of Ragna's main tools for setting up okizeme (wake-up pressure). Also a very good Overdrive combo option.
  • Causes soft knockdown. Ground bounces during Overdrive.

Ragna's Ax Kick is mainly used after Upper to gain okizeme options, and while it's not the best option for this purpose, it's still very strong. Also an important combo tool during Overdrive, often combined with Gauntlet Hades and Blood Scythe, leading to high damage.

Gauntlet Hades[edit]
Gauntlet Hades
214B (air OK)
BBCS Ragna GauntletHades.png
A risky overhead, don't use if you don't have 50 heat
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground 800 High/Air 20 7 28 -13 H
  • Overhead hitbox at 24F
Aerial 700 High/Air 12 9 till L+15 -13 H
  • Overhead hitbox at 18F
  • Quickest overhead is 22F

One of Ragna's overheads, and used in many mid-screen combos. Combos starting with this move tend to be more damaging than off of 6B, but it has a negative frame advantage to compensate. Some opponents have a hard time punishing this move at max range, so use this either at max range or with 50 heat.

Spin Kick[edit]
Spin Kick
214D after Gauntlet Hades
BBCS Ragna SpinKick.png
The follow-up to Gauntlet Hades, and now gets more love in regular combos
Damage Guard Startup Active Recovery Frame Adv Attribute
800 [880] all 9 4 till L+12 - H
  • Lifesteal: 100 [150]

Followup from Gauntlet Hades. Often used after launching the opponent, typically mid-screen, where there are fewer viable alternatives. If delayed sufficiently after Gauntlet Hades, it enables a follow-up combo with good damage and corner carry. While safe on block, all characters can avoid the hit simply by crouching and using any crouching move, rendering this move useless in pressure routes.

Overdrive version has much more untechable time, launches higher, and is jump cancelable greatly increasing Ragna's combo potential.

Dead Spike[edit]
Dead Spike
BBCP Ragna DeadSpike.png
A beefy projectile used for resetting pressure
Damage Guard Startup Active Recovery Frame Adv Attribute
900 [900, 300*2] all 26 13 [19] 57T -1 [+9] P1*
  • Lifesteal: 100 [50*3]
  • Dash cancelable even on whiff
  • Frame advantage after earliest hit into Dash Cancel: +1

Ragna's Dead Spike is an all around good move that has many uses, like resetting pressure, oki purposes, corner combos and mid-screen combos into Carnage Scissors. However, the opponent can jump out of your blockstrings that use Dead Spike. It also has somewhat low ground hitstun and knocks the opponent back on hit, making the move hard to follow-up outside the corner. However, there are many mid-screen combo setups that do allow follow-ups from Dead Spike.

Even though it moves, Dead Spike is not good against zoning and should not be used for zoning. It has short range and slow start-up, and leaves you vulnerable to all forms of aerial approach during the whole animation.

Not Over Yet[edit]
Not Over Yet
BBCS Ragna NotOverYet.png
Massive corner carry potential mid-screen and a fantastic combo part in the corner
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 1110 - 11 8 11 - T
  • Special cancelable and dash cancelable on hit

On hit, Not Over Yet causes a ground slide with hard knockdown and can cancel into either specials or a Dash Cancel. It cannot be used standalone, as the opponent must be hit with a knockdown move, such as 3C, 2D, 6B on air hit, 5D on air hit or Blood Scythe.

If you connect with Not Over Yet, you can follow up mid-screen with either a Dash Cancel into dash 5C or a combo ender such as Hell's Fang, Inferno Divider or Carnage Scissors. In the corner, the most common follow-ups are Dead Spike or a dash cancel into 5B. It is also common to perform Not Over Yet right before a Distortion Drive to end a combo, as repeated use of Not Over Yet will not affect minimum damage.

Blood Scythe[edit]
Blood Scythe
214D, j.214D
BBCP Ragna BloodScythe.png
Ground version is incredibly slow but advantageous, aerial version is great for corner carry
Version Damage Guard Startup Active Recovery Frame Adv Attribute
Ground Blood Scythe
1250 [1375] all 37 3 15 +3 [+7] H
  • Lifesteal: 100 [150]
  • Body, foot and projectile invincible on frames 5-16
  • Fatal Counter
Aerial Blood Scythe
1000 all 21 4 till L+14 - H
  • Lifesteal: 150

Ragna's Blood Scythe is a very slow pressure tool (his slowest actually), albeit one of his most advantageous on block. This move can be used to reset pressure (risky if expected) or to establish okizeme.

Despite its slow speed, Blood Scythe does have a place in combos, comboing off either 6C or any of Ragna's other Fatal Counters. Due to the faster start-up of the aerial version, it is also possible to combo off 6D or even an air hit j.D provided the combo is short enough. The ground slide is difficult to utilise mid-screen, but in the corner, it's possible to then combo into 3C or Not Over Yet to lead into higher damage.

In Overdrive, Blood Scythe ground bounces, allowing for extended combos and even full mid-screen conversions. However, due to the increased launch height of 6D in Overdrive, 6D > Aerial Blood Scythe is no longer possible on opponents significantly above the ground.

Nightmare Edge[edit]
Nightmare Edge
BBCF Ragna NightmareEdge.png
Main aerial combo ender, used for knockdown or damage/lifesteal
Damage Guard Startup Active Recovery Frame Adv Attribute
480*N all 17 2, [4]*N(2)2 till L+20 0 H
  • Last hit causes ground bounce on ground or counter hit, cannot be emergency teched
  • All hits cause ground bounce on air hit, can be emergency teched

Ragna's main aerial combo ender. The ground bounce allows for potential meterless follow-ups if done on a grounded opponent or at certain ranges that omit all but the first hit in the air. Doing so grants good corner carry potential, but Ragna is not lacking for that as it is, and attempting to do another Nightmare Edge as the ender will result in heavily decreased damage. Nightmare Edge also offers considerable advantage on hit.

Additional Attack (Nightmare Edge)[edit]
Additional Attack (Nightmare Edge)
214D after Nightmare Edge
BBCF Ragna NightmareEdgeFollowUp.png
For when you choose damage/lifesteal
Damage Guard Startup Active Recovery Frame Adv Attribute
1200 [1320] all 12 3 33 -17 B
  • Lifesteal: 200 [300]
  • Dash cancelable during Overdrive
  • Frame advantage after earliest Dash Cancel: -4

Follow-up from Nightmare Edge. This move has the most lifesteal out of all of Ragna's Soul Eater moves, so it should be used at the end of a combo when the Soul Eater multiplier is at its potential maximum. If lifesteal is not needed, the follow-up can be omitted for a less damaging alternative, which offers better okizeme.

Overdrive version is dash cancelable on hit or block and wall bounces on hit, enabling easy follow-ups from anywhere on screen.

Distortion Drives[edit]

Carnage Scissors[edit]
Carnage Scissors
BBCS Ragna CarnageScissors.png
Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner
Damage Guard Startup Active Recovery Frame Adv Attribute
1250, 3200
[1250, 3200, 320*4]
all 9+4~12 2(38)4
58 -43 [-40] B
  • 20% minimum damage: 890 [1146]
  • Lifesteal: 300 [200+50*4]
  • Fully invincible on frames 1-9
  • Hold D to prevent second attack happening.

Ragna's main match finisher. While Carnage Scissors deals less minimum damage than Devoured by Darkness, its speed and range makes it considerably more versatile, as it easily combos off any of Ragna's long-range normals and is even easily confirmable mid-screen from the aerial version of Blood Scythe. In the corner, it is also combo viable for much longer than Devoured by Darkness.

While it does have some invulnerability, it's not the most ideal punish as it is only invulnerable up to the super flash and moves Ragna into jabbing range in most cases. If you need a good reversal you're usually much safer going for inferno divider and using a Rapid Cancel if they block.

If the first hit causes Counter Hit on a grounded opponent, canceling the second hit can lead into full combo extensions.

In Overdrive, Carnage Scissors will deal 4 more hits, and can be followed up with D Inferno Divider into Ax Kick in the corner at maximum height.

Devoured by Darkness[edit]
Devoured by Darkness
BBCS Ragna DevouredByDarkness.png
A fairly useless move without Overdrive, but a good combo ender in Overdrive
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 4000 [0, 5000] All [Unblockable] 13+12 3 55 -39 B
  • 25% minimum damage: 1000 [1250]
  • Lifesteal: 500 [1000]
  • Fully invincible on frames 1-16

A good combo ender if you can connect it. Due to the move having slower start-up, it's hard to land this move after a very prorated combo without Overdrive, but the benefit in doing so is that it does more minimum damage than Carnage Scissors and provides more lifesteal. In Overdrive, you have access to many moves that cause wall bounce, which gives plenty of time to perform the Overdrive version of this move.

While it does have a little invulnerability and is unblockable, the invulnerability doesn't last for long and you can be hit out of it by pretty much anything. (OD) Dead Spike (RC) > Devoured by Darkness is an unblockable setup if done correctly, but the timing is tight and can still be beaten out by Counter Assaults and Overdrive Raids on reaction to the super flash.

Exceed Accel[edit]

Seed of Tartarus
A+B+C+D during Overdrive
BBCF Ragna SeedOfTartarus.png
Just hold Overdrive and pray
Damage Guard Startup Active Recovery Frame Adv Attribute
600, 2450 {600, 700x4, 2450} all 20 [10] 3 34 -10 B
  • 10% minimum damage: 305 (585 (+58) in Active Flow)
  • Fully invincible on frames 1-23 (frames 1-13 if canceled into)
  • Does not cost Heat, but immediately ends Overdrive if used
  • Activates Active Flow on hit if not previously activated

On start-up, Ragna performs a headsplitter on the opponent. If it hits, Ragna will activate his scythe and release three crimson waves, blowing the opponent away. Puts Ragna in Active Flow if he hasn't already been in it already. Has full invul, but is unsafe on block and cannot be Rapid Canceled.

Astral Heat[edit]

Black Onslaught
BBCS Ragna BlackOnslaught.png
"There is no Hell, only darkness."
BBCS Ragna BlackOnslaught2.png
Damage Guard Startup Active Recovery Frame Adv Attribute
0, 2100x6, 300x8, 15000 all 3+15 2 24 -11 B

Ragna's Astral Heat is fairly versatile as far as Astrals are concerned, having decent range and comboing from a variety of different moves, such as 5C, 6A (on characters with tall airborne hurtboxes), 6B, 6C, 5D (either hit) and Not Over Yet near the corner. It's still not to be used carelessly or without a plan however, as it can easily backfire if the opponent blocks it, can tech before they are hit or the move whiffs.

External References[edit]


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