BBCF/Ragna the Bloodedge: Difference between revisions

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*Lifesteal: 1000
*Lifesteal: 1000


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.
A good combo ender if you can connect it. Due to the move having slower startup, it's hard to land this move after a very prorated combo without Overdrive, but the benefit in doing so is that it does more minimum damage than Carnage Scissors and provides more lifesteal. In Overdrive, you have access to many moves that cause wallbounce, which gives plenty of time to perform the Overdrive version of this move.


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 is unblockable, the invulnerability doesn't last for long and you can be hit out of it by pretty much anything. OD Dead Spike > Rapid > DbD is an unblockable setup if done correctly, but the timing is tight.
 
While it does have a little invulnerability and it's unblockable, the invulnerability doesn't last for long 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.
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==Exceed Accel==
==Exceed Accel==
{{MoveData
{{MoveData

Revision as of 14:28, 3 May 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. More specifically, the lifesteal increases depending on how many Soul Eater hits landed on the opponent before using the move. The formula is as follows:

  • 1st to 5th Soul Eater hit = 100% lifesteal
  • 6th Soul Eater hit = 110% lifesteal
  • 7th Soul Eater hit = 120% lifesteal
  • 8th Soul Eater hit = 130% lifesteal
  • 9th Soul Eater hit = 140% lifesteal
  • 10th Soul Eater hit = 150% lifesteal
  • 11th Soul Eater hit = 150% lifesteal

The scaling remains at 150% for any Soul Eater hit beyond the 10th.

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 35 - 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 17L - H -
Ax Kick
Ax Kick
214D after Upper
BBCS Ragna AxKick.png
Ragna's most universal form of knockdown
1400 all 19 4 19L - 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*2 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 8 16 6 - T -
Blood Scythe
Blood Scythe
214D, j.214D
BBCP Ragna BloodScythe.png
Ground version is incredibly slow but advantageous. Aerial version is great for corner carry.
1250 all 37 3 15 - H - 1000 all 19 4 till L+14 - H - 1375 all 37 3 15 - H - 1100 all 19 4 till L+14 - 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 17 2,[4]*N(2)2 20L - H -
Additional Blow
Additional Attack
214D after Nightmare Edge
BBCF Ragna NightmareEdgeFollowUp.png
For when you choose damage
1200 all 12 3 33 - B - 1320 all 12 3 33 - 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 20 3 23 - B - 600, 2450 All 10 3 23 - B - 600, 700*4, 2450 All 20 3 23 - B - 600, 700*4, 2450 All 10 3 23 - 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