m (→Hell's Fang) |
m (→Specials) |
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Line 1,104: | Line 1,104: | ||
*Lifesteal: 300 | *Lifesteal: 300 | ||
*200% Heat Gain | *200% Heat Gain | ||
Main combo ender. If Rapid Cancelled, this move can be followed up with dash 5B or dash 5C midscreen, which often results in very respectable damage. | |||
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Line 1,266: | Line 1,268: | ||
|description= | |description= | ||
*Lifesteal: 75*2 | *Lifesteal: 75*2 | ||
Ragna's DP. This move is great when used in the middle of an opponent's pressure, as it is quick and completely invulnerable throughout startup. It can also be used on wakeup, but because it is highly punishable on block and whiff, the option should be used sparingly, and only with 50 heat. | |||
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Line 1,300: | Line 1,304: | ||
*Nothing special with this move, it leads to Straight Punch and Ax Kick | *Nothing special with this move, it leads to Straight Punch and Ax Kick | ||
Followup from Inferno Divider. Leads into either Straight Punch for corner carry or Ax Kick for okizeme/combos. | |||
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Line 1,424: | Line 1,428: | ||
|startup=20 | |startup=20 | ||
|active=7 | |active=7 | ||
|recovery= | |recovery=28 | ||
|frameAdv=-11 | |frameAdv=-11 | ||
|blockstun=18 | |blockstun=18 | ||
Line 1,434: | Line 1,438: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Overhead hitbox at 24F | |||
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{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 1,459: | Line 1,464: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Overhead hitbox at 18F | ||
*Quickest overhead is 22F | |||
One of Ragna's overheads, and used in many midscreen combos. Combos starting with this move tend to be more damaging than off of 6B, but it has a negative frame advantage to compensate. Some opponents have a hard time punishing this move at max range, so use this either at max range or with 50 heat. | |||
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Line 1,523: | Line 1,529: | ||
*Lifesteal: 150 | *Lifesteal: 150 | ||
Followup from Gauntlet Hades. Often used after launching the opponent, typically mid-screen, where there are fewer viable alternatives. If delayed sufficiently after Gauntlet Hades, it enables a follow-up combo with good damage and corner carry. While safe on block, all characters can avoid the hit simply by crouching and using any crouching move, rendering this move useless in pressure routes. | |||
Overdrive version has much more untechable time and launches higher, greatly increasing Ragna's combo potential. | Overdrive version has much more untechable time and launches higher, greatly increasing Ragna's combo potential. | ||
Line 1,587: | Line 1,593: | ||
*Lifesteal: 100*3 | *Lifesteal: 100*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 and | 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 aerial hit, making the move very hard to followup outside the corner. | ||
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. | 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 | Even though it moves, it is not good against zoning and should not be used for zoning. It has short range and slow startup, and leaves you vulnerable to all forms of aerial approach during the whole animation. | ||
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Line 1,627: | Line 1,633: | ||
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. | 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. | ||
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Line 1,662: | Line 1,666: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Lifesteal: | *Lifesteal: 100 | ||
*Fatal Counter | *Fatal Counter | ||
}} | }} | ||
Line 1,689: | Line 1,693: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Lifesteal: | *Lifesteal: 100 | ||
}} | }} | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 1,715: | Line 1,719: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Lifesteal: | *Lifesteal: 150 | ||
*Fatal Counter | *Fatal Counter | ||
}} | }} | ||
Line 1,742: | Line 1,746: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Lifesteal: | *Lifesteal: 150 | ||
Ragna's Blood Scythe is a very slow | Ragna's Blood Scythe is a very slow pressure tool(his slowest actually), albeit one of his most advantageous on block. This move can be used to reset pressure (risky if expected) or to establish okizeme. | ||
Despite its slow speed, Blood Scythe does have a place in combos, comboing off either 6C or any of Ragna's other Fatal Counters. Due to the faster start-up of the aerial version, it is also possible to combo off 6D or even an air hit j.D provided the combo is short enough. The ground slide is difficult to utilise mid-screen, but in the corner, it's possible to then combo into 3C or Not Over Yet to lead into | Despite its slow speed, Blood Scythe does have a place in combos, comboing off either 6C or any of Ragna's other Fatal Counters. Due to the faster start-up of the aerial version, it is also possible to combo off 6D or even an air hit j.D provided the combo is short enough. The ground slide is difficult to utilise mid-screen, but in the corner, it's possible to then combo into 3C or Not Over Yet to lead into higher damage. | ||
In Overdrive, Blood Scythe ground bounces, allowing for extended combos and even full mid-screen conversions. However, due to the increased launch height of 6D in Overdrive, 6D > Aerial Blood Scythe is no longer possible on opponents significantly above the ground. | In Overdrive, Blood Scythe ground bounces, allowing for extended combos and even full mid-screen conversions. However, due to the increased launch height of 6D in Overdrive, 6D > Aerial Blood Scythe is no longer possible on opponents significantly above the ground. | ||
Line 1,757: | Line 1,761: | ||
|input=j.214C | |input=j.214C | ||
|image=BBCF_Ragna_NightmareEdge.png | |image=BBCF_Ragna_NightmareEdge.png | ||
|caption= | |caption=Main aerial combo ender. Can be used for oki or damage. | ||
|data= | |data= | ||
{{AttackData-BBCF | {{AttackData-BBCF | ||
Line 1,781: | Line 1,785: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Last hit causes untechable knockdown on hit | ||
Ragna's main aerial combo ender. The untechable knockdown allows followups when done at certain heights, but this is discouraged as doing so forces a different aerial combo ender to be used. Nightmare Edge offers the best oki compared to all possible combo enders (i.e. Hell's Fang, Inferno Divider), so it should be used as such. | |||
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Line 1,844: | Line 1,848: | ||
|description= | |description= | ||
*Lifesteal: 300 | *Lifesteal: 300 | ||
Followup from Nightmare Edge. This move has the most lifesteal out of all of Ragna's Soul Eater moves, so it should be used at the end of a combo when the Soul Eater multiplier is at its potential maximum. If lifesteal is not needed, the followup can be omitted for a less damaging alternative, which offers better okizeme. | |||
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Revision as of 15:59, 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 •