BBCF/Ragna the Bloodedge: Difference between revisions

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Revision as of 03:23, 5 August 2016

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

Ragna the Bloodedge is a wanted criminal with an extraordinarily large bounty on his head (well in the trillions) for attempting to destroy the NOL, and is Jin and Saya's older brother. He is a playable character in all iterations of BlazBlue thus far and is the main protagonist of the series.

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.

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
  • Solid okizeme setups, more so in the corner
  • Decent Heat Gain off most combos
  • Easy to pick up, easy to play character
  • One of the best DPs in the game
  • Overdrive greatly increases combo damage, versatility and lifesteal

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
  • Poor meterless damage output at maximum footsie range
  • 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)
Ambox warning.png Official frame data has yet to be released. Excluding damage, cancel, proration and hitstun type, all values are based on BBCP Ver 1.10.

Normal Moves

5A
5A
BBCS Ragna 5A.png
Although the start-up is fast, 5A only sees somewhat occasional use
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR 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).

5B
5B
BBCS Ragna 5B.png
Fast and powerful, but can be dangerous to use in certain situations
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOR HL 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.

5C
5C
BBCS Ragna 5C.png
The slower, but longer alternative to 5B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SO(J)R HL 13 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.

2A
2A
BBCS Ragna 2A.png
The ±0 frame advantage makes 2A a useful pressure tool
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR 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.

2B
2B
BBCS Ragna 2B.png
Fast low, and can also be used as a footsie
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOR L 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.

2C
2C
BBCS Ragna 2C.png
No longer a fatal, but still a very good move
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOR HL 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. 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.

6A
6A
BBCS Ragna 6A.png
An anti-air that has been buffed
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SO(J)R HL 13 4 24 -11 B 4-13H
  • Head invincibility on frames 4-13
  • Launches opponent into the air
  • Higher hitbox during later active frames

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.

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. Make sure you hit confirm into 6A, as it is a terrible move to have blocked by a grounded opponent. The hit confirm is best done after aerial starters. If the opponent blocks 6A, you can only special cancel the move into either more unsafe moves (e.g. Hell's Fang, Gauntlet Hades), or easily punishable moves (e.g. Blood Scythe). This feature also makes 6A a questionable anti-air as well. Therefore, 6A should be used as a shock tactic anti-air.

6B
6B
BBCS Ragna 6B.png
No chains into C make this move a dangerous one to use
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOR H 24 4 19 -6 B -
  • Cannot emergency tech on aerial hit
  • Cannot chain into C moves
  • Forces crouching state on hit

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, but maximizing any damage from it would require both crouching and a Rapid Cancel. Therefore, 5D is your safest and most viable gatling.

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.

6C
6C
BBCS Ragna 6C.png
Staple launcher off crouching opponents
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620*2 (S)OR, SOJR L, HL 20 3(8)2 33 -16 F, B -
  • 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.

3C
3C
BBCS Ragna 3C.png
The okizeme setup off this move is still good, but not as versatile anymore
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOJR L 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.

j.A
j.A
BBCS Ragna jA.png
Simple aerial jab
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR HA 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.

j.B
j.B Aerial crossup move
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOJR HA 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.

j.C
j.C
BBCS Ragna jC.png
Main aerial approach, due to the huge hitbox
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SOJR HA 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). 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.


Drive Moves

5D
5D Valuable in combos, not so much elsewhere
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 500, 680 SOR HL, 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, 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.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Overdrive 500, 780 SRDa HL, all 15 5(12)3 29 -11 B -

Overdrive version will cause a ground-bounce and a hard knockdown, and also enables dash cancels. Interestingly, it has no SMP, so it can be looped for lazy big damage. It is the only move in normal conditions which can combo into grounded Blood Scythe and Black Onslaught (Ragna's Astral Heat). 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.

2D
2D
BBCS Ragna 2D.png
Safe move when spaced properly
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 750 SR All 18 2 23 -4 F -
  • Lifesteal: 100
  • Enables use of Not Over Yet

In combos, 2D is very useful for optimizing damage with the use of 50 heat. As a footsie, 2D is Ragna's farthest reaching low, but its practicality as a footsie only applies to certain situations. For example, 2D can be used against Tager's Voltec Charge, Litchi's Straight Through, and Arakune's f-inverse on whiff. The hurtbox does not extend past the hitbox, so against supers that have long active frames, you can use 2D for a free, decent combo.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Overdrive 850 SRDa L 18 2 23 -4 F -
  • Lifesteal: 125
  • Enables use of Not Over Yet
  • 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.

6D
6D
BBCS Ragna 6D.png
Great mix-up potential, but can be tricky to execute consistently
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 750 SOJR HL 26 3 14+16L -12 H 10-25F
  • Lifesteal: 100
  • Only cancelable to j.D
  • Frame advantage on landing during j.D: ??

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 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.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Overdrive 850 SJR HLd 22 3 14+16L -12 H 8-21F
  • Lifesteal: 125
  • Only cancelable to j.D
  • Frame advantage on landing during j.D: ??
  • Launches opponent into the air

Outside of combos, 6D in Overdrive functions roughly the same. In combos, 6D launches the opponent higher and has more hitstun. This change allows for more options after j.D's landing recovery, such as 5D.

j.D
j.D
BBCS Ragna jD.png
Trades damage for lifesteal
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 590 SOJR HA 13 4 20 - H -
  • Lifesteal: 100

Using j.D in combos is now a decision rather than a necessity. The high hitstun allows for larger combo versatility at later times in a combo, but the extremely low P2 will butcher the damage, which in turn also butchers the Heat Gain (as it is mostly reliant on damage values in Chrono Phantasma). However, the move has increased lifesteal from 30 to 100, making it useful to gain a bit of life and increase the Soul Eater rate. If you're going for damage, generally avoid this move when performing aerial combo routes. However, if you need some life gain, use as many j.D's as possible.

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Overdrive 690 SJR HA 11 4 20 - H -
  • Lifesteal: 125

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
BBCS Ragna FThrow.png
"This will sting!"
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (70) 7 3 19 - T -
  • 100% minimum damage: 1400

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 Hell's Fang mid-screen, Dead Spike in the corner.

Back Throw
Back Throw
4B+C
BBCS Ragna BThrow.png
Here comes the combo
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (70) 7 3 19 - T -
  • 100% minimum damage: 1400

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 5C > Hell's Fang mid-screen, Dead Spike in the corner.

Air Throw
Air Throw
j.B+C
BBCS Ragna AThrow.png
Pretty much his only mandatory throw
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (90) 7 3 15+3L - T -
  • 100% minimum damage: 1400

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 dash 5C mid-screen, land 5B in the corner.

Counter Assault
Counter Assault
6A+B during blockstun
BBCS Ragna 5B.png
Same animation as 5B, with the same start-up and hitbox
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 3 32 -16 B 1-20 All
  • 180F Heat Gauge Cooldown

One of the better Counter Assaults in the game with its long active frames and fast start-up. 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
Crush Trigger
5A+B A Crush Trigger that is as basic as you can get
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~59 1 23 +2 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,but has same move proration. Staggers on standing hit.

Ragna's Crush Trigger is one of the simplest CT's in the game. It isn't hard to combo into, in fact, he can combo into it from CH 2C, 6C and 5D most of the time. Due to its hard knockdown, the higher the enemy is hit with using this move, the more untechable the move is, allowing combos even into 6C if properly used. Like all Crush Triggers, costs 25% Heat and has same move proration.


Exceel Accel

Seed of Tartarus
ABCD during Overdrive
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 2010 - All - - - - - -
Active Flow 4122 - All - - - - - -
  • Does not cost Heat, but inmediately ends Overdrive if used.
  • Becomes stronger and flashier with Active Flow.

On startup, 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 and is safe on block, but it has no minimal damage and cannot be rapid-canceled.


Specials

Hell's Fang
Hell's Fang
214A Combo material for just about any mid-screen combo
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
730 R all 15 13 28 -4 B -

With the reduced recovery, increased aerial hitstun and decreased blowback, Hell's Fang allows for more followups than before. Now, 5B can be used after Hell's Fang instead of just 5A. This change makes Hell's Fang from nearly useless to nearly essential in mid-screen combos. In general, you want to use Hell's Fang earlier than Gauntlet Hades, as the proration is better. However, in combos where hitstun is tight, you might want to break this rule.

In the corner, Hell's Fang can be used as a safe jump okizeme setup. As long as Hell's Fang suffers no more than -4 hitstun reduction, you can use this setup. The way this works is to finish a combo with Belial Edge > slight delay 5C > 5D > Hell's Fang. If timed correctly, you can jump after Hell's Fang recovery, throw a meaty j.B, and beat out any reversal attempts. If the opponent tries to reversal with an invincible move (fastest invincible reversal is 6 frames), you'll land in time to block the reversal. Note that this safe jump setup will not work against characters who have guardpoint reversals, such as Hakumen's Yukikaze.

Follow-up
Follow-up
214D after Hell's Fang Typical combo ender for pushing your opponent towards the corner and for good corner okizeme
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 950 R all 23 3 35 -19 B -
  • Lifesteal: 200
  • 200% Heat Gain
  • Dash-cancellable on hit or block

Standard combo ender in the corner that allows for safe jump j.C okizeme against all DPs that have a start-up of 9 frames or more, meaning you will lose to extremely fast reversal supers such as Hazama's Jayoku Houtenjin. You typically want to avoid using this ender mid-screen unless it will send them into the corner.

Overdrive 1150 R all 23 3 27 -11 B -
  • Lifesteal: 300
  • 200% Heat Gain

This move is no longer a necessity for Blood Kain combos due to the vast improvement of other moves while in Overdrive; as such, it is typically only used for (OD) Gauntlet Hades >> Spin Kick > dash 6B > Dead Spike > dc Hell's Fang >> Follow-up combos.

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
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
C.png Inferno Divider
623C
550*2 R HL 9 5, 8 20+19L -28 B 1-17 All
Aerial C.png Inferno Divider
j.623C
550*2 R all 5 5, 8 19L - H 1-13 All
GGD.png Inferno Divider
623D
600*2 R HL, all 7 5, 8 29+19L -37 B -
Aerial GGD.png Inferno Divider
j.623D
600*2 R all 7 5, 8 19L - H -
GGD.png Inferno Divider (OD)
623D
700*2 R HL, all 7 5, 8 29+19L -37 B -
Aerial GGD.png Inferno Divider (OD)
j.623D
700*2 R all 7 5, 8 19L - H -
  • C version has invulnerability, and is Ragna's main reversal. D version has no invulnerability, but it has better proration ratings than the C version
  • D version is a Fatal Counter
  • All versions are counted as different moves for SMP (C ground, D ground, C air, D air)

Ragna's Inferno Divider is back in its full glory. Inferno Divider remains almost unchanged from CP, which means C version should always be used as a reversal, and D version as a combo tool.

The only time C version should be used in combos is in situations where D version is to be repeated but there is no time/the combo proration is too high to allow for a quick jump into D air Divider. Neither version should be used twice at any point in the combo; otherwise, repeat proration will kick in and the opponent will be able to tech very quickly. It also has followups : Upper, and from Upper, Straight Punch and Ax Kick. It is ill-advised to fish for Fatals with the D version: it launches the enemy very high into the air, limiting follow-up options and Ragna could get counter-hit from the move instead.

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

This move has nothing special with it. It simply leads into either Straight Punch for corner carry or Ax Kick for okizeme/combos.

Straight Punch
Straight Punch
236C after Upper
BBCS Ragna Straight.png
For when you're otherwise just out of corner's reach
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 R all 15 3 12L - H -
  • Blows the enemy far away. Can only be used as a follow-up to Upper
  • In the corner, causes wallstick

Ragna's Straight Punch can only be used after Upper, and is really only used for corner-carry midscreen(Ragna loses oki however) or for corner combos. However, with the change that made combos time-based instead of proration based, Straight Punch isn't really used in combos anymore, 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
Ax Kick
214D after Upper
BBCS Ragna AxKick.png
Ragna's most universal form of knockdown
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 480 R all 19 4 13L - H -
Overdrive 680 R all 19 4 11+13L - H -
  • One of Ragna's main tools for setting up okizeme (wakeup pressure). Also a very good Overdrive combo option
  • Steals health, and causes soft knockdown, ground-bounce 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
Gauntlet Hades
214B (air OK)
BBCS Ragna GauntletHades.png
A risky overhead that now functions as a mid-screen combo part
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 800 R HA 20 7 14+13L -11 H -
Air 700 R HA 12 9 15L - H -
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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
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 800 R all 9 3 12L - H -
Overdrive 1000 (J)R all 9 3 12L - H -
  • Because of the changes to both Spin Kick and Gauntlet Hades, Spin Kick is now the go-to move for Ragna's midscreen combos. It is often used after 6A to extend his combos, however in the corner there are better options to use instead, such as Dead Spike.
  • Unlike Gauntlet Hades, it has a normal starter rating. Also unlike Gauntlet Hades, there is no ground-version for this move, which means if a ground Gauntlet Hades-Spin Kick is used, then the air version of both, same move proration will still trigger.
  • Overdrive version has much more untechable time and launches higher, allowing Ragna to combo into lots of things, such as Devoured by Darkness. Overdrive and normal version of Spin Kick are counted as the same move for SMP (Same Move Proration).
Dead Spike
Dead Spike
236D
BBCP Ragna DeadSpike.png
A beefy projectile used for resetting pressure. Now actually moves!
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1000 RDa all 26 13 57T -1 HBFP -
Overdrive 600*3 RDa all 26 19 57T +9 HBFP -
  • Ragna's Dead Spike is an all around good move that has many uses, like resetting pressure, oki purposes, corner combos and midscreen combos into Carnage Scissors. However, the opponent can jump out of your blockstrings that use Dead Spike and it blows away the opponent midscreen so you lose most oki.
  • As it is a dash-cancellable projectile, this allows Ragna to reset pressure. Dead Spike, however, does not have enough frame advantage anymore to combo after it. The only way to combo after this move is to have it counter-hit or use a Rapid Cancel.
  • Even though it moves, it is neither good against nor for zoning; it has short range, slow startup, and Jin, Tager and Nu/Lambda can punish you for spacing this incorrectly with their Ice Wave, Spark Bolt and 5D respectively.
  • Repeat proration prevents loops with this move.
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
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 952 -, SORDa - 11 8 11 - T -
  • Not Over Yet causes a hard-knockdown groundslide and has dash- and special-cancel options instead. It still cannot be used stand-alone, as the opponent must be hit with a knockdown move, such as 5D, 3C or 6B beforehand.
  • Can continue combo from midscreen with Hell's Fang, or dash 5C, which can be hard to do on certain characters. Distortion- and Overdrive-cancellable as well, and can cancel into specials (most often Hell's Fang or Inferno Divider).
  • It is worth noting that Ragna's Not Over Yet is the only move in the entire game with a starter rating of L, Long. This means that extended combos can be done after it, and it also has good proration so combos that deal over 8000 damage can be done. However, using it as a starter is impossible in normal conditions, due to it being only useable after a knockdown. However, it can be used as such if the enemy refuses to tech (the Heat counter must disappear first) or if a Crush Trigger is blocked (non-barrier block) by a mid-air opponent.
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.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Blood Scythe
214D
1200 R all 37 3 7+6L +5 H -
Blood Scythe (OD)
214D
1400 R all 37 3 7+6L +9 H -
Aerial Blood Scythe
j.214D
900 R all 19 4 till L+18 - H -
Aerial Blood Scythe (OD)
j.214D
1100 R all 19 4 till L+18 - H -
  • Ragna's Blood Scythe is a very slow grounded overhead (his slowest actually). Ragna will jump up and slice downwards with his sword's awakened form, a scythe, hence the name. While it has slow startup, it actually is advantageous on block, so it can be used to reset pressure (risky if expected) or for oki purposes (do it after a knockdown if the opponent emergency techs, can be reversal'd out of if expected).
  • The aerial version is both combo staple for advanced combos and a way to make/finish bread and butter combos midscreen. It will combo after 6A > 6D in most circumstances, and in OD it can be followed up with Hell's Fang or Carnage Scissors
  • Both versions will ground-bounce anywhere and steal 300 life (450 in Overdrive), but it's hard to combo into the grounded version.
  • The grounded version also has a property that only the D version of Inferno Divider shares with this move: it Fatal Counters. While this will never happen because of its slow speed, if it DOES happen, then react to it and follow up with a damaging combo. Because of its FC nature, it also enables the 5C > 6C combo path and damage options off it are very good.
Nightmare Edge
Nightmare Edge
j.214C When ending air combos, do you choose between okizeme, or damage?
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1010 R all - - - - - -
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Additional Blow
Additional Blow
214D after For when you choose damage
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
900 R all - - - - - -
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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.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1000, 2500 R all 9+7~12 2(38)4 58 -43 B 1-14 All
Overdrive 1000, 2500, 300*4 R all 9+7~12 2(38)4, 1*4 58 -40 B 1-14 All
  • Ragna's main combo ender and match finisher. Isn't too good to always end your combos with as it doesn't have too much minimum damage (about 30%).
  • Last hit can be cancelled by holding D, and if the opponent is high enough when hit by the first hit followups can be done, but it's very hard, and can be only done in the corner, so don't get reliant on this.
  • In Overdrive, it will deal 4-5 more hits, and it's easily followup-able with D Inferno Divider into Ax Kick in the corner. Also easily confirmable midscreen from the aerial version of Blood Scythe.
Devoured by Darkness
Devoured by Darkness
214214D An useless, blockable move without Overdrive. In OD, it's unblockable and actually a very good move.
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 0, 2700 R all 13+12 3 56 -40 B 1-16 All
Overdrive 0, 5400 R UNB 13+12 3 56 - B 1-16 All
  • Without Overdrive, this move is nearly useless, due to its very low damage on its own. 500 lifesteal is also very low when two Blood Scythes give the same amount of life. To add insult to injury, it's even blockable without Overdrive, making it even worse.
  • The Overdrive version, however, returns the move to its former glory. With a damage boost that makes the move deal about 3500-4000 damage now, and around 2000 in a prorated combo, this move should be used to end Overdrive combos whenever possible. It will now have 1000 lifesteal, and when combined with other moves in the corner (such as Dead Spike and Blood Scythe) you can steal well over 2000 life in a single combo.
  • While it does have a little invulnerability and it's unblockable, the invuln doesn't last for long (around 4-5 frames after superfreeze) and you can be hit out of it by pretty much anything.
  • OD Dead Spike > Rapid > DbD is an unblockable setup if done correctly, and the Dead Spike is blocked.


Astral Heat

Black Onslaught
2141236C "There is no Hell, only darkness."
BBCS Ragna BlackOnslaught2.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
death - all 3+25 2 25 -12 B 1-29 All
  • A once-was-impractical Astral that got a huge buff, comboable after almost anything in Central Fiction.

Ragna's astral was greatly buffed from CPEX: Its startup was drastically reduced, now allowing combos such as 5B > 5C > Astral. 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