(6 intermediate revisions by the same user not shown) | |||
Line 1,689: | Line 1,689: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Ragna's Blood Scythe is a very slow grounded overhead (his slowest actually) that is new to CP/CPEX. 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 reversaled out of if expected). | ||
* | *The aerial version is both combo staple for advanced combos and a way to make/finish bread and butter combos midscreen. It will combo after 6A > 6D in most circumstances, and in OD it can be followed up with Hell's Fang or Carnage Scissors | ||
*Both versions will ground-bounce anywhere and steal 300 life, 450 in OD (Overdrive),but it's hard to combo into the grounded version. | |||
*The grounded version also has a property that only the D version of Inferno Divider shares with this move, it Fatal Counters. While this will never happen because of it's slow speed, if it DOES happen then react to it and followup with a damaging combo. Because of it's FC nature, it also enables the 5C > 6C combo path and damage options off it are very good. | |||
}} | }} | ||
}} | }} | ||
Line 1,752: | Line 1,753: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Ragna's main combo ender and match finisher. Isn't too good to always end your combos with as it doesn't have too much minimum damage (about 30%) | ||
* | *Last hit can be cancelled by holding D, and if the opponent is high enough when hit by the first hit followups can be done, but it's very hard so don't get reliant on this. However, this can be only done in the corner. | ||
*In Overdrive, it will deal 4-5 more hits, and it's easily followup-able with D Inferno Divider into Ax Kick in the corner. Also easily confirmable midscreen from the aerial version of Blood Scythe. | |||
}} | }} | ||
}} | }} | ||
====== <font style="visibility:hidden" size="0">Devoured by Darkness</font> ====== | ====== <font style="visibility:hidden" size="0">Devoured by Darkness</font> ====== | ||
{{MoveData | {{MoveData | ||
Line 1,762: | Line 1,764: | ||
|input=214214D | |input=214214D | ||
|image=BBCS_Ragna_DevouredByDarkness.png | |image=BBCS_Ragna_DevouredByDarkness.png | ||
|caption= | |caption=An unblockable move which is nearly useless outside Overdrive. Steals a lot of life when used with OD. | ||
|data= | |data= | ||
{{AttackData-BBCPE | {{AttackData-BBCPE | ||
Line 1,812: | Line 1,814: | ||
|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Devoured by Darkness (often abbreviated DbD) returns in CP, and now it's useable outside of Blood Kain, as it's now Ragna's Overdrive. However, without it, the move is nearly useless, with it's very low damage on it's own, this move will not see use outside of OD. 500 lifesteal is also very low when two Blood Scythes give the same amount of life. | ||
* | *The Overdrive version, however, returns the move to it's 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 ittle invulnerability and it's unblockable, the invuln doesn't last for long (around 4-5 frames after startup) 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. | |||
}} | }} | ||
}} | }} |
Revision as of 20:01, 14 February 2016
Ragna the Bloodedge |
---|
|
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.
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.
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.
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
- Solid okizeme setups, more so in the corner
- Decent Heat Gain off most combos
- Easy to pick up, easy to play character
- One of the best DPs in the game
- Overdrive greatly increases combo damage, versatility and lifesteal
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
- 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)
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 |
Official frame data has yet to be released. Excluding damage, cancel, proration and hitstun type, all values are based on BBCP Ver1.10. |
Normal Moves
5A
5A |
---|
5B
5B |
---|
5C
5C |
---|
2A
2A |
---|
2B
2B |
---|
2C
2C |
---|
6A
6A |
---|
6B
6B |
---|
6C
6C |
---|
3C
3C |
---|
j.A
j.A |
---|
j.B
j.B |
---|
j.C
j.C |
---|
Drive Moves
5D
5D |
---|
2D
2D |
---|
6D
6D |
---|
j.D
j.D |
---|
Universal Mechanics
Forward Throw
Forward Throw 5B+C or 6B+C |
---|
Back Throw
Back Throw 4B+C |
---|
Air Throw
Air Throw j.B+C |
---|
Counter Assault
Counter Assault 6A+B during blockstun |
---|
Crush Trigger
Crush Trigger 5A+B |
---|
Specials
Hell's Fang
Hell's Fang 214A |
---|
Follow-up
Follow-up 214D after Hell's Fang |
---|
Inferno Divider
Inferno Divider 623C/D (Air OK) |
---|
Upper
Upper 236C during Inferno Divider |
---|
Straight Punch
Straight Punch 236C after Upper |
---|
Ax Kick
Ax Kick 214D after Upper |
---|
Gauntlet Hades
Gauntlet Hades 214B (air OK) |
---|
Spin Kick
Spin Kick 214D after Gauntlet Hades |
---|
Dead Spike
Dead Spike 236D |
---|
Not Over Yet
Not Over Yet 22C |
---|
Belial Edge
Belial Edge j.214C |
---|
Blood Scythe
Blood Scythe 214D, j.214D |
---|
Distortion Drives
Carnage Scissors
Carnage Scissors 632146D |
---|
Devoured by Darkness
Devoured by Darkness 214214D |
---|
Astral Heat
Black Onslaught 2141236C |
---|
External References
- Japanese Name: ラグナ=ザ=ブラッドエッジ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread