|
|
Line 721: |
Line 721: |
| |input= | | |input= |
| |image=BBCS_Ragna_6D.png | | |image=BBCS_Ragna_6D.png |
| |caption= | | |caption=Great mixup potential, but can be tricky to execute consistently. |
| |data= | | |data= |
| {{AttackData-BBCP | | {{AttackData-BBCP |
Line 792: |
Line 792: |
| |input= | | |input= |
| |image=BBCS_Ragna_jD.png | | |image=BBCS_Ragna_jD.png |
| |caption= | | |caption=Trades damage for life gain. |
| |data= | | |data= |
| {{AttackData-BBCP | | {{AttackData-BBCP |
Line 817: |
Line 817: |
| |hitbox= | | |hitbox= |
| |description= | | |description= |
| Placeholder
| | 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 (as it is mostly reliant on damage values in CP). However, the move has increased life gain 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. |
| }} | | }} |
| {{AttackData-BBCP | | {{AttackData-BBCP |
Line 842: |
Line 842: |
| |hitbox= | | |hitbox= |
| |description= | | |description= |
| Placeholder
| | Nothing 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. |
| }} | | }} |
| }} | | }} |
Line 877: |
Line 877: |
| *100% minimum damage | | *100% minimum damage |
| <br/> | | <br/> |
| Placeholder
| | 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 midscreen, Dead Spike in the corner. |
| }} | | }} |
| }} | | }} |
Line 910: |
Line 910: |
| *100% minimum damage | | *100% minimum damage |
| <br/> | | <br/> |
| Placeholder
| | 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 midscreen, Dead Spike in the corner. |
| }} | | }} |
| }} | | }} |
Line 943: |
Line 943: |
| *100% minimum damage | | *100% minimum damage |
| <br/> | | <br/> |
| Placeholder
| | 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 midscreen, land 5B in the corner. |
| }} | | }} |
| }} | | }} |
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.
Health: 10,000
Play-style: Offensive, Footsies
Movement Options: 1 Double Jump/Airdash, Dash-type: Run
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 (200 drain) then D Inferno Divider (50*2 drain) will result in less health drain (292 drain) than with 5D's and D Inferno Divider's health drain base values added together (300 drain).
- 1st Soul Eater hit = 100% drain
- 2nd Soul Eater hit = 90% drain
- 3rd Soul Eater hit = 95% drain
- 4th Soul Eater hit = 100% drain
Each Soul Eater hit after this increases drain scaling by 5% until scaling reaches 150%. The following Soul Eater hit then increases drain scaling to 160%, and then to 180%. 180% is the maximum value.
Overdrive: Blood Kain Idea
Ragna's Overdrive "Blood Kain Idea" 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.
Remaining Health vs. Overdrive Duration (in Frames)
Health |
100 - 90% |
89 - 80% |
79 - 70% |
69 - 60% |
59 - 50% |
49 - 40% |
39 - 30% |
29 - 20% |
19 - 10% |
9 - 0%
|
Overdrive
|
120F |
210F |
210F |
270F |
300F |
390F |
420F |
450F |
480F |
600F
|
Pros/Strengths:
- Able to drain opponent's life and replace as own
- Great footsies that can be hitconfirmed easily
- Becomes very versatile with 50 heat
- Solid oki setups, moreso in the corner
- Decent meter gain off most combos
- Easy to pick up, easy to play character
- One of the best DPs in the game
- Blood Kain combos greatly increase damage potential and steal back a lot of health
Cons/Weaknesses:
- Few safe and reliable mixup options make most offensive approaches easy to read
- High risk, moderate reward
- Many defensive options are unsafe
- Third lowest character health 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)
External References:
Move List
- See also: Ragna Full Frame Data
Normal Moves
5A
Although the startup is fast, 5A only sees somewhat occasional use.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
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 startup 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 cancellable into other normals, making it a safer option (compared to 6A only being special cancellable).
In CP, this move functions relatively the same compared to past iterations. The reduced hitstop is useful for keeping the opponent alert.
|
|
5B
Fast and powerful, but can be dangerous to use in certain situations.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
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 startup.
- 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 of 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.
In CP, 5B at max range can now be hitconfirmed into Overdrive. With the proper combo, the OD combo can result in over 4000 damage that provides a respectable amount of corner carry as well.
|
|
5C The slower, but longer alternative to 5B.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
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 and 6D on CH.
When used at maximum range, 5C is extremely hard to punish at maximum range, even on IB. 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 gatling options, but its long recovery provides more risk. 5C is slower and has limited gatling 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.
In CP, 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. However, including slight delays into 5C may help when using in combos.
|
|
2A
The ±0 frame advantage makes 2A a useful pressure tool.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
300
|
CSOR
|
all
|
7
|
2
|
10
|
0
|
F
|
-
|
-
|
- Staple crouching jab.
- Throw cancellable.
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 blockstrings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups.
In CP, 2A also has reduced hitstop, making it a much better tool for pressure.
|
|
2B
Fast low, and can also be used as a footsie.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
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 mixup. However, gatlings 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 gatling that serves as not only a safe option to go to, but also a good way to hitconfirm into a combo when 2B lands is 2B > 5B. If cancelled on the earliest frame possible, this gatling actually has no gaps for the opponent to exploit, even when 2B is instant blocked.
|
|
2C
No longer a fatal, but still a very good move.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
720
|
SOR
|
HL
|
12
|
3
|
13
|
+1
|
F
|
-
|
-
|
- Powerful and convenient punish due to its relatively quick startup and high combo ratings.
- Safe on block, but lacks completely safe gatling 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 gatlings from 2C, such as into 5C.
|
|
6A
An anti-air that unrighteously got nerfed.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
620
|
SO(J)R
|
HL
|
13
|
4
|
24
|
-11
|
B
|
4-13H
|
-
|
- Head invul on frames 4-13.
- Launches opponent into the air.
- Higher hitbox during later active frames.
The slow startup 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 (ex. Hell's Fang, Gauntlet Hades), or easily punishable moves (ex. 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
No gatlings into C make this move a dangerous one to use.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
720
|
SOR
|
H
|
24
|
4
|
19
|
-6
|
B
|
-
|
-
|
- Cannot emergency tech on aerial hit
- Cannot gatling into C moves
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, with 6B now lacking any gatlings to C moves, 6B lacks a completely safe blockstring. Because of this limitation, almost every gatling option after 6B is either unsafe (ex. 6A, Hell's Fang, Gauntlet Hades), or easy to disrespect (ex. 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 blockstring 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
Staple launcher off of crouching opponents.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
620*2
|
(S)OR, SOJR
|
L, HL
|
20
|
3(8)2
|
33
|
-16
|
F, B
|
-
|
-
|
- Launches opponent into the air
The main purpose of this move is to maximize damage on crouching opponents, and not much else. The lack of safe gatlings and cancels makes 6C a questionable move to use in pressure and mixup, so be sure to keep its limitations in mind.
|
|
3C
The oki setup off of this move is still good, but not as versatile anymore.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
720
|
SOJR
|
L
|
12
|
3
|
27
|
-11
|
F
|
-
|
-
|
- Enables use of Not Over Yet (22C)
Even with the new combo routes, 3C oki still proves to be a very strong tool for corner oki. However, the limitations of the new combo routes hamper the oki's versatility. Specifically, 3C oki cannot be performed after every corner combo, unlike in CSEX. The few cases where 3C oki can be performed are after Dead Spike dash cancel, Belial Edge, and TK 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 oki serves as a very viable oki option, compared to Hell's Fang and D Inferno Divider, both of which give very little damage, heat, and worse oki than 3C's.
As for the options after 3C oki, they still remain the same in CP. To refresh, here are only a few:
- Aerial overhead → airdash j.B > j.C/j.C > j.D
- Landing low → land 2B/3C/6C
- Landing throw → land B+C
- Safejump setup → falling j.B
- Landing overhead → land 6B/214B
Of course, you are free to experiment and find your own mixups.
|
|
j.A
Simple aerial jab.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
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 (ex: Taokaka). The hitbox isn't bad, but it will not beat out moves in every situation.
|
|
j.B
Aerial crossup move.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
500
|
SOJR
|
HA
|
10
|
9
|
12
|
-
|
H
|
-
|
-
|
The hitbox behind Ragna's foot serves as a great crossup tool. Moreover, there are a high number of active frames, making it a good safejump move as well. Against certain aerial approaches, j.B can also be used; at worst, j.B will trade.
|
|
j.C
Main aerial approach, due to the huge hitbox.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
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 (ex: Ragna 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.
|
|
Counter Assault 6A+B during blockstun
Same animation as 5B, with the same startup and hitbox.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
0
|
R
|
all
|
13
|
3
|
32
|
-16
|
B
|
1-20 All
|
-
|
One of the better counter assaults in the game with its long active frames and fast startup. 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 5A+B
A crush trigger that is as basic as you can get.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
1000
|
R
|
B
|
30~59
|
1
|
23
|
+2
|
B
|
-
|
-
|
- Charge-able
- 180F heat cooldown
One of the worse Crush Triggers in the game, as the combo versatility into and from the move are quite limited. Moreover, the move also uses 25 heat, which is risky considering Ragna relies very heavily on heat, and his combos don't always get a lot. The heat is better used for other situations, but you can always use this move as a shock tactic.
|
|
Drive Moves
5D
Valuable in combos, not so much elsewhere.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
550, 760
|
SOR
|
HL, all
|
15
|
5(12)3
|
29
|
-11
|
B
|
-
|
-
|
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
|
Hitbox
|
Overdrive
|
550, 860
|
SRDa
|
HL, all
|
15
|
5(12)3
|
29
|
-11
|
B
|
-
|
-
|
- Frame advantage after earliest dash cancel: -2
Besides the retained dash cancel and bigger hitbox (allowing for a half-assed spacing game), there's not much difference to the normal version. A word of advice for using this in OD combos is that 5D bounces higher, and if you try and use DbD immediately afterwards, the move may miss.
|
|
2D
Safe move when spaced properly.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
750
|
R
|
L
|
18
|
2
|
23
|
-4
|
F
|
-
|
-
|
- 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/Itsuue, 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
|
Hitbox
|
Overdrive
|
850
|
RDa
|
L
|
18
|
2
|
23
|
-4
|
F
|
-
|
-
|
- Enables use of Not Over Yet
- Frame advantage after earliest dash cancel: -2
Unlike the normal version, 2D in Overdrive has a dash cancel as well. This allows for very flexible combo potential everywhere on the stage. Elsewhere, it's roughly the same move, albeit the dash cancel option.
|
|
6D
Great mixup potential, but can be tricky to execute consistently.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
750
|
SOJR
|
HL
|
26
|
3
|
14+16L
|
-12
|
H
|
10-25F
|
-
|
- Only cancellable to j.D
- Frame advantage on landing during j.D: ??
- Launches opponent into the air
Despite only being cancellable to j.D, 6D serves as one of Ragna's more ambiguous mixup 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 startup, 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
|
Hitbox
|
Overdrive
|
850
|
SJR
|
HLd
|
22
|
3
|
14+16L
|
-12
|
H
|
8-21F
|
-
|
- Only cancellable 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
Trades damage for life gain.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
590
|
SOJR
|
HA
|
13
|
4
|
20
|
-
|
H
|
-
|
-
|
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 (as it is mostly reliant on damage values in CP). However, the move has increased life gain 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
|
Hitbox
|
Overdrive
|
690
|
SJR
|
HA
|
11
|
4
|
20
|
-
|
H
|
-
|
-
|
Nothing 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.
|
|
Throws
Forward Throw 5B+C or 6B+C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
0, 1400
|
-, SOR
|
T (70)
|
7
|
3
|
19
|
-
|
T
|
-
|
-
|
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 midscreen, Dead Spike in the corner.
|
|
Back Throw 4B+C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
0, 1400
|
-, SOR
|
T (70)
|
7
|
3
|
19
|
-
|
T
|
-
|
-
|
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 midscreen, Dead Spike in the corner.
|
|
Air Throw j.B+C
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
0, 1400
|
-, SOR
|
T (90)
|
7
|
3
|
15+3L
|
-
|
T
|
-
|
-
|
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 midscreen, land 5B in the corner.
|
|
Specials
Additional Attack 214D after Hell's Fang
|
|
Inferno Divider 623C/D, j.623C/D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
C Inferno Divider 623C
|
550*2
|
R
|
HL
|
9
|
5, 8
|
20+19L
|
-28
|
B
|
1-17 All
|
-
|
|
Air C Inferno Divider j.623C
|
550*2
|
R
|
all
|
5
|
5, 8
|
19L
|
-
|
H
|
1-13 All
|
-
|
|
D Inferno Divider 623D
|
600*2
|
R
|
HL, all
|
7
|
5, 8
|
32+19L
|
-40
|
B
|
-
|
-
|
|
Air D Inferno Divider j.623D
|
600*2
|
R
|
all
|
7
|
5, 8
|
19L
|
-
|
H
|
-
|
-
|
|
D Inferno Divider (OD) 623D
|
700*2
|
R
|
HL, all
|
7
|
5, 8
|
32+19L
|
-40
|
B
|
-
|
-
|
|
Air D Inferno Divider (OD) j.623D
|
700*2
|
R
|
all
|
7
|
5, 8
|
19L
|
-
|
H
|
-
|
-
|
|
|
Upper 236C during Inferno Divider
|
|
Ax Kick 214D after Straight
|
|
Gauntlet Hades 214B, j.214B
|
|
Spin Kick 214D after Gauntlet Hades
|
|
Distortion Drives
Carnage Scissors 632146D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
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
|
-
|
- 1-14 All Invul
- Can cancel 2nd hit by holding down D button
- 30% minimum damage (Normal: 1050 OD: 1410)
- 180F Heat Gauge Cooldown
- Startup after superflash pertains when move is performed at point blank range
- Startup/Active/Recovery becomes 9+7/2/37 if button is held after 1st attack
Placeholder
|
|
Devoured by Darkness 214214D
|
|
Astral Heat
Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
*5B* Starter
Notes: 5B>6A and, 5B>5C>6A require closer spacing
- 5B>6A>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>5D>632D>236C>214D
- Requirements: --
- Damage: 2932, Heat Gain: 21
- 5B>5C>6A>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>5D>632D>236C>214D
- Requirements: --
- Damage: 3250, Heat Gain: 23
- 5B>5C>6C>(delay) 214A, 5B>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D>623D>236C>214D
- Requirements: crouching opponent
- Damage: 3715, Heat Gain: 26
- 5B>5C>2D>RC, (dash)5C>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>5D>632D>236C>214D
- Requirements: 50 Heat
- Damage: 4076, Heat Gain: 19
- 5B>5C>GOING INTO OVERDRIVE, 5C>2D>dc, 5C>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>632D>236C>214D
- Requirements: Overdrive
- Damage: 4281, Heat Gain: 30
*6B* Starter
- 6B>6A>214B>214D, 6A>TK j.214D, 5B>5D(1)>214A, 5B>5D>632D>236C>214D
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: 2535, Heat Gain: 18
- 6B>5D(1)>GOING INTO OVERDRIVE, 5C>2D>dc, 5C>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>632D>236C>214D
- Requirements: Overdrive
- Damage: 3540, Heat Gain: 25
*5A+B* Starter
- 5A+B, 6C>(delay) 214A, 5B>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D>623D>236C>214D
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: 2645, Heat Gain: 11
Midscreen to Corner
Corner Only