BBCF/Ragna the Bloodedge: Difference between revisions

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*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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  |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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*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


This move has nothing special with it. It simply leads into either Straight Punch for corner carry or Ax Kick for okizeme/combos.
Followup from Inferno Divider. Leads into either Straight Punch for corner carry or Ax Kick for okizeme/combos.
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  |startup=20
  |startup=20
  |active=7
  |active=7
  |recovery=14+13L
  |recovery=28
  |frameAdv=-11
  |frameAdv=-11
  |blockstun=18
  |blockstun=18
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  |hitbox=
  |hitbox=
  |description=
  |description=
*Overhead hitbox at 24F
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  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=
  |hitbox=
  |description=
  |description=
*List what the move is used for
*Overhead hitbox at 18F
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
*Quickest overhead is 22F
Follow the [[Help:Writing_Character_Pages]] guidelines
 
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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*Lifesteal: 150
*Lifesteal: 150


Spin Kick is the go-to move for Ragna's mid-screen combos. It is 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.
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.
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*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 it blows away the opponent mid-screen so you lose most oki.
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 neither good against nor for zoning; it has short range and slow startup, and can be punished by many members of the cast even at long range.
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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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.
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.
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  |description=
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*Lifesteal: 300
*Lifesteal: 100
*Fatal Counter
*Fatal Counter
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  |hitbox=
  |description=
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*Lifesteal: 300
*Lifesteal: 100
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  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=
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  |description=
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*Lifesteal: 450
*Lifesteal: 150
*Fatal Counter
*Fatal Counter
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*Lifesteal: 450
*Lifesteal: 150


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).
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 big damage.
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.
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|input=j.214C
|input=j.214C
|image=BBCF_Ragna_NightmareEdge.png
|image=BBCF_Ragna_NightmareEdge.png
|caption=When ending air combos, do you choose between okizeme, or damage?
|caption=Main aerial combo ender. Can be used for oki or damage.
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  {{AttackData-BBCF
  {{AttackData-BBCF
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  |hitbox=
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  |description=
  |description=
*List what the move is used for
*Last hit causes untechable knockdown on hit
*List interesting properties in bullet points like invul, floating opponents on CH, etc.
 
Follow the [[Help:Writing_Character_Pages]] guidelines
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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*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
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 28 - 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
Main aerial combo ender. Can be used for oki 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