BBCF/Ragna the Bloodedge: Difference between revisions

From Dustloop Wiki
mNo edit summary
mNo edit summary
Line 87: Line 87:
  |active=3
  |active=3
  |recovery=9
  |recovery=9
  |frameAdv=0
  |frameAdv=±0
  |blockstun=11
  |blockstun=11
  |groundHit=12
  |groundHit=12
Line 165: Line 165:
  |attribute=B
  |attribute=B
  |startup=13
  |startup=13
  |active=5
  |active=4
  |recovery=20
  |recovery=20
  |frameAdv=-6
  |frameAdv=-6
Line 180: Line 180:
*Useful as combo fodder
*Useful as combo fodder
*Can be followed up with 6C on crouching or Counter Hit and 6D on Counter Hit
*Can be followed up with 6C on crouching or Counter Hit and 6D on Counter Hit
*First active frame has small, close hitbox on Ragna's arm, with the rest of the active frames having a much longer and safer hitbox.


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.
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.
Line 210: Line 209:
  |active=2
  |active=2
  |recovery=10
  |recovery=10
  |frameAdv=0
  |frameAdv=±0
  |blockstun=11
  |blockstun=11
  |groundHit=12
  |groundHit=12
Line 298: Line 297:
*Safe on block, but lacks completely safe Revolver Action options
*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. Keep in mind that overuse of this move can backfire, and can easily be manipulated against you. Be sure not only to use the frame advantage, but also some of the chains from 2C, such as into 5C.
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.
}}
}}
}}
}}
Line 333: Line 332:
*Launches opponent into the air
*Launches opponent into the air
*Higher hitbox during later active frames
*Higher hitbox during later active frames
*Head invincible on frames 4-13
*Head invincible on frames 4-13


The slow start-up of this move makes it easily disrespectable to certain moves, good examples being Hakumen's Hotaru and Noel's Bullet Storm. Just like with knowing when to use 5B and 5C, knowing when to use 5A over 6A and vice versa (or using no anti-air whatsoever) really depends on the situation and the nuances of the matchup.
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. If the opponent blocks 6A, you can only cancel into either a D normal or a special, most of which are unsafe, so proceed with caution.
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.
}}
}}
}}
}}
Line 375: Line 374:
*Bonus 110% proration
*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). 2D is probably the hardest gatling option to punish.
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 definitely not block. An example would be after a cross under.
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.
}}
}}
}}
}}
Line 412: Line 411:
*Second hit launches opponent diagonally into the air
*Second hit launches opponent diagonally into the air


The main purpose of this move is to maximize damage on crouching opponents. The relative lack of safe gatlings and cancels makes 6C a questionable move to use in pressure and mix-up, so be sure to keep its limitations in mind.
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.  
}}
}}
}}
}}
Line 546: Line 545:
  |startup=12
  |startup=12
  |active=4
  |active=4
  |recovery=32
  |recovery=26
  |frameAdv=
  |frameAdv=
  |blockstun=16
  |blockstun=16
Line 556: Line 555:
  |hitbox=
  |hitbox=
  |description=
  |description=
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). However, this is the only aerial move that is used for approaches, making Ragna's aerial game somewhat weak and easy to predict. 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.
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.
}}
}}
}}
}}
Line 595: Line 594:
*Fatal Counter
*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, but only primarily because 5D lost its Dash Cancel. The pushback on 5D is large, so if used either at the end of a gatling or at certain spacings, you can expect to come out unscathed, despite its poor frame advantage.
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.
}}
}}
  {{AttackData-BBCF
  {{AttackData-BBCF
Line 623: Line 622:
*Fatal Counter
*Fatal Counter


Overdrive version will cause a ground bounce and a hard knockdown, and also enables dash cancels. At the very end of the combo, sometimes the two hits will not combo so beware. Also never whiff this, it is not dash cancellable on whiff, and it has a long recovery, during which Ragna can be easily punished with a Fatal combo.
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.
}}
}}
}}
}}
Line 660: Line 659:
*Enables use of Not Over Yet
*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. For example, 2D can be used against Arakune's f-inverse on whiff. 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.  
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.  
}}
}}
{{AttackData-BBCF
{{AttackData-BBCF
Line 720: Line 721:
  |airHit=30
  |airHit=30
  |airCH=52
  |airCH=52
  |invul=10-25F
  |invul=5-26F
  |hitbox=
  |hitbox=
  |description=
  |description=
Line 730: Line 731:
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.
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 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 low, 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.


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.
Separately, 6D also has foot invulnerability from frame 5 up until the first active frame. 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.
 
Performing the throw is similar to performing the low, but it is riskier. To perform the low, 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.
}}
}}
{{AttackData-BBCF
{{AttackData-BBCF
Line 764: Line 763:
*Fatal Counter
*Fatal Counter


Outside of combos, 6D in Overdrive functions roughly the same. In combos, it launches the opponent much higher on air hit.
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.
}}
}}
}}
}}
Line 921: Line 920:
  |startup=7
  |startup=7
  |active=3
  |active=3
  |recovery=15+3L
  |recovery=23
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
Line 933: Line 932:
*100% minimum damage: 1500
*100% minimum damage: 1500


Ragna relies pretty heavily on air throws as his methods to keep opponents grounded are pretty shallow. 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.
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.
}}
}}
}}
}}
Line 1,005: Line 1,004:
*Hard knockdown on air hit. Staggers on standing 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. Due to its hard knockdown on air hit, the higher the enemy is hit with using this move, the more untechable the move is, allowing combos even into 6C if properly used.
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.
}}
}}
}}
}}
Line 1,039: Line 1,038:
  |hitbox=
  |hitbox=
  |description=
  |description=
*List what the move is used for
 
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the [[Help:Writing_Character_Pages]] guidelines
}}
}}
}}
}}

Revision as of 15:33, 29 March 2017

Ragna the Bloodedge
BBCF Ragna Portrait.png

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


Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, Footsies

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. For example, using 5D (100 drain) then D Inferno Divider (50*2 drain) will result in less lifesteal (192 drain) than with 5D's and D Inferno Divider's lifesteal base values added together (200 drain).

  • 1st Soul Eater hit = 100% lifesteal
  • 2nd Soul Eater hit = 90% lifesteal
  • 3rd Soul Eater hit = 95% lifesteal
  • 4th Soul Eater hit = 100% lifesteal

Each Soul Eater hit after this increases lifesteal by 5% until scaling reaches 150%. The following Soul Eater hit then increases lifesteal to 160%, and then to 180%. 180% is the maximum value.

Note: This information is based on BBCP, and does not apply to BBCF.

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.

Pros/Strengths

  • 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

Cons/Weaknesses

  • Few safe and reliable mix-up options make most offensive approaches easy to read
  • High risk, moderate reward
  • Many defensive options are unsafe
  • Tied for third lowest life in the game
  • 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

5A
5A
BBCS Ragna 5A.png
Although the start-up is fast, 5A only sees somewhat occasional use
300 all 5 3 9 - B -
5B
5B
BBCS Ragna 5B.png
Fast and powerful, but can be dangerous to use in certain situations
660 HL 8 8 16 - B -
5C
5C
BBCS Ragna 5C.png
The slower, but longer alternative to 5B
900 HL 13 4 20 - B -
2A
2A
BBCS Ragna 2A.png
The ±0 frame advantage makes 2A a useful pressure tool
300 all 7 2 10 - F -
2B
2B
BBCS Ragna 2B.png
Fast low, and can also be used as a footsie
550 L 9 2 15 - F -
2C
2C
BBCS Ragna 2C.png
No longer a fatal, but still a very good move
800 HL 12 3 13 - F -
6A
6A
BBCS Ragna 6A.png
An anti-air that has been buffed
700 HL 13 4 24 - B -
6B
6B
BBCS Ragna 6B.png
No chains into C make this move a dangerous one to use
800 H 24 4 19 - B -
6C
6C
BBCS Ragna 6C.png
Staple launcher off crouching opponents
700*2 L, HL 20 2(4)2 33 - F, B -
3C
3C
BBCS Ragna 3C.png
The okizeme setup off this move is still good, but not as versatile anymore
900 L 12 3 27 - F -
j.A
j.A
BBCS Ragna jA.png
Simple aerial jab
300 HA 7 3 9 - H -
j.B
j.B
BBCS Ragna jB.png
Aerial crossup move
600 HA 10 9 12 - H -
j.C
j.C
BBCS Ragna jC.png
Main aerial approach, due to the huge hitbox
900 HA 12 4 26 - H -


Drive Moves

5D
5D Valuable in combos, not so much elsewhere
500, 600 HL, all 14 6(12)3 29 - B - 500, 660 HL, all 14 6(12)3 29 - B -
2D
2D
BBCS Ragna 2D.png
Safe move when spaced properly
800 all 17 2 23 - F - 880 all 17 2 23 - F -
6D
6D
BBCS Ragna 6D.png
Great mix-up potential, but can be tricky to execute consistently
1000 HL 26 3 14+16L - H - 1100 HL 22 3 14+16L - H -
j.D
j.D
BBCS Ragna jD.png
Trades damage for lifesteal
740 HA 13 4 20 - H - 814 HA 11 4 20 - H -


Universal Mechanics

Forward Throw
Forward Throw
5B+C or 6B+C
BBCS Ragna FThrow.png
"This will sting!"
0, 1500 T (70) 7 3 19 - T -
Back Throw
Back Throw
4B+C
BBCS Ragna BThrow.png
Here comes the combo
0, 1500 T (70) 7 3 19 - T -
Air Throw
Air Throw
j.B+C
BBCS Ragna AThrow.png
Pretty much his only mandatory throw
0, 1500 T (90) 7 3 23 - T -
Counter Assault
Counter Assault
6A+B during blockstun
BBCS Ragna 5B.png
Same animation as 5B, with the same start-up and hitbox
0 all 13 3 32 - B -
Crush Trigger
Crush Trigger
5A+B A Crush Trigger that is as basic as you can get
1000 B 30~59 1 23 - B -


Specials

Hell's Fang
Hell's Fang
214A Combo material for just about any mid-screen combo
900 all 15 13 26 - B -
Follow-up
Follow-up
214D after Hell's Fang Typical combo ender for pushing your opponent towards the corner and for good corner okizeme
1000 all 19 3 35 - B - 1100 all 19 3 27 - B -
Inferno Divider
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 light okizeme
600*2 HL 9 5, 8 20+19L - B - 600*2 all 5 5, 8 19L - H - 600*2 HL, all 7 5, 8 29+19L - B - 600*2 all 7 5, 8 19L - H - 660*2 HL, all 7 5, 8 29+19L - B - 660*2 all 7 5, 8 19L - H -
Upper
Upper
236C during Inferno Divider
BBCS Ragna Upper.png
Otherwise known as "that one in the middle"
460 all 14 3 19L - H -
Straight Punch
Straight Punch
236C after Upper
BBCS Ragna Straight.png
For when you're otherwise just out of corner's reach
500 all 15 3 12L - H -
Ax Kick
Ax Kick
214D after Upper
BBCS Ragna AxKick.png
Ragna's most universal form of knockdown
1400 all 19 4 13L - H - 1540 all 19 4 11+13L - H -
Gauntlet Hades
Gauntlet Hades
214B (air OK)
BBCS Ragna GauntletHades.png
A risky overhead that now functions as a mid-screen combo part
800 HA 20 7 14+13L - H - 700 HA 12 9 15L - H -
Spin Kick
Spin Kick
214D after Gauntlet Hades
BBCS Ragna SpinKick.png
The follow-up to Gauntlet Hades, and now gets more love in regular combos
800 all 9 4 12L - H - 880 all 9 4 12L - H -
Dead Spike
Dead Spike
236D
BBCP Ragna DeadSpike.png
A beefy projectile used for resetting pressure. Now actually moves!
900 all 26 13 57T - HBFP - 900, 300*3 all 26 19 57T - HBFP -
Not Over Yet
Not Over Yet
22C
BBCS Ragna NotOverYet.png
Massive corner carry potential mid-screen and a fantastic combo part in the corner
0, 1100 11 8 11 - T -
Blood Scythe
Blood Scythe
214D, j.214D
BBCP Ragna BloodScythe.png
The new king of lifesteal specials. Ground version is incredibly slow but advantageous. Aerial version is great for corner carry.
1250 all 37 3 7+6L - H - 1000 all 19 4 till L+18 - H - 1375 all 37 3 7+6L - H - 1100 all 19 4 till L+18 - H -
Nightmare Edge
Nightmare Edge
j.214C
BBCF Ragna NightmareEdge.png
When ending air combos, do you choose between okizeme, or damage?
560*N all - H -
Additional Blow
Follow-up
214D after Nightmare Edge
BBCF Ragna NightmareEdgeFollowUp.png
For when you choose damage
1200 all - B - 1320 all - B -


Distortion Drives

Carnage Scissors
Carnage Scissors
632146D
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.
1250, 3200 all 9+7~12 2(38)4 58 - B - 1250, 3200, 320*4 all 9+7~12 2(38)4, 1*4 58 - B -
Devoured by Darkness
Devoured by Darkness
214214D A useless, blockable move without Overdrive. In OD, it's unblockable and actually a very good move.
0, 4000 all 13+12 3 56 - B - 0, 5000 UNB 13+12 3 56 - B -


Exceed Accel

Seed of Tartarus
A+B+C+D during Overdrive
600, 2450 All - B - 600, 700*4, 2450 All - B -


Astral Heat

Black Onslaught
2141236C "There is no Hell, only darkness."
BBCS Ragna BlackOnslaught2.png
Fatal all 3+25 2 25 - B -


External References