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*Lifesteal: 100*3 | *Lifesteal: 100 [50*3] | ||
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 followup outside the corner. However, there are many mid-screen combo setups that do allow followups from Dead Spike. | 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 followup outside the corner. However, there are many mid-screen combo setups that do allow followups from Dead Spike. |
Revision as of 23:39, 15 September 2019
Ragna the Bloodedge |
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Overview
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
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
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
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Normal Moves
5A
5A |
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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). |
5B
5B |
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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. |
5C
5C |
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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. |
2A
2A |
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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. |
2B
2B |
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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. |
2C
2C |
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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. |
6A
6A |
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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. |
6B
6B |
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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. |
6C
6C |
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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. |
3C
3C |
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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:
Of course, you are free to experiment and find your own mix-ups. |
j.A
j.A |
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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. |
j.B
j.B |
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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. |
j.C
j.C |
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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
5D
5D |
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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.
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. |
2D
2D |
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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. Gatlings into this move tend to have gaps, 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.
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. |
6D
6D |
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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.
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. |
j.D
j.D |
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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.
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
Forward Throw
Forward Throw 5B+C or 6B+C |
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Back Throw
Back Throw 4B+C |
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Air Throw
Air Throw j.B+C |
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Counter Assault
Counter Assault 6A+B during blockstun |
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Crush Trigger
Crush Trigger 5A+B |
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Specials
Hell's Fang
Hell's Fang 214A |
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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. |
Follow-up
Follow-up 214D after Hell's Fang |
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Inferno Divider
Inferno Divider 623C/D (Air OK) |
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Upper
Upper 236C during Inferno Divider |
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Straight Punch
Straight Punch 236C after Upper |
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Ax Kick
Ax Kick 214D after Upper |
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Gauntlet Hades
Gauntlet Hades 214B (air OK) |
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Spin Kick
Spin Kick 214D after Gauntlet Hades |
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Dead Spike
Dead Spike 236D |
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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 followup outside the corner. However, there are many mid-screen combo setups that do allow followups 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
Not Over Yet 22C |
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Not Over Yet causes a ground slide with hard knockdown and has dash and special cancel options. 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
Blood Scythe 214D, j.214D |
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Nightmare Edge
Nightmare Edge j.214C |
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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 Blow
Additional Attack 214D after Nightmare Edge |
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Distortion Drives
Carnage Scissors
Carnage Scissors 632146D |
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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, cancelling 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
Devoured by Darkness 214214D |
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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 > Rapid > DbD 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
Seed of Tartarus A+B+C+D during Overdrive |
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Astral Heat
Black Onslaught 2141236C |
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External References
- Japanese Name: ラグナ=ザ=ブラッドエッジ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
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