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|active=3 | |active=3 | ||
|recovery=9 | |recovery=9 | ||
|frameAdv= | |frameAdv=±0 | ||
|blockstun=11 | |blockstun=11 | ||
|groundHit=12 | |groundHit=12 | ||
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|attribute=B | |attribute=B | ||
|startup=13 | |startup=13 | ||
|active= | |active=4 | ||
|recovery=20 | |recovery=20 | ||
|frameAdv=-6 | |frameAdv=-6 | ||
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*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 | ||
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. | ||
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|active=2 | |active=2 | ||
|recovery=10 | |recovery=10 | ||
|frameAdv= | |frameAdv=±0 | ||
|blockstun=11 | |blockstun=11 | ||
|groundHit=12 | |groundHit=12 | ||
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*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 | 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. | ||
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*Launches opponent into the air | *Launches opponent into the air | ||
*Higher hitbox during later active frames | *Higher hitbox during later active frames | ||
*Head invincible | *Head invincible on frames 4-13 | ||
The slow start-up of this move makes it easily disrespectable to | 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 | 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. | ||
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*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). | 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 | 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. | ||
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*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 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. | ||
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|startup=12 | |startup=12 | ||
|active=4 | |active=4 | ||
|recovery= | |recovery=26 | ||
|frameAdv= | |frameAdv= | ||
|blockstun=16 | |blockstun=16 | ||
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|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) | 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. | ||
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*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 | 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. | ||
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*Fatal Counter | *Fatal Counter | ||
Overdrive version will cause a ground bounce and a hard knockdown, and also enables dash cancels. | 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. | ||
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*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. | 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. | |||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
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|airHit=30 | |airHit=30 | ||
|airCH=52 | |airCH=52 | ||
|invul= | |invul=5-26F | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
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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. | 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. | ||
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. | |||
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*Fatal Counter | *Fatal Counter | ||
Outside of combos, 6D in Overdrive functions roughly the same. | 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. | ||
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|startup=7 | |startup=7 | ||
|active=3 | |active=3 | ||
|recovery= | |recovery=23 | ||
|frameAdv= | |frameAdv= | ||
|blockstun= | |blockstun= | ||
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*100% minimum damage: 1500 | *100% minimum damage: 1500 | ||
Ragna | 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. | ||
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*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. | 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. | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
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Revision as of 15:33, 29 March 2017
Ragna the Bloodedge |
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Health: 10,000
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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. 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 |
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5B
5B |
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5C
5C |
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2A
2A |
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2B
2B |
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2C
2C |
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6A
6A |
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6B
6B |
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6C
6C |
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3C
3C |
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j.A
j.A |
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j.B
j.B |
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j.C
j.C |
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Drive Moves
5D
5D |
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2D
2D |
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6D
6D |
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j.D
j.D |
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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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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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Not Over Yet
Not Over Yet 22C |
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Blood Scythe
Blood Scythe 214D, j.214D |
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Nightmare Edge
Nightmare Edge j.214C |
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Additional Blow
Follow-up 214D after Nightmare Edge |
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Distortion Drives
Carnage Scissors
Carnage Scissors 632146D |
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Devoured by Darkness
Devoured by Darkness 214214D |
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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
- Amane Nishiki [★]
- Arakune [★]
- Azrael [★]
- Bang Shishigami [★]
- Bullet [★]
- Carl Clover [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Hibiki Kohaku [★]
- Iron Tager [★]
- Izanami [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Kagura Mutsuki [★]
- Kokonoe [★]
- Lambda-11 [★]
- Litchi Faye Ling [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Mu-12[★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Relius Clover [★]
- Susano'o [★]
- Taokaka [★]
- Tsubaki Yayoi[★]
- Valkenhayn R. Hellsing [★]
- Yuuki Terumi [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •