BBTag/Ragna the Bloodedge: Difference between revisions

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{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
{{BBTag_Construction_Card}}
|-
!Ragna the Bloodedge
|-
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[[File:BBTag_Ragna_Portrait.png|350x500px|center]]
|-
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{{CharData-BBTag|Ragna}}
;Movement Options
* Double Jump, 1 Airdash, Dash Type: Run
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>
==Overview==
==Overview==
''"I'll show you, the power of the Azure!"''
{{BBTag/CharacterLinks}}
<div id="home-content" class="home-grid">
{{card|width=4
|header=Overview
|content=Ragna is a straightforward, high-damage, rushdown character. He has strong mid-range pokes and useful specials keep him in his opponents face. His Drive allows him to recover HP on hit, making Ragna very potent at staging comebacks as well. His solo combos also do high damage and have high corner carry, making his offense even scarier.


===Backstory===
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.
The main character of the BlazBlue series. Ragna 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 (a.k.a the titular "BlazBlue") which replaced 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.
}}
{{BBTag/Infobox
| fastestAttack = [[#4A|4A]] (5F)
| reversal = [[#Inferno Divider|A+D]] (11F)<br/>[[#Carnage Scissors|236B+C]] (11F~21F)<br/>[[#Devoured by Darkness|214B+C]] (25F)
}}
{{ProsAndCons
|intro=is a rushdown character that relies on strong fundamentals.
|pros=
*'''Hits Like a Truck:''' Has good front-end damage, with or without meter.
*'''Scary Pressure and Mixups:''' Extremely strong staggers thanks to his fast far-reaching {{clr|A|5A}} and low recovery {{clr|A|2A}}, combined with the overhead threat of [[#Gauntlet Hades | Gauntlet Hades]] makes his pressure very scary.
*'''Great Hit Confirms:''' Versatile combo tools such as [[#Blood Scythe | Blood Scythe]] allows him to convert just about any hit into a full combo.
*'''Utilizes Assists Well:''' Easy to find opportunities to insert Partner Skills for enhanced damage.
*'''Lifesteal:''' Soul Eater attacks steal life on either hit or block, giving him great comeback potential, especially in resonance, where the lifesteal effect of his Distortions Skills is increased.
|cons=
*'''Zoned Out:''' Ragna has trouble with-long ranged zoning. He has to carefully approach via dashblocking or make hard reads with moves like [[#Blood Scythe | Blood Scythe]] and [[#Carnage Scissors | Carnage Scissors]].
*'''Exploitable Offense:''' Fantastic pressure is easily negated by well-timed Reject Guards.
*'''Stright-forward approach:''' Has few ways to suddenly alter his trajectory or close a gap compared to other rushdown characters, making his approach angles fairly predictable.  
}}
</div>


===Playstyle===
{{card|width=6
Ragna is a rushdown character. He has normals with good reach, specials to help with mixup and pressure and a very reliable Reversal Action that can be a very good defensive option when used wisely. Ragna has all the tools needed to succeed but all these tools are driven by your fundamentals. Your Ragna will only get stronger the more you perfect your spacing, movement, how to vary your pressure and how to work in his reversal action into a defense with a strong base built on understanding of game systems and characters.
|header=Drive: Soul Eater
|content=  
Ragna's Drive allows him to steal some of his opponent's life on hit. Players can see this effect in action when pink/purple energy objects fly towards Ragna. Ragna's Drive is doubly effective if you can hit both opponents at once since you are taking both opponents' life with each hit!


===Strengths/Weaknesses===
Moves that Lifesteal from opponent:
{|  
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Move List" data-collapsetext="Hide Move List">
|-style="text-align:left;"
<br/>
! Strengths !! Weaknesses
*{{clr|A|5AAAA}} - Lifesteal: 300
|- style="vertical-align:top;text-align:left"
*{{clr|B|5BB}} - Second hit only, Lifesteal: 300
| style="width: 50%;"|
*{{clr|B|2B}} - Lifesteal: 300
*Has one of the best Reversal Actions in the game. Combo ender, reversal and punish: You name it, Inferno Divider does it.
*{{clr|C|2C}} - Lifesteal: 300
*Has good front-end damage, so even something as simple as 5AAA (into 2C) into Hell's Fang does good damage from range.
*{{clr|B|j.B}} - Lifesteal: 300
*Versatile combo toolkit, ranging from a command dash into OTG, ground bounces, and air-to-ground moves.
*{{clr|A|5A}}+{{clr|D|D}} (air ok) - Lifesteal: 150*2 (300 total) -
*Access to multiple mid-ranged high/low normals. Includes sweeps (2C) and overheads (Gauntlet Hades) that can be followed up easily and can be done very late into a block string.
*{{clr|A|5A}}+{{clr|D|D}}~X~X - Lifesteal: 150 (450 total with {{clr|A|5A}}+{{clr|D|D}})
*One of the safest anti-air normals in the game (5B) that can follow up easily to a combo. Can also allow Ragna to Reverse Beat into 2A.
*{{clr|A|236A}}/{{clr|B|B}} - Lifesteal: 300
*Easy to find opportunities to insert Partner Skills for enhanced damage.
*{{clr|A|214A}}~{{clr|A|A}} - Lifesteal: 600
*Souleater mechanic takes enemies health and adds it to his own on either hit or block as well as dealing chip damage. All of his specials, supers, and assists use this feature.
*{{clr|B|214B}}~{{clr|B|B}} - Lifesteal: 300
| style="width: 50%;"|
*{{clr|A|j.214A}}~{{clr|A|A}} - Lifesteal: 600
*Lacks full-screen projectiles. Ragna might have good pressure, but the lack of full-screen projectiles hurts Ragna's Partner Skill potential a lot. This makes him very dependent on his partner for some match-ups.
*{{clr|C|236C}}~{{clr|C|C}}~{{clr|C|C}} - Lifesteal: 300, 300, 300 (Total 900)
*Has an awkward time dealing with fullscreen pressure. Requires high match-up knowledge against dedicated zoning characters or characters with very large normals.
*{{clr|C|214C}} - Lifesteal: 300
*Fantastic pressure is easily negated by well timed Reject Guards.
*{{clr|P|5P}} - Follow-up only, Lifesteal: 100
*Somewhat mediocre Partner Skills for neutral that are overshadowed by other, more viable Partner Skills such as Ruby's.
*{{clr|P|6P}} - Lifesteal: 300
*Blockstrings are heavily dependent on proximity.
*{{clr|P|4P}} - Lifesteal: 300
*Ragna's lifesteal mechanic is considerably weaker than in previous entries. The window of opportunity where lifesteal will make a difference is very narrow.
*{{clr|B|236B}}+{{clr|C|C}} - Second hit only, Lifesteal 1000 - Resonance lifesteal: 800, 300*4 (2000 total)
|-
*{{clr|B|214B}}+{{clr|C|C}} - Last hit only, Lifesteal 2000 - Resonance Lifesteal: 3000
|}
*{{clr|P|Distortion Skill Duo}} - Lifesteal: 500 - Enhanced: 1000
<br clear=all/>
</div>


===Drive: Soul Eater===
In the original BlazBlue series, Ragna's Drive allowed him to steal some of his opponent's health whenever he connected with an attack involving the Drive button. These attacks will deal chip damage on block and drain the same amount of health. Although there no longer is a dedicated Drive button, this feature makes its return in BlazBlue Cross Tag Battle.


The following moves steal health from your opponent when they make contact with an opponent:
Note: All lifesteal values are static and are not modified by proration or other factors. Enhanced versions of Distortion Skills are different from their regular counterparts and have their own separate values.
* 5AAAA
}}
* Second hit of 5BB
* j.B
* 2C
* Inferno Divider
* Axe Kick
* Dead Spike (All versions)
* Follow-up Attack (Hell's Fang)
* Rising Kick (Gauntlet Hades)
* Follow-up Attack (Nightmare Edge)
* Follow-up Attack 1 (EX Dead Spike)
* Follow-up Attack 2 (EX Dead Spike)
* Blood Scythe (Both versions)
* Carnage Scissors (Second hit onwards)
* Devoured by Darkness (Last hit only, on hit only)
* Black Onslaught (Second hit onwards, on hit only)
 
Note: While Ragna uses his old 6D and the finisher of his EX Dead Spike during the follow-up hits of his 5C overhead, none of these hits drain health. Any health gained after the end of a match will not affect Ragna's HP, including those done during Black Onslaught.
<br clear=all/>
 
{{CharLinks-BBTag |Ragna}}
<br clear=all/>


==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
===<big>{{clr|A|4A}}</big>===
{{MoveData
{{BBTag Move Card
|image=BBTag_Ragna_4A.png |caption=Must be at least this tall to get smacked.
|input=4A
|name=4A
|description=
|data=
One of the fastest moves in the game, the high hitbox allows {{clr|A|4A}} to be used as a check against opponents who like to jump out of pressure. Can also be used as a makeshift anti-air but the lack of head invulnerability can make this risky. After three consecutive {{clr|A|4A}}s, any further {{clr|A|A}} inputs will result in {{clr|A|5A}}.
{{AttackData-BBTag
|damage=1000 |guard=All
|startup=5 |active=3 |recovery=9 |frameAdv=-1
|description=
* Whiffs on crouchers. Also whiffs on short character like Linne, even if they aren't crouching.
* Cancelable into everything, including jumps, throws, and even itself.


High hitbox allows 4A to be used as a fast and safe anti-air, but results in whiffs against crouching opponents. After three consecutive 4As, any further A inputs will result in 5A.
Whiffs on crouching characters, and on {{Character Label|BBTag|Linne|label=Linne}}, {{Character Label|BBTag|Jubei|label=Jubei}}, {{Character Label|BBTag|Vatista|label=Vatista}}, {{Character Label|BBTag|Mika|label=Mika}}, {{Character Label|BBTag|Labrys|label=Labrys}}, {{Character Label|BBTag|Teddie|label=Teddie}} and {{Character Label|BBTag|Kanji_Tatsumi|label=Kanji}} even if they aren't crouching.
}}
* Cancelable into everything, including jumps, throws, and itself.
}}
}}


====== <font style="visibility:hidden" size="0">5A</font> ======
===<big>{{clr|A|5A}}</big>===
{{MoveData
{{BBTag Move Card
|image=BBTag_Ragna_5A.png |caption=The Jesus Kick. Fear it. Respect it.
|input=5A,5AA,5AAA,5AAAA |versioned=input
|image2=BBTag_Ragna_5AA.png |caption2=You're gonna see this move a lot.
|description=
|image3=BBTag_Ragna_5AAA.png |caption3=Poke their toes and toss 'em.
{{clr|A|5A}} will normally be the start of Ragna's pressure and one of his most useful {{keyword|footsie|term=footsies}} tools in {{keyword|neutral}}. Used in almost every combo thanks to its high speed, range, and damage. Can cancel into lows, highs, and throws, giving it high mix-up potential. Not jump cancelable, meaning that it isn't possible to block bursts or convert into air combos with this move alone.
|image4=BBTag_Ragna_5AAAA.png |caption4=Mashin' A
* Throw cancelable.
|name=5A
----
|data=
{{clr|A|5AA}} is a pressure tool and combo filler. Safe on block and has many cancel options (such as {{keyword|rebeat}} {{clr|A|5A}} via {{clr|A|2A}}, throw, pressure resetting specials, and jump cancel), making it a vital part of all of Ragna's block strings. In combos, it can whiff if it is used after {{clr|A|5A}} on an airborne opponent if they are too high off the ground. Leads into {{clr|A|5AAA}} on air hit except when almost all {{keyword|hitstun}} has been used, at that point only {{MiniMoveCard|chara=Ragna the Bloodedge|game=BBTag|input=AD|label=Inferno Divider}} or {{MiniMoveCard|chara=Ragna the Bloodedge|game=BBTag|input=236BC|label=Carnage Scissors}} can continue the combo.
{{AttackData-BBTag
* Jump cancelable.
|version=5A
* Throw cancelable.
|damage=1500 |guard=All
* Last point of the {{clr|A|A}} Smart Combo where you can chain into {{clr|A|2A}} or {{clr|B|5B}}.
|startup=8 |active=8 |recovery=16 |frameAdv=-8
----
|description=
{{clr|A|5AAA}} is mostly a combo filler with fairly good damage and scaling, and with high vertical send on air hit. The first hit has great horizontal reach and is a low while the second hit has a large vertical hitbox and is jump cancelable on both hit and block. Has large amounts of guaranteed untechable time against airborne opponents which always combos into sweet spot {{MMC|game=BBTag|Chara=Ragna the Bloodedge|input=j.C|label=Belial Edge}} if done immediately out of a jump cancel. Furthermore, this move can cancel into {{clr|C|2C}} and {{MiniMoveCard|chara=Ragna the Bloodedge|game=BBTag|input=214B|label=Gauntlet Hades}}, giving Ragna a high/low mix-up as well. Be wary of Reject Guards, as the second hit is horribly unsafe on whiff. In combos, this move can loop into and from {{MMC|chara=Ragna the Bloodedge|game=BBTag|input=236A|label={{Clr|A|A}} Dead Spike}} on an airborne opponent. Can also go into Ragna's {{clr|C|{{clr|C|{{clr|C|j.C}}}}}} > Gauntlet Hades loop in the same scenario.
* Can cancel into throw, which can trick opponents who try to Reject Guard this normal
* Hits two times.
 
* First hit is a low.
This move will normally be the start of Ragna's pressure and one of his most useful standard footsie tools in neutral.
* Jump cancelable on the second hit.
}}
----
{{AttackData-BBTag
{{clr|A|5AAAA}} does respectable damage, has excellent scaling, and steals life, all while being incredibly easy to use. Mostly used to go into Cross Raid, though provides respectable {{keyword|okizeme}}
|header=no
|version=5AA
|damage=1700 |guard=All
|startup=11 |active=4 |recovery=20 |frameAdv=-6
|description=
* Jump cancelable on hit
* Last point of the A Smart Combo where you can chain into 2A
 
Combo and pressure filler. Can whiff if used after 5A on an airborne opponent if they are too high off the ground.
}}
{{AttackData-BBTag
|header=no
|version=5AAA
|damage=1100*2 |guard=Low, All
|startup=13 |active=2(4)2 |recovery=33 |frameAdv=-17
|description=
* Jump cancelable
* Cancelable into C normals
 
Launcher with better damage and scaling than 5B, but can only be done after 5AA and only launches airborne opponents, limiting its usefulness. The first hit has great horizontal reach and is a low while the second hit has a large vertical hitbox and is jump cancelable on both hit and block. Furthermore, this move can cancel into 2C and Gauntlet Hades, giving Ragna a high/low mixup as well. Be wary of Reject Guards, as the second hit is horribly unsafe on whiff.
}}
{{AttackData-BBTag
|header=no
|version=5AAAA
|damage=2000 |guard=All
|startup=18 |active=4 |recovery=31 |frameAdv=-15
|description=
* Lifesteal: 100
 
Does respectable damage, has decent scaling, and drains health, all while being incredibly easy to use. However, it is completely reliant on assists because it has absolutely no cancel options (even in Resonance Blaze). Due to the extreme horizontal knock back on hit, assists must be called preemptively for them to successfully connect.
}}
}}
}}


====== <font style="visibility:hidden" size="0">5B</font> ======
===<big>{{clr|B|5B}}</big>===
{{MoveData
{{BBTag Move Card
|image=BBTag_Ragna_5B.png |caption=Ragna's most reliable anti-air.
|input=5B,5BB,5BBB,5BBBB |versioned=input
|image2=BBTag_Ragna_5BB.png |caption2=Dash cancel shenanigans.
|description=
|image3=BBTag_Ragna_5BBB.png |caption3=OTG, Marvel style.
{{clr|B|5B}} serves as Ragna's main anti-air as it possesses head attribute invincibility and is jump cancelable on both hit or block. It also serves as Ragna's main launcher in meterless combos against grounded opponents. Can cancel into {{clr|A|2A}}, giving Ragna pseudo-Reverse Beat capabilities.
|name=5B
|data=
{{AttackData-BBTag
|version=5B
|damage=1500 |guard=All
|startup=11 |active=4 |recovery=24 |frameAdv=-12
|description=
* Launches opponent into the air
* Head attribute invincible
* Jump cancelable


5B serves as one of Ragna's potential anti-airs. While it is not air unblockable like Inferno Divider and has more start-up and recovery frames than 4A, it does possess head attribute invincibility and is jump cancelable even on block. It also serves as Ragna's main launcher in combos. Can cancel into 5A, giving Ragna pseudo-Reverse Beat capabilities.
* Launches on hit.
}}
* Jump cancelable.
  {{AttackData-BBTag
----
|header=no
The first hit of {{clr|B|5BB}} is used to bring opponents higher into the air to allow Ragna to combo off of Hell's Fang or A Dead Spike. The second hit steals life and is used to bring airborne opponents back down to the ground in order to combo into B Dead Spike or Blood Scythe, the latter of which can force a side switch if it is used midscreen. This move has fantastic scaling as a starter, leading into high damage with only one stock of Skill Gauge, although such a starter is unlikely as it is locked behind {{clr|B|5B}}. Finds renewed use when paired with Active Switch during sandwich situations, creating a deadly left-right mixupIf the first hit of {{clr|B|5BB}} connects, it can be canceled into a special even in the middle of whiffing the second hit.
|version=5BB
|damage=1000, 2000 |guard=All
|startup=15 |active=6(12)3 |recovery=29 |frameAdv=-12
|description=
* First hit is jump cancelable on hit
* Lifesteal (second hit): 100


5BB consists of two hits. The first hit is used to bring opponents higher into the air to allow Ragna to combo off of Hell's Fang or A Dead Spike. The second hit drains health and is used to bring airborne opponents back down to the ground in order to combo into B Dead Spike or Bloodscythe, the latter of which can force a side switch if it is used midscreen. This move has fantastic scaling as a starter, leading into 9.5k with only one bar. Thanks to its multi-hit nature, 5BB can be used to Active Change mid-combo fairly easily but this trait also makes it very unsafe on whiff. The second hit can cancel into other moves as long as the first hits something.
* Hits two times.
}}
* First hit is jump cancelable on hit.
{{AttackData-BBTag
* Second hit knocks down on hit and steals health.
|header=no
----
|version=5BBB
{{clr|B|5BBB}} is a dash mostly used to give Ragna a better chance of landing {{clr|B|5BBBB}}. That being said, the dash distance covers much of the pushback distance of {{clr|B|5BB}}, making it possible to make up the distance and recover while a Partner Skill keeps the opponent in blockstun. It is still ill-advised to use this outside of combos, however, as the dash is very unsafe. Can be used to combo into {{clr|A|2A}} if {{clr|B|5BB}} hit an opponent from a high enough height.
|damage= |guard=
|startup= |active= |recovery= |frameAdv=
|description=
* Cannot cancel into Skills or Distortion Skills
* Can call Partner Skills during the dash


This dash is mostly used to give Ragna a better chance of landing 5BBBB. That being said, the dash distance covers much of the pushback distance of 5BB, making it possible to make up the distance and recover while a Partner Skill keeps the opponent in blockstun. It is still ill-advised to use this outside of combos, however, as the dash is very unsafe. Can be used to combo into 2A if 5BB hit an opponent from a high enough height.
* Cannot cancel into Skills or Distortion Skills.
* Can call Partner Skills during the dash.


}}
----
{{AttackData-BBTag
{{clr|B|5BBBB}} is used on downed opponents for a pick-up attack. Combos into Hell's Fang midscreen, B Dead Spike in the corner, or Blood Scythe for high damage anywhere. If {{clr|B|5BBB}} is immediately canceled into {{clr|B|5BBBB}}, it's possible that {{clr|B|5BBBB}} can whiff before the dash closes enough of the gap, so be mindful of when you input the last B. Late in a combo, the opponent won't slide as far and some moves won't connect afterward. {{clr|B|5BBBB}} has excellent damage and scaling, but due to the long animation, takes up a lot of combo timer.
|header=no
|version=5BBBB
|damage=0, 2000 |guard=All
|startup= |active= |recovery=25 Total |frameAdv=
|description=
* Launches opponent forward
* Opponent cannot be hit by Partner Skills during grab animation


A strong combo part that forces the opponent into an fixed animation on hit that then combos into Hell's Fang midscreen, B Dead Spike or Gauntlet Hades in the corner or Blood Scythe for high damage anywhere. If 5BBB is immediately canceled into 5BBBB, it's possible that 5BBBB can whiff before the dash closes enough of the gap, so be mindful of when you input the last B.
* Can only hit opponents who are knocked-down.
}}
* Can only hit the opponent's point character.
* Ground slides on hit.
* Opponent cannot Cross Burst during this attack.
}}
}}


====== <font style="visibility:hidden" size="0">5C</font> ======
===<big>{{clr|C|5C}}</big>===
{{MoveData
{{BBTag Move Card
|image=BBTag_Ragna_5C.png |caption=Ragna's old Crush Trigger, still not very good.
|input=5C
|name=5C
|description=
|data=
Thanks to {{clr|C|5C}}'s poor range and the fact that Ragna has a more reliable overhead that has better mix-up and damage potential in the form of Gauntlet Hades, this move rarely sees any use outside of being an unburstable overhead. Standard unsafe universal overhead.
{{AttackData-BBTag
|damage=800 |guard=High
|startup=22 |active=3 |recovery=28 |frameAdv=-10
|description=
* Universal overhead
* Flash on frame 4
 
Thanks to 5C's poor range and the fact that Ragna has a more reliable overhead that has better mix-up and damage potential in the form of Gauntlet Hades, this move rarely sees any use. Inputting the follow-up as soon as possible results in less damage and meter but provides better oki.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2A</font> ======
===<big>{{clr|A|2A}}</big>===
{{MoveData
{{BBTag Move Card
|image=BBTag_Ragna_2A.png |caption=Ragna's go to low.
|input=2A
|name=2A
|description=
|data=
Your main low poke for footsies, equipped with a very good balance of range, speed, and recovery. Also allows Ragna to repeat {{clr|A|5A}} and {{clr|A|5AA}} within the same chain of normals, though only once per string. Due to it's speed and low recovery, this works  well for stagger pressure.
{{AttackData-BBTag
* Throw cancelable.
|damage=1000 |guard=Low
|startup=9 |active=2 |recovery=15 |frameAdv=-4
|description=
Standard low and your main low poke for footsies. This is the only normal in Ragna's arsenal that can Reverse Beat from 5B, so it's very good for opponents that don't pushblock too often. Also allows Ragna to repeat 5A and 5AA within the same chain of normals.
}}
}}
}}


====== <font style="visibility:hidden" size="0">2B</font> ======
===<big>{{clr|B|2B}}</big>===
{{MoveData
{{BBTag Move Card
|image=BBTag_Ragna_2B.png |caption=Can't have enough lows.
|input=2B
|name=2B
|description=
|data=
A ground-to-air normal that can cancel into air normals to reset pressure. Cancels into air normals are always a true blockstring unless the opponent Reject Guards {{clr|B|2B}}, though jump canceling it makes it safe anyway. Late air normal cancels will eliminate {{clr|B|2B}}'s recovery without attacking, allowing Ragna to go low with {{clr|A|2A}} instead. Performing delay {{clr|B|2B}} after {{clr|B|5B}} on hit and then whiffing {{clr|B|{{clr|B|{{clr|B|j.B}}}}}} enables rejump combos, leading into strong, mid-screen combo routes. Can combo directly into {{clr|A|5A}} on Counter Hit.
{{AttackData-BBTag
|damage=1700 |guard=Low
|startup=12 |active=3 |recovery=21 |frameAdv=-6
|description=
* Jump cancelable


Ragna's old sweep. Very useful late into combos due to the significant amount of guaranteed untechable time against airborne opponents. Combos into 4A on counter hit. Can lead into A normals by canceling into 5B which can chain into 2A, making it a great move to start block strings.
* Jump cancelable.
}}
* Brings Ranga off the ground and has some foot invulnerability, letting it beat throws and foot attribute attacks.
}}
}}


====== <font style="visibility:hidden" size="0">2C</font> ======
===<big>{{clr|C|2C}}</big>===
{{MoveData
{{BBTag Move Card
|image=BBTag_Ragna_2C.png |caption=COUNTER
|input=2C
|name=2C
|description=
|data=
Ragna's best scaling practical starter which can combo into [[#Blood Scythe | Blood Scythe]] for an extension into massive damage. Can also combo into [[#Gauntlet Hades|Gauntlet Hades]] and {{clr|B|B}} [[#Dead Spike|Dead Spike]] on Counter Hit for meterless routes. Use it to punish blocked or whiffed reversals or use it late into a block string for a surprise low. Outside of using it as a starter, {{clr|C|2C}} is also good for comboing into Hell's Fang at maximum range or to bring in your partner for a Partner Skill.
{{AttackData-BBTag
|damage=2000 |guard=Low
|startup=17 |active=2 |recovery=33 |frameAdv=-15
|description=
* Universal sweep
* Lifesteal: 100


Ragna's best scaling starter which can combo into Bloodscythe on counter hit for massive damage. Can also combo into Gauntlet Hades on counter hit for meterless routes. EX Deadspike allows for follow-ups without a counter hit mid-screen. Use it to punish blocked or whiffed reversals or use it late into a block string for a surprise low.
* Knockdown on hit.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.A</font> ======
===<big>{{clr|A|j.A}}</big>===
{{MoveData
{{BBTag Move Card
|image=BBTag_Ragna_jA.png |caption=
|input=j.A
|image2=BBTag_Ragna_jAA.png |caption2=
|description=
|name=j.A
Ragna's main approach via the air as it's a serviceable air-to-ground attack. Pressure starter and overhead mix-up tool. Combo filler used to manipulate the opponent's height for Belial Edge extensions. While it has a better overall hitbox for air-to-air, its long recovery makes it much riskier to throw out while rising than {{clr|B|{{clr|B|{{clr|B|j.B}}}}}}.
|data=
 
{{AttackData-BBTag
* Jump cancelable.
|version=j.A
----
|damage=1500 |guard=High
While {{clr|B|{{clr|B|{{clr|B|j.B}}}}}} fulfills a similar role, {{clr|A|{{clr|A|{{clr|A|j.AA}}}}}} moves Ragna forward slightly and does not launch the opponent as high which makes connecting {{clr|C|{{clr|C|{{clr|C|j.C}}}}}} clean hit much easier in certain situations. Deals less damage and hitstun then {{clr|B|{{clr|B|{{clr|B|j.B}}}}}} and doesn't grant as much Skill Gauge or give any life, so use {{clr|B|{{clr|B|{{clr|B|j.B}}}}}} instead wherever possible. If {{clr|A|{{clr|A|{{clr|A|j.A}}}}}} was used high enough after an air dash, then {{clr|A|{{clr|A|{{clr|A|j.AA}}}}}} can cross up.
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


Ragna's main approach via the air as it's a serviceable air-to-air and a air-to-ground attack.
* Jump cancelable.
}}
{{AttackData-BBTag
|header=no
|version=j.AA
|damage=1500 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here


While j.B fulfills a similar role, j.AA launches the opponent slightly higher which allows connecting j.C clean hit to become much easier.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.B</font> ======
===<big>{{clr|B|j.B}}</big>===
{{MoveData
{{BBTag Move Card
|image=BBTag_Ragna_jB.png |caption=
|input=j.B
|name=j.B
|description=
|data=
Air combo tool that hits in front and above Ragna. Used to lead into Belial Edge, Inferno Divider, Nightmare Edge, or Aerial Blood Scythe. Ragna's most damaging air normal and the only one with lifesteal. Very important for manipulating the opponent's height during air combos to set up Belial Edge extensions. Can be used as a jump-in with better scaling and damage than {{clr|A|{{clr|A|{{clr|A|j.A}}}}}} but its vertical hitbox and lack of cancel options makes this non-optimal. As an air to air, it's subpar due to it's slow speed and short hitbox, but has incredible untech on counterhit.
{{AttackData-BBTag
|damage=1700 |guard=High
|startup= |active= |recovery= |frameAdv=
|description=
* Hits in front and above Ragna
* Lifesteal: 100


Detailed description of the usefulness of the move go here
* Jump cancelable.
}}
}}
}}


====== <font style="visibility:hidden" size="0">j.C</font> ======
===<big>{{clr|C|j.C}}</big>===
{{MoveData
<span class="input-badge">'''Belial Edge'''</span>
|image=BBTag_Ragna_jC.png |caption=Belial Edge...how we've missed you.
{{BBTag Move Card
|name=j.C
|input=j.C
|data=
|description=
{{AttackData-BBTag
An air-to-ground combo extender. When {{clr|C|{{clr|C|{{clr|C|j.C}}}}}} is used on an opponent above Ragna, the last hit will connect, causing the opponent to bounce. This combined with the last hit being special cancelable allows Ragna to follow-up with a Skill. However, if Ragna is above the opponent, the opponent will quickly recover the instant Ragna touches the ground. The only follow-up possible when Ragna is above an airborne opponent is a well-timed Partner Skill.
|damage=800*N |guard=All
|startup= |active= |recovery= |frameAdv= -5
|description=
* Last hit causes ground bounce


An air-to-ground combo extender. When j.C is used on an opponent above Ragna, the last hit will connect, causing the opponent to bounce. This combined with the last hit being special cancelable allows Ragna to follow-up with a Skill. However, if Ragna is above the opponent, the opponent will quickly recover the instant Ragna touches the ground. The only follow-up possible when Ragna is above the opponent is a well-timed Partner Skill.
Loops into and from Gauntlet Hades, leading into good damage, corner carry, and Skill Gauge gain, though the timing is tight and changes depending on which character Ragna is fighting. Against grounded opponents, Ragna can use quick specials like Hell's Fang and Inferno Divider to follow it up, though Counter Hits allow for better damage with Gauntlet Hades or Blood Scythe.
}}
 
Subpar as an air-to-ground option due to its lackluster reward and mixup potential. Does not stall Ragna's descent enough to give it utility as an anti-anti-air, and hits mid.
 
* Number of hits is dependent on Ragna's height from the ground.
* Intermediate hits drag airborne opponents down.
* Landing hit ground bounces and is special cancelable on hit or block.
}}
}}


<br clear=all/>
<br style="clear:both;"/>


==Universal Mechanics==
==Universal Mechanics==
 
===<big>Ground Throw</big>===
====== <font style="visibility:hidden" size="0">Ground Throw</font> ======
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span>
{{MoveData
{{BBTag Move Card
|image=BBTag_Ragna_GroundThrow.png |caption=
|input=BC
|name=Ground Throw
|description=
|input=5B+C
Ragna's forward throw has him stab his opponent by extending his sword into them. His back throw has him drag his opponent across the ground, following through into an upward toss. Has enough of a frame advantage to combo into any of Ragna's normal, Skills or Distortion Skills (except for {{clr|C|5C}} and {{clr|C|2C}}), giving him many combo options off of it. Both throws have near identical launch heights and angles, as well as having the same combo routes.
|data=
{{AttackData-BBTag
|version=Forward Throw |subtitle=5B+C
|damage=0, 2000 |guard=Throw
|startup= |active= |recovery= |frameAdv=
}} {{AttackData-BBTag
|version=Back Throw |subtitle=4B+C |header=no
|damage=0, 2000 |guard=Throw
|startup= |active= |recovery= |frameAdv=
|description=
* Important points go here
 
Detailed description of the usefulness of the move go here
}}
}}
}}


====== <font style="visibility:hidden" size="0">Inferno Divider</font> ======
===<big>Inferno Divider</big>===
{{MoveData
<span class="input-badge">'''{{clr|A|5A}}+{{clr|D|D}} (Air OK)'''</span>
|image=BBTag_Ragna_InfernoDivider.png |caption=The return of a very reliable reversal.
{{BBTag Move Card
|name=Inferno Divider
|input=AD,j.AD,AD X, AD X X |versioned=input
|input=5A+D (Air OK)
|description=
|data=
* 5% minimum damage: 50*2, 50, 100 (250 total)
{{AttackData-BBTag
|version=Inferno Divider|subtitle=5A+D
|damage=1000*2  |guard=Air Unblockable
|startup=12 |active= |recovery= |frameAdv=-37
}} {{AttackData-BBTag
|version=Aerial Inferno Divider|subtitle=j.A+D | header=no
|damage=1000*2  |guard=All
|startup= |active= |recovery= |frameAdv=
}} {{AttackData-BBTag
|version=Uppercut |subtitle=5A+D/j.A+D > A/B/C |header=no
|damage=1000 |guard=All
|startup= |active= |recovery= |frameAdv=
}} {{AttackData-BBTag
|version=Axe Kick |subtitle=5A+D/j.A+D > A/B/C > A/B/C |header=no
|damage=2000 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* Invincible from frame 1
* Ground version is air unblockable
* Cannot Cross Burst if punished
* 5% minimum damage: 50, 50, 50, 100 (250)
* Lifesteal (Inferno Divider): 50*2 (100)
* Lifesteal (Axe Kick): 50


This serves as Ragna's universal reversal tool and main air unblockable attack. It has pretty good vertical and horizontal range and threatens aerial approaches. As expected, if blocked, this move is very negative. Inferno Divider is Ragna's fastest air combo ender, as well as his most damaging thanks to its minimum damage. Leads into decent oki anywhere on the screen, though he has better options in the corner.
Ragna's universal reversal tool and air unblockable attack. Faster than average though it takes some time for the the higher hitting hitboxes to come out. Performing the followups leads into a knockdown and decent oki anywhere on the screen.
}}
}}
}}
<br clear=all/>


==Skills==
==Skills==
====== <font style="visibility:hidden" size="0">Dead Spike</font> ======
===<big>Dead Spike</big>===
{{MoveData
<span class="input-badge">'''{{clr|A|236A}}/{{clr|B|B}}'''</span>
|image=BBTag_Ragna_DeadSpike.png |caption=Not a real projectile.
{{BBTag Move Card
|image2=BBTag_Ragna_DeadSpike-2.png |caption2=Kind of a real projectile.
|input=236A,236B |versioned=input
|input=236A/B
|description=
|name=Dead Spike
* Launches on air hit.
|data=
{{AttackData-BBTag
|version={{A}} Dead Spike
|damage=1500 |guard=All
|startup=18 |active= |recovery= |frameAdv=-6
|description=
* Lifesteal: 100


Can juggle opponents if they are hit high enough off the ground (such as after the first hit of 5BB). Can loop 5AAA > A Dead spike for as long as hitstun permits.
A Version is used in mid-screen combos juggle opponents if they are hit high enough off the ground (such as after the first hit of {{clr|B|5BB}}). Has somewhat poor range and is unsafe on block, meaning this move should never be used in block strings or in neutral.
}}
----
{{AttackData-BBTag
* Dash cancelable, even on whiff.
|header=no
* Launches away on hit.
|version={{B}} Dead Spike
|damage=1700 |guard=All
|startup=26 |active= |recovery= |frameAdv=-1
|description=
* Lifesteal: 100


Used to reset pressure during block strings and to continue combos in the corner. Can also make Active Changes safe. Do not use this to zone, as the projectile is slow to start up and is easy to jump over.
B Version is used to reset pressure during block strings or as a meaty oki tool against characters with low range reversals. Easily leads into follow-ups in the corner but at mid-screen follow-ups are only possible if it is done at close range or if it connects late by having opponents fall onto the attack. Can also make Active Switches safe. Do not use this to zone as the projectile is slow to start up and is easy to jump over.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Hell's Fang</font> ======
===<big>Hell's Fang</big>===
{{MoveData
<span class="input-badge">'''{{clr|A|214A}}'''</span>
|image=BBTag_Ragna_HellsFang.png |caption=Corner...
{{BBTag Move Card
|image2=BBTag_Ragna_HellsFang2.png |caption2=Carry!
|input=214A,214A > X |versioned=input
|input=214A
|description=
|name=Hell's Fang
If your combo doesn't allow for Nightmare Edge, this will serve just as well for an ender. The first hit can be used to juggle opponents into {{clr|A|4A}} if they are sufficiently high enough when the move connects. On a grounded counter hit, this move deals so much hitstun that Ragna can drop the follow-up attack and use {{clr|A|5A}} for a full combo. The second hit steals life and launches the opponent away, with the distance they travel being farther the higher they were when they got on hit. The opponent's height also influences the final frame advantage, potentially giving Ragna safe jump oki in the corner if they were high enough when the final hit connected.
|data=
{{AttackData-BBTag
|version=Hell's Fang |subtitle=214A
|damage=1700 |guard=All
|startup=15 |active= |recovery= |frameAdv=-4
}} {{AttackData-BBTag
|version=Follow-up Attack |subtitle=214A > A/B/C |header=no
|damage=1700 |guard=All
|startup=19 |active= |recovery= |frameAdv=-19
|description=
* Combo ender
* Lifesteal (Follow-up Attack): 200


The first hit can be used to juggle opponents into 4A if they are sufficiently high enough when the move connects. The second hit drains health and launches the opponent away, with the distance they travel being farther the higher they are in the air when they are hit.
* Second hit launches away on hit.
}}
}}
}}


====== <font style="visibility:hidden" size="0">Gauntlet Hades</font> ======
===<big>Gauntlet Hades</big>===
{{MoveData
<span class="input-badge">'''{{clr|B|214B}} (Air OK)'''</span>
|image=BBTag_Ragna_GauntletHades.png |caption= Gauntlet Dumbass!
{{BBTag Move Card
|image2=BBTag_Ragna_GauntletHades2.png |caption2= Is now jump cancelable, enjoy your loops!
|input=214B,j.214B,214B > X |versioned=input
|input=214B (Air OK)
|description=
|name=Gauntlet Hades
Ragna's most reliable grounded overhead and vital combo tool, especially after Belial Edge. Can be used after {{clr|A|{{clr|A|{{clr|A|j.AA}}}}}} for a triple overhead mix-up. If the opponent doesn't crouch after the first attack, then Rising Kick can be jump canceled on block, letting Ragna keep his turn.
|data=
{{AttackData-BBTag
|version=Gauntlet Hades|subtitle=214B
|damage=1700 |guard=High/Air
|startup=22 |active= |recovery= |frameAdv=-12
}} {{AttackData-BBTag
|version=Aerial Gauntlet Hades|subtitle=j.214B |header=no
|damage=1700 |guard=High/Air
|startup= |active= |recovery= |frameAdv=
}} {{AttackData-BBTag
|version=Rising Kick |subtitle=214B/j.214B > A/B/C |header=no
|damage=1000 |guard=All
|startup=16 |active= |recovery= |frameAdv=-17
|description=
* Gauntlet Hades connects about three frames later on crouching opponents
* Rising Kick whiffs on crouchers
* Rising Kick is jump cancelable
* Lifesteal (Rising Kick): 100


Ragna's most reliable grounded overhead and vital combo tool after sweet spot Belial Edge (j.C). Can be used after j.AA for a triple overhead mix-up. Loops into and from j.C for massive corner carry and damage.
'''READ THIS:''' Rising Kick does not hit crouching opponents.
}}
 
On a grounded Gauntlet Hades counter hit, the opponent will be stunned for a long period of time, making it easy to confirm into essentially any combo. Loops into and from Belial Edge for massive corner carry and damage.
 
* Gauntlet Hades connects against characters on the ground 4 frames after becoming active.
* Ground Gauntlet Hades staggers on ground hit, Aerial Gauntlet Hades launches on hit.
* Rising Kick launches on hit.
* Rising Kick is jump cancelable.
}}
}}


====== <font style="visibility:hidden" size="0">Nightmare Edge</font> ======
===<big>Nightmare Edge</big>===
{{MoveData
<span class="input-badge">'''{{clr|A|j.214A}}'''</span>
|image=BBTag_Ragna_NightmareEdge.png |caption=
{{BBTag Move Card
|image2=BBTag_Ragna_NightmareEdgeFollowUp.png |caption2=
|input=j.214A,j.214A > X|versioned=input
|input=j.214A
|description=
|name=Nightmare Edge
Combo ender for air combos that has good damage and corner carry. The landing hit of Nightmare Edge is punishable by some jabs but the follow-up is very unsafe so be careful when using this move in neutral. Follow-up always results in safe jump oki in the corner, making it his go-to combo ender for all of his corner combos. Can be used to end corner Resonance Blaze combos as it can be canceled directly into Devoured by Darkness. Just like with {{clr|A|5AAAA}}, Partner Skills must be used before the follow-up attack mid-screen or else the opponent will travel too far to be hit and the Partner Skill will whiff.
|data=
{{AttackData-BBTag
|version=Nightmare Edge |subtitle=j.214A
|damage=900*N |guard=All
|startup= |active= |recovery= |frameAdv=-5
}} {{AttackData-BBTag
|version=Follow-up Attack |subtitle=j.214A > A/B/C |header=no
|damage=1700 |guard=All
|startup=12 |active= |recovery= |frameAdv=-17
|description=
* Combo ender
* Follow-up Attack is an OTG that cannot be followed up without assists
* Lifesteal (Follow-up Attack): 200


This move is mostly used as an combo ender, as it brings the opponent and Ragna to the ground. Nightmare Edge brings the enemy down to the ground, which can then be used to OTG using certain Partner Skills. Follow-up Attack knocks the enemy forward and upwards, making it harder to confirm with some Partner Skills midscreen (for instance, Ruby's 5P whiffs the opponent is too far away, resulting in the only option being Carnage Scissors). Because of this, the timing on the Partner Skill is important if using the finisher.
* Number of hits is dependent on Ragna's height from the ground.
* Intermediate and landing hits knocks down on hit.
* Follow-up Attack launches away on hit.


}}
}}
}}
<br clear=all/>


==Extra Skills==
==Extra Skills==
====== <font style="visibility:hidden" size="0">EX Dead Spike</font> ======
===<big>EX Dead Spike</big>===
{{MoveData
<span class="input-badge">'''{{clr|C|236C}}'''</span>
|image=BBTag_Ragna_DeadSpikeEX.png |caption=
{{BBTag Move Card
|image2=BBTag_Ragna_DeadSpikeEX2.png |caption2=
|input=236C,236C > X,236C > X > X |versioned=input
|image3=BBTag_Ragna_DeadSpikeEX3.png |caption3=
|description=
|input=236C
Ragna's Dead Spike gains two follow-ups when performed as an Extra Skill. The Dead Spike itself shares identical frame data as A Dead Spike but is larger, steals more life, deals unrecoverable damage, and has minimum damage. Due to being so similar to A Dead Spike, this attack should never be used if you don't intended to use one of the follow-ups.
|name=EX Dead Spike
 
|data=
Follow-up Attack 1 has a larger hitbox than its regular counterpart, launches opponents further, and can either wall bounce or wall stick depending on the distance from the corner, on top of having unrecoverable minimum damage. Both the wall bounce and the wall stick can be used to extend combos if the opponent was high enough in the air before EX Dead Spike was used. However, despite being combo-able solo, this move is outclassed by [[#Blood Scythe | Blood Scythe]] in that regard.
{{AttackData-BBTag
 
|version=EX Dead Spike |subtitle=236C
Follow-up Attack 2 is a unique move that deals massive amounts of damage and launches the opponent a great distance away. This follow up is more or less the reason why you would ever want to spend meter on EX Deadspike. Can extend combos by hitting opponents who are both high in the air and are in the corner. Fantastic move in Resonance Blaze, as it can launch opponents at the perfect angle for combo extensions via Carnage Scissors in the corner, as well as being able to tack on more minimum damage and lifesteal before ending a combo with a Distortion Skill. Due to it's absurd damage value and incredible scaling, this is an execellent combo tool in Cross Combos.
|damage=1500 |guard=All
 
|startup=18 |active= |recovery= |frameAdv=-6
* EX Dead Spike launches on hit.
}} {{AttackData-BBTag
* Follow-up Attack 1 wall bounces mid-screen and wall sticks in the corner.
|version=Follow-up Attack 1 |subtitle=236C > A/B/C |header=no
* Follow-up Attack 2 launches away on hit.
|damage=1700 |guard=All
 
|startup=19 |active= |recovery= |frameAdv=-16
}} {{AttackData-BBTag
|version=Follow-up Attack 2 |subtitle=236C > A/B/C > A/B/C |header=no
|damage=2000 |guard=All
|startup=23 |active= |recovery= |frameAdv=-28
|description=
* Follow-up Attack 1 wall bounces away from the corner and wall sticks in the corner
* 10% minimum damage: 150, 170, 200 (520)
* Lifesteal: 150, 150, 100 (400)
}}
}}
}}


====== <font style="visibility:hidden" size="0">Blood Scythe</font> ======
===<big>Blood Scythe</big>===
{{MoveData
<span class="input-badge">'''{{clr|C|214C}} (Air OK)'''</span>
|image=BBTag_Ragna_BloodScythe.png |caption=GRIM REAP- oh wait...
{{BBTag Move Card
|input=214C (Air OK)
|input=214C,j.214C |versioned=input
|name=Blood Scythe
|description=
|data=
This Extra Skill acts as a universal combo extension for most of Ragna's combos. On hit, Blood Scythe can be followed up with {{clr|A|5A}}. Comboing into Blood Scythe will often result in a considerable damage increase, particularly if performed early, such as after {{clr|C|2C}}. Using it midscreen as a combo extension after certain moves like the second hit of {{clr|B|5BB}} will force a side switch.
{{AttackData-BBTag
|version=Blood Scythe|subtitle=214C
|damage=2500 |guard=All
|startup=24 |active= |recovery= |frameAdv=-4
}} {{AttackData-BBTag
|version=Aerial Blood Scythe|subtitle=j.214C |header=no
|damage=2500 |guard=All
|startup= |active= |recovery= |frameAdv=-4
|description=
* Ground version ground bounces on hit, making it a useful combo extension tool
* Aerial version knocks down on hit, making it not as viable as ground version for combos
* 10% minimum damage: 250
* Lifesteal: 100


This Extra Skill acts as a universal combo extension for most of Ragna's combos. On hit, Blood Scythe can be followed up with a 5AA into a jump cancel. Comboing into Blood Scythe will often result in a considerable damage increase, particularly if performed early, such as after a CH 2C. Using the ground version midscreen as a combo extension after certain moves like the second hit of 5BB will force a side switch.
Aerial Bloodscythe is a good combo extension tool from air to ground if you do not want to harshly prorate your combo via {{clr|C|{{clr|C|{{clr|C|j.C}}}}}} -> Gauntlet Hades loops. At the cost of one meter, you can vastly increase your damage output in air neutral, netting you around 6 to 7k damage depending on your starter being {{clr|A|{{clr|A|{{clr|A|j.A}}}}}} or {{clr|B|{{clr|B|{{clr|B|j.B}}}}}}.
 
* Ground bounces on hit.


}}
}}
}}
<br clear=all/>
<br style="clear:both;"/>


==Partner Skills==
==Partner Skills==
====== <font style="visibility:hidden" size="0">5P</font> ======
===<big>{{clr|P|5P}}</big>===
{{MoveData
<span class="input-badge">'''Hell's Fang'''</span>
|image=BBTag_Ragna_HellsFang.png |caption=
{{BBTag Move Card
|image2=BBTag_Ragna_HellsFang2.png |caption2=
|input=5P
|input=Hell's Fang
|description=
|name=5P
* Follow-up Attack performed only on hit.
|data=
* Follow-up Attack launches away on hit.
{{AttackData-BBTag
|damage=1700, 1700 |guard=All
|startup=31 |active= |recovery= |frameAdv=+30
|description=
* Follow-up Attack performed only on hit
* Lifesteal (Follow-up Attack): 100
 
Detailed description of the usefulness of the move go here


}}
Easily the most versatile of Ragna's Partner Skills thanks to its range, speed, and simplicity. Ragna lunges almost full-screen and, if he successfully hits an opponent, will wall bounce them for easy follow-ups. While the follow-up only comes out on hit the first part's long range and active frames make it surprisingly good at beating pushblock. This is also Ragna's go-to Partner Skill for punishing Cross Bursts.
}}
}}


====== <font style="visibility:hidden" size="0">6P</font> ======
===<big>{{clr|P|6P}}</big>===
{{MoveData
<span class="input-badge">'''Blood Scythe'''</span>
|image=BBTag_Ragna_BloodScythe.png |caption=
{{BBTag Move Card
|input=Blood Scythe
|input=6P
|name=6P
|description=
|data=
* Will track the opponent up to half the screen away.
{{AttackData-BBTag
* Ground bounces on hit.
|damage=2000 |guard=All
|startup=55 |active= |recovery=|frameAdv=+36
|description=
* Will track opponent but does not go fullscreen
* Ground bounces on hit
* Lifesteal: 100
 
Detailed description of the usefulness of the move go here


}}
Huge start-up Partner Skill that homes in on the opponent and covers a fair amount of vertical space. Very slow, making it hard to use in neutral. In return, the ground bounce on hit makes it very easy to convert into a combo, including moves that normally have too much start-up to be practical. Very easy to loop into and from during Cross Combos though the lengthy start-up reduces the number of loops that can be done.
}}
}}


====== <font style="visibility:hidden" size="0">4P</font> ======
===<big>{{clr|P|4P}}</big>===
{{MoveData
<span class="input-badge">'''{{clr|B|2B}}'''</span>
|image=BBTag_Ragna_DeadSpike.png |caption=
{{BBTag Move Card
|input=Dead Spike
|input=4P
|name=4P
|description=
|data=
* Launches on hit.
{{AttackData-BBTag
|damage=1500 |guard=All
|startup=31 |active= |recovery= |frameAdv=+30
|description=
* Lifesteal: 100


Detailed description of the usefulness of the move go here
Ragna attacks both in front and above him, anti-airing opponents and relaunching them for a follow-up. While generally not as good as his other Partner Skills, it fulfills a unique role as an on-hit switch-out move as Active Switching into Ragna after a successful hit allows him to continue the combo solo. Lack of real vertical disjoint makes leaves something to be desired in neutral.
 
}}
}}
}}
 
<br style="clear:both;"/>
<br clear=all/>


==Distortion Skills==
==Distortion Skills==
====== <font style="visibility:hidden" size="0">Carnage Scissors</font> ======
===<big>Carnage Scissors</big>===
{{MoveData
<span class="input-badge">'''{{clr|B|236B}}+{{clr|C|C}}'''</span>
|image=BBTag_Ragna_CarnageScissors.png |caption=
{{BBTag Move Card
|input=236B+C
|input=236BC
|name=Carnage Scissors
|data=
{{AttackData-BBTag
|version=Normal
|damage=3000, 4000 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
|description=
* 20% minimum damage: 600, 800 (1400)
Ragna lunges forward and slams down his sword, following up with a spin slash that releases energy. The initial attack reaches much higher vertically than what the animation suggests, meaning it can swipe opponents out of the air, though this attack isn't recommended as an anti-air. In neutral, this move is used to blow through projectiles and zoning, even from full screen. In combos, it can be used to finish off an opponent thanks to it high minimum damage and can even potentially grant safe jump oki in the corner if the opponent was high enough before the first hit.
* Lifesteal (second hit): 300


Ragna lunges forward with his sword. The way that the sword swings downwards as he lunges means that the hitbox extends above him into the air briefly - it's not recommended as a anti-air, but be aware that it has these properties to prevent nasty surprises.
The Enhanced version does more damage, steals more life, and launches opponents higher and farther than the base version. If the opponent is both high enough and in the corner, Ragna can combo after this move with either {{clr|A|4A}} or {{clr|A|5A}}, allowing him to combo into another super. Thanks to the extra hits and additional launch height, Ragna can always get safe jump oki off this move in the corner.
}}


{{AttackData-BBTag
* First hit staggers on ground hit, ground bounces on air hit.
|version=Enhanced |header=no
* Follow-up hit doesn't come out on whiff
|damage=3000, 4000, 700*4 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 20% minimum damage: 600, 800, 140*4 (1960)
* Lifesteal (hits 2-6): 600 total
 
Detailed description of the usefulness of the move go here
 
}}
}}
}}


====== <font style="visibility:hidden" size="0">Devoured by Darkness</font> ======
===<big>Devoured by Darkness</big>===
{{MoveData
<span class="input-badge">'''{{clr|B|214B}}+{{clr|C|C}}'''</span>
|image=BBTag_Ragna_DevouredByDarkness.png |caption= RIP OD command grab
{{BBTag Move Card
|input=214B+C
|input=214BC
|name=Devoured by Darkness
|description=
|data=
Ragna reaches out with his Black Beast infected hand and grabs the opponent, dealing massive damage and regaining a large amount of life. As this is his single most damaging move in his arsenal, this super should be used to finish off opponents while replenishing Ragna's life.
{{AttackData-BBTag
|version=Normal
|damage=2000, 6000 |guard=All
|startup= |active= |recovery= |frameAdv=-39
|description=
* 20% minimum damage: 400, 1200 (1600)
* Lifesteal (last hit): 1000
}}  
 
{{AttackData-BBTag
|version=Enhanced |header=no
|damage=2000, 7500 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 20% minimum damage: 400, 1500 (1900)
* Lifesteal (last hit): 2000
 
Detailed description of the usefulness of the move go here


}}
The Enhanced version has better damage, steals more health, and has a longer animation on hit, perfect for waiting out the opponent's Resonance Blaze or to give your assist more time to retreat and be available for a Distortion Skill Duo. By using Resonance Blaze Carnage Scissors as a combo extender, as well as using EX Dead Spike as many times as a combo allows, this Distortion Skill can end combos with massive amounts of damage and lifesteal.
}}
}}
<br clear=all/>


==Distortion Skill Duo==
==Distortion Skill Duo==
====== <font style="visibility:hidden" size="0">Devoured by Darkness</font> ======
===<big>Devoured by Darkness</big>===
{{MoveData
<span class="input-badge">'''{{clr|P|P}} during Partner's Distortion Skill'''</span>
|image=BBTag_Ragna_DevouredByDarkness.png |caption=
{{BBTag Move Card
|input=P during Distortion Skill
|input=Distortion Skill Duo
|name=Devoured by Darkness
|description=
|data=
A single hit Distortion Skill Duo. It cannot hit an assist character. Each version does much more minimum damage than its original, but steals far less life.
{{AttackData-BBTag
}}
|version=Normal
|damage=0, 2000 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 100% minimum damage: 0, 2000 (2000)
* Lifesteal (last hit): 500
}}
{{AttackData-BBTag
|version=Enhanced |header=no
|damage=0, 2500 |guard=All
|startup= |active= |recovery= |frameAdv=
|description=
* 100% minimum damage: 0, 2500 (2500)
* Lifesteal (last hit): 1000


Go for it if you can kill. Note that unlike its Distortion Skill counterpart, this move can hit the ground.
==Astral Heat==
===<big>Black Onslaught</big>===
{{InputBadge|{{clr|B|222B}}+{{clr|C|C}} when [[BBTag/Mechanics#Astral Heat|Astral Conditions]] are met}}
{{BBTag Move Card
|input=222BC
|description=
Ragna does an uppercut with his sword in a reverse grip. If it hits, he shifts his weapon into its scythe form and does two sequences of three swipes with it. He then charges up the final slash while stealing the opponent's soul, which he unleashes to erase them from existence. As Astrals can only be used in Resonance Blaze, this can be canceled into from normals and Skills, making it very easy to use. If you're quick, you can also combo it from a normal throw. Connecting with this move instantly ends the match, so always use it whenever possible.


}}
* Only available in Level 4 Resonance Blaze when the opponent has one character left, requires 9 Skill Gauge stocks.
* Opponent cannot Cross Burst during this attack.
* Grants victory on a successful hit.
}}
}}


<br clear=all/>
==Colors==
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge/Gameplay#Palettes Color Palettes on https://blazblue.wiki]


==Astral Heat==
==Navigation==
====== <font style="visibility:hidden" size="0">Black Onslaught</font> ======
<center>{{Character Label|BBTag|Ragna the Bloodedge|size=36px}}</center>
{{MoveData
{{BBTag/CharacterLinks}}
|image=BBTag_Ragna_BlackOnslaught.png |caption="''I’ll show you… '''the power of the Azure!'''"''
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
|image2=BBTag_Ragna_BlackOnslaught2.png |caption2="''There is no hell, only darkness.''"
|input=222B+C
|name=Black Onslaught
|data=
{{AttackData-BBTag
|damage=42000 (DESTROY) |guard=All
|startup= |active= |recovery= |frameAdv=-12
|description=
* 100% minimum damage: 0, 2100*6, 1000*8, 21400 (42000)
 
Detailed description of the usefulness of the move go here


}}
{{BBTag/Navigation}}
}}
<br clear=all/>
----
{{CharLinks-BBTag|Ragna}}
{{Navbar-BBTag}}
[[Category:Ragna the Bloodedge]]
[[Category:BlazBlue Cross Tag Battle]]

Latest revision as of 21:54, 22 March 2024


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Overview

Overview

Ragna is a straightforward, high-damage, rushdown character. He has strong mid-range pokes and useful specials keep him in his opponents face. His Drive allows him to recover HP on hit, making Ragna very potent at staging comebacks as well. His solo combos also do high damage and have high corner carry, making his offense even scarier.

Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.
Ragna the Bloodedge


BBTag Ragna Portrait.png
Health
17,000
Prejump
4F
Backdash
22F (1~7F Inv All)
Fastest Attack
4A (5F)
Reversals
A+D (11F)
236B+C (11F~21F)
214B+C (25F)

 Ragna the Bloodedge is a rushdown character that relies on strong fundamentals.

Pros
Cons
  • Hits Like a Truck: Has good front-end damage, with or without meter.
  • Scary Pressure and Mixups: Extremely strong staggers thanks to his fast far-reaching 5A and low recovery 2A, combined with the overhead threat of Gauntlet Hades makes his pressure very scary.
  • Great Hit Confirms: Versatile combo tools such as Blood Scythe allows him to convert just about any hit into a full combo.
  • Utilizes Assists Well: Easy to find opportunities to insert Partner Skills for enhanced damage.
  • Lifesteal: Soul Eater attacks steal life on either hit or block, giving him great comeback potential, especially in resonance, where the lifesteal effect of his Distortions Skills is increased.
  • Zoned Out: Ragna has trouble with-long ranged zoning. He has to carefully approach via dashblocking or make hard reads with moves like Blood Scythe and Carnage Scissors.
  • Exploitable Offense: Fantastic pressure is easily negated by well-timed Reject Guards.
  • Stright-forward approach: Has few ways to suddenly alter his trajectory or close a gap compared to other rushdown characters, making his approach angles fairly predictable.


Drive: Soul Eater

Ragna's Drive allows him to steal some of his opponent's life on hit. Players can see this effect in action when pink/purple energy objects fly towards Ragna. Ragna's Drive is doubly effective if you can hit both opponents at once since you are taking both opponents' life with each hit!

Moves that Lifesteal from opponent:


  • 5AAAA - Lifesteal: 300
  • 5BB - Second hit only, Lifesteal: 300
  • 2B - Lifesteal: 300
  • 2C - Lifesteal: 300
  • j.B - Lifesteal: 300
  • 5A+D (air ok) - Lifesteal: 150*2 (300 total) -
  • 5A+D~X~X - Lifesteal: 150 (450 total with 5A+D)
  • 236A/B - Lifesteal: 300
  • 214A~A - Lifesteal: 600
  • 214B~B - Lifesteal: 300
  • j.214A~A - Lifesteal: 600
  • 236C~C~C - Lifesteal: 300, 300, 300 (Total 900)
  • 214C - Lifesteal: 300
  • 5P - Follow-up only, Lifesteal: 100
  • 6P - Lifesteal: 300
  • 4P - Lifesteal: 300
  • 236B+C - Second hit only, Lifesteal 1000 - Resonance lifesteal: 800, 300*4 (2000 total)
  • 214B+C - Last hit only, Lifesteal 2000 - Resonance Lifesteal: 3000
  • Distortion Skill Duo - Lifesteal: 500 - Enhanced: 1000


Note: All lifesteal values are static and are not modified by proration or other factors. Enhanced versions of Distortion Skills are different from their regular counterparts and have their own separate values.

Normal Moves

4A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 All 5 3 9 0 B

One of the fastest moves in the game, the high hitbox allows 4A to be used as a check against opponents who like to jump out of pressure. Can also be used as a makeshift anti-air but the lack of head invulnerability can make this risky. After three consecutive 4As, any further A inputs will result in 5A.

Whiffs on crouching characters, and on  Linne,  Jubei,  Vatista,  Mika,  Labrys,  Teddie and  Kanji even if they aren't crouching.

  • Cancelable into everything, including jumps, throws, and itself.
Level P1 P2
1 100 70

5A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5A 1500 All 8 8 16 -7 B
5AA 1700 All 11 4 20 -5 B
5AAA 1100×2 Low, All 13 2(4)2 33 -16 F, B
5AAAA 2000 All 18 4 31 -14 B

5A will normally be the start of Ragna's pressure and one of his most useful footsie A complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name. tools in neutral When neither player is in an advantageous position in terms of stage position.. Used in almost every combo thanks to its high speed, range, and damage. Can cancel into lows, highs, and throws, giving it high mix-up potential. Not jump cancelable, meaning that it isn't possible to block bursts or convert into air combos with this move alone.

  • Throw cancelable.

5AA is a pressure tool and combo filler. Safe on block and has many cancel options (such as rebeat Canceling into a normal on a up-the-alphabet, or weaker button direction. 5A via 2A, throw, pressure resetting specials, and jump cancel), making it a vital part of all of Ragna's block strings. In combos, it can whiff if it is used after 5A on an airborne opponent if they are too high off the ground. Leads into 5AAA on air hit except when almost all hitstun When a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. has been used, at that point only Inferno DividerBBTag Ragna the Bloodedge A+D.pngGuardAir UnblockableStartup10Recovery33+15LAdvantage-35 or Carnage ScissorsBBTag Ragna the Bloodedge 236B+C.pngGuardAllStartup9+(42 Flash)+2~12Recovery58Advantage-43
[-40]
can continue the combo.

  • Jump cancelable.
  • Throw cancelable.
  • Last point of the A Smart Combo where you can chain into 2A or 5B.

5AAA is mostly a combo filler with fairly good damage and scaling, and with high vertical send on air hit. The first hit has great horizontal reach and is a low while the second hit has a large vertical hitbox and is jump cancelable on both hit and block. Has large amounts of guaranteed untechable time against airborne opponents which always combos into sweet spot Belial EdgeBBTag Ragna jC.pngGuardAllStartup13Recovery20LAdvantage-5 if done immediately out of a jump cancel. Furthermore, this move can cancel into 2C and Gauntlet HadesBBTag Ragna the Bloodedge 214B.pngGuardHighStartup18Recovery9+14LAdvantage-12, giving Ragna a high/low mix-up as well. Be wary of Reject Guards, as the second hit is horribly unsafe on whiff. In combos, this move can loop into and from A Dead SpikeBBTag Ragna the Bloodedge 236A.pngGuardAllStartup18RecoveryTotal 51Advantage-6 on an airborne opponent. Can also go into Ragna's j.C > Gauntlet Hades loop in the same scenario.

  • Hits two times.
  • First hit is a low.
  • Jump cancelable on the second hit.

5AAAA does respectable damage, has excellent scaling, and steals life, all while being incredibly easy to use. Mostly used to go into Cross Raid, though provides respectable okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.

Version Level P1 P2
5A 3 100 80
5AA 4 100 85
5AAA 4 90, 100 85
5AAAA 5 100 90

5A:
5AA:
5AAA:
5AAAA:

  • Lifesteal: 300

5B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
5B 1500 All 11 4 24 -11 B 4~11 H
5BB 1000, 2000 All 15 6(12)3 29 -6 B
5BBB 29T
5BBBB 0, 2000 8 13[(36)8] 6 [24] B

5B serves as Ragna's main anti-air as it possesses head attribute invincibility and is jump cancelable on both hit or block. It also serves as Ragna's main launcher in meterless combos against grounded opponents. Can cancel into 2A, giving Ragna pseudo-Reverse Beat capabilities.

  • Launches on hit.
  • Jump cancelable.

The first hit of 5BB is used to bring opponents higher into the air to allow Ragna to combo off of Hell's Fang or A Dead Spike. The second hit steals life and is used to bring airborne opponents back down to the ground in order to combo into B Dead Spike or Blood Scythe, the latter of which can force a side switch if it is used midscreen. This move has fantastic scaling as a starter, leading into high damage with only one stock of Skill Gauge, although such a starter is unlikely as it is locked behind 5B. Finds renewed use when paired with Active Switch during sandwich situations, creating a deadly left-right mixup. If the first hit of 5BB connects, it can be canceled into a special even in the middle of whiffing the second hit.

  • Hits two times.
  • First hit is jump cancelable on hit.
  • Second hit knocks down on hit and steals health.

5BBB is a dash mostly used to give Ragna a better chance of landing 5BBBB. That being said, the dash distance covers much of the pushback distance of 5BB, making it possible to make up the distance and recover while a Partner Skill keeps the opponent in blockstun. It is still ill-advised to use this outside of combos, however, as the dash is very unsafe. Can be used to combo into 2A if 5BB hit an opponent from a high enough height.

  • Cannot cancel into Skills or Distortion Skills.
  • Can call Partner Skills during the dash.

5BBBB is used on downed opponents for a pick-up attack. Combos into Hell's Fang midscreen, B Dead Spike in the corner, or Blood Scythe for high damage anywhere. If 5BBB is immediately canceled into 5BBBB, it's possible that 5BBBB can whiff before the dash closes enough of the gap, so be mindful of when you input the last B. Late in a combo, the opponent won't slide as far and some moves won't connect afterward. 5BBBB has excellent damage and scaling, but due to the long animation, takes up a lot of combo timer.

  • Can only hit opponents who are knocked-down.
  • Can only hit the opponent's point character.
  • Ground slides on hit.
  • Opponent cannot Cross Burst during this attack.
Version Level P1 P2
5B 3 90 70
5BB 5 100 90
5BBB
5BBBB 5 100 100, 90

5B:
5BB:

  • Lifesteal: 0, 300 (300)


5BBB:

  • 12~19F cancelable into 5BBBB


5BBBB:

  • Values in [] are on hit
  • Maximum Slide duration 10F

5C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800 High 22 3 24 -10 B

Thanks to 5C's poor range and the fact that Ragna has a more reliable overhead that has better mix-up and damage potential in the form of Gauntlet Hades, this move rarely sees any use outside of being an unburstable overhead. Standard unsafe universal overhead.

Level P1 P2
3 100 100

2A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1000 Low 7 2 12 0 F

Your main low poke for footsies, equipped with a very good balance of range, speed, and recovery. Also allows Ragna to repeat 5A and 5AA within the same chain of normals, though only once per string. Due to it's speed and low recovery, this works well for stagger pressure.

  • Throw cancelable.
Level P1 P2
2 90 75

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All 21 3 14+16L -14 B 7~20 F

A ground-to-air normal that can cancel into air normals to reset pressure. Cancels into air normals are always a true blockstring unless the opponent Reject Guards 2B, though jump canceling it makes it safe anyway. Late air normal cancels will eliminate 2B's recovery without attacking, allowing Ragna to go low with 2A instead. Performing delay 2B after 5B on hit and then whiffing j.B enables rejump combos, leading into strong, mid-screen combo routes. Can combo directly into 5A on Counter Hit.

  • Jump cancelable.
  • Brings Ranga off the ground and has some foot invulnerability, letting it beat throws and foot attribute attacks.
Level P1 P2
4 90 85
  • Lifesteal: 300, leaves Ragna in the air

2C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 Low 17 2 23 -4 F

Ragna's best scaling practical starter which can combo into Blood Scythe for an extension into massive damage. Can also combo into Gauntlet Hades and B Dead Spike on Counter Hit for meterless routes. Use it to punish blocked or whiffed reversals or use it late into a block string for a surprise low. Outside of using it as a starter, 2C is also good for comboing into Hell's Fang at maximum range or to bring in your partner for a Partner Skill.

  • Knockdown on hit.
Level P1 P2
5 90 90
  • Lifesteal: 300

j.A

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1500 High 11 4 Until L H

Ragna's main approach via the air as it's a serviceable air-to-ground attack. Pressure starter and overhead mix-up tool. Combo filler used to manipulate the opponent's height for Belial Edge extensions. While it has a better overall hitbox for air-to-air, its long recovery makes it much riskier to throw out while rising than j.B.

  • Jump cancelable.

While j.B fulfills a similar role, j.AA moves Ragna forward slightly and does not launch the opponent as high which makes connecting j.C clean hit much easier in certain situations. Deals less damage and hitstun then j.B and doesn't grant as much Skill Gauge or give any life, so use j.B instead wherever possible. If j.A was used high enough after an air dash, then j.AA can cross up.

  • Jump cancelable.
Level P1 P2
3 80 80

j.B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 High 11 4 20 H

Air combo tool that hits in front and above Ragna. Used to lead into Belial Edge, Inferno Divider, Nightmare Edge, or Aerial Blood Scythe. Ragna's most damaging air normal and the only one with lifesteal. Very important for manipulating the opponent's height during air combos to set up Belial Edge extensions. Can be used as a jump-in with better scaling and damage than j.A but its vertical hitbox and lack of cancel options makes this non-optimal. As an air to air, it's subpar due to it's slow speed and short hitbox, but has incredible untech on counterhit.

  • Jump cancelable.
Level P1 P2
4 80 85
  • Lifesteal: 300

j.C

Belial Edge

Damage Guard Startup Active Recovery On-Block Attribute Invuln
800×N All 13 [2(1)]×N, 4 20L -5 H

An air-to-ground combo extender. When j.C is used on an opponent above Ragna, the last hit will connect, causing the opponent to bounce. This combined with the last hit being special cancelable allows Ragna to follow-up with a Skill. However, if Ragna is above the opponent, the opponent will quickly recover the instant Ragna touches the ground. The only follow-up possible when Ragna is above an airborne opponent is a well-timed Partner Skill.

Loops into and from Gauntlet Hades, leading into good damage, corner carry, and Skill Gauge gain, though the timing is tight and changes depending on which character Ragna is fighting. Against grounded opponents, Ragna can use quick specials like Hell's Fang and Inferno Divider to follow it up, though Counter Hits allow for better damage with Gauntlet Hades or Blood Scythe.

Subpar as an air-to-ground option due to its lackluster reward and mixup potential. Does not stall Ragna's descent enough to give it utility as an anti-anti-air, and hits mid.

  • Number of hits is dependent on Ragna's height from the ground.
  • Intermediate hits drag airborne opponents down.
  • Landing hit ground bounces and is special cancelable on hit or block.
Level P1 P2
4 80 85×N


Universal Mechanics

Ground Throw

5B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2000 Throw 7-30 3 23 T

Ragna's forward throw has him stab his opponent by extending his sword into them. His back throw has him drag his opponent across the ground, following through into an upward toss. Has enough of a frame advantage to combo into any of Ragna's normal, Skills or Distortion Skills (except for 5C and 2C), giving him many combo options off of it. Both throws have near identical launch heights and angles, as well as having the same combo routes.

Level P1 P2
4 100 50
  • Minimum Damage: 2000

Inferno Divider

5A+D (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
AD 1000×2 Air Unblockable 10 7,6 33+15L -35 B 1~16 All
j.AD 1000×2 All 7 7,6 Until L+15 H 1~16 All
  • 5% minimum damage: 50*2, 50, 100 (250 total)

Ragna's universal reversal tool and air unblockable attack. Faster than average though it takes some time for the the higher hitting hitboxes to come out. Performing the followups leads into a knockdown and decent oki anywhere on the screen.

Version Level P1 P2
AD 4 80 60
j.AD 4 80 60

AD:

  • Minimum Damage: 50×2 (100)
  • Lifesteal: 150×2 (300)


j.AD:

  • Minimum Damage: 50×2 (100)
  • Lifesteal: 150×2 (300)

Skills

Dead Spike

236A/B

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236A 1500 All 18 21 Total 51 -6 P1
236B 1700 All 26 13 Total 57 -1 P1
  • Launches on air hit.

A Version is used in mid-screen combos juggle opponents if they are hit high enough off the ground (such as after the first hit of 5BB). Has somewhat poor range and is unsafe on block, meaning this move should never be used in block strings or in neutral.


  • Dash cancelable, even on whiff.
  • Launches away on hit.

B Version is used to reset pressure during block strings or as a meaty oki tool against characters with low range reversals. Easily leads into follow-ups in the corner but at mid-screen follow-ups are only possible if it is done at close range or if it connects late by having opponents fall onto the attack. Can also make Active Switches safe. Do not use this to zone as the projectile is slow to start up and is easy to jump over.

Version Level P1 P2
236A 3 80 80
236B 4 80 85

236A:

  • Minimum Damage 75
  • Lifesteal: 300


236B:

  • Lifesteal: 300
  • 33~45F dash cancelable, Dash Cancel duration 27F
  • Minimum Damage 85

Hell's Fang

214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214A 1700 All 15 13 26 -4 B
214A > X 1700 All 19 3 35 -19 B

If your combo doesn't allow for Nightmare Edge, this will serve just as well for an ender. The first hit can be used to juggle opponents into 4A if they are sufficiently high enough when the move connects. On a grounded counter hit, this move deals so much hitstun that Ragna can drop the follow-up attack and use 5A for a full combo. The second hit steals life and launches the opponent away, with the distance they travel being farther the higher they were when they got on hit. The opponent's height also influences the final frame advantage, potentially giving Ragna safe jump oki in the corner if they were high enough when the final hit connected.

  • Second hit launches away on hit.
Version Level P1 P2
214A 4 80 85
214A > X 4 100 85

214A:

  • Goes into first frame of recovery (28F) on hit/block
  • 28~46F cancelable into Follow-up Attack
  • Minimum Damage 85


214A > X:

  • Lifesteal: 600
  • Minimum Damage 85

Gauntlet Hades

214B (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214B 1700 High 18 7 9+14L -12 H
j.214B 1700 High 12 9 9+15L H
214B > X 1000 All 9 4 Until L+18 -17 H

Ragna's most reliable grounded overhead and vital combo tool, especially after Belial Edge. Can be used after j.AA for a triple overhead mix-up. If the opponent doesn't crouch after the first attack, then Rising Kick can be jump canceled on block, letting Ragna keep his turn.

READ THIS: Rising Kick does not hit crouching opponents.

On a grounded Gauntlet Hades counter hit, the opponent will be stunned for a long period of time, making it easy to confirm into essentially any combo. Loops into and from Belial Edge for massive corner carry and damage.

  • Gauntlet Hades connects against characters on the ground 4 frames after becoming active.
  • Ground Gauntlet Hades staggers on ground hit, Aerial Gauntlet Hades launches on hit.
  • Rising Kick launches on hit.
  • Rising Kick is jump cancelable.
Version Level P1 P2
214B 4 80 85
j.214B 4 80 85
214B > X 4 100 75

214B:

  • Hits in front on 22F
  • Minimum Damage 85
  • Crumple Duration 29F, Crumple Fall 39


j.214B:

  • Hits in front on 16F
  • Minimum Damage 85


214B > X:

  • Lifesteal: 300
  • Whiffs against crouching opponents
  • Minimum Damage 50

Nightmare Edge

j.214A

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
j.214A 900×N All 17 3, 2×N, 2 20 -5 H
j.214A > X 1700 All 12 3 33 -17 B

Combo ender for air combos that has good damage and corner carry. The landing hit of Nightmare Edge is punishable by some jabs but the follow-up is very unsafe so be careful when using this move in neutral. Follow-up always results in safe jump oki in the corner, making it his go-to combo ender for all of his corner combos. Can be used to end corner Resonance Blaze combos as it can be canceled directly into Devoured by Darkness. Just like with 5AAAA, Partner Skills must be used before the follow-up attack mid-screen or else the opponent will travel too far to be hit and the Partner Skill will whiff.

  • Number of hits is dependent on Ragna's height from the ground.
  • Intermediate and landing hits knocks down on hit.
  • Follow-up Attack launches away on hit.
Version Level P1 P2
j.214A 3 80 80
j.214A > X 4 100 85

j.214A:

  • Minimum Damage 45×N


j.214A > X:

  • Minimum Damage 85
  • Lifesteal: 600

Extra Skills

EX Dead Spike

236C

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
236C 1500 All 18 9 Total 51 -6 P
236C > X 1700 All 19 3 Total 61 -16 P1
236C > X > X 4200 All 23 6 43 -28 B

Ragna's Dead Spike gains two follow-ups when performed as an Extra Skill. The Dead Spike itself shares identical frame data as A Dead Spike but is larger, steals more life, deals unrecoverable damage, and has minimum damage. Due to being so similar to A Dead Spike, this attack should never be used if you don't intended to use one of the follow-ups.

Follow-up Attack 1 has a larger hitbox than its regular counterpart, launches opponents further, and can either wall bounce or wall stick depending on the distance from the corner, on top of having unrecoverable minimum damage. Both the wall bounce and the wall stick can be used to extend combos if the opponent was high enough in the air before EX Dead Spike was used. However, despite being combo-able solo, this move is outclassed by Blood Scythe in that regard.

Follow-up Attack 2 is a unique move that deals massive amounts of damage and launches the opponent a great distance away. This follow up is more or less the reason why you would ever want to spend meter on EX Deadspike. Can extend combos by hitting opponents who are both high in the air and are in the corner. Fantastic move in Resonance Blaze, as it can launch opponents at the perfect angle for combo extensions via Carnage Scissors in the corner, as well as being able to tack on more minimum damage and lifesteal before ending a combo with a Distortion Skill. Due to it's absurd damage value and incredible scaling, this is an execellent combo tool in Cross Combos.

  • EX Dead Spike launches on hit.
  • Follow-up Attack 1 wall bounces mid-screen and wall sticks in the corner.
  • Follow-up Attack 2 launches away on hit.
Version Level P1 P2
236C 3 80 90
236C > X 4 80 90
236C > X > X 5 50 100

236C:

  • Minimum damage: 150
  • Lifesteal: 300


236C > X:

  • Minimum damage: 170
  • Lifesteal: 300


236C > X > X:

  • Minimum damage: 420
  • Lifesteal: 300

Blood Scythe

214C (Air OK)

Version Damage Guard Startup Active Recovery On-Block Attribute Invuln
214C 2500 All 21 4 21 -4 H
j.214C 2500 All 19 4 12+14L H

This Extra Skill acts as a universal combo extension for most of Ragna's combos. On hit, Blood Scythe can be followed up with 5A. Comboing into Blood Scythe will often result in a considerable damage increase, particularly if performed early, such as after 2C. Using it midscreen as a combo extension after certain moves like the second hit of 5BB will force a side switch.

Aerial Bloodscythe is a good combo extension tool from air to ground if you do not want to harshly prorate your combo via j.C -> Gauntlet Hades loops. At the cost of one meter, you can vastly increase your damage output in air neutral, netting you around 6 to 7k damage depending on your starter being j.A or j.B.

  • Ground bounces on hit.
Version Level P1 P2
214C 5 80 80
j.214C 5 80 80

214C:

  • Minimum Damage: 250
  • Lifesteal: 300


j.214C:

  • Minimum Damage: 250
  • Lifesteal: 300


Partner Skills

5P

Hell's Fang

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700×2 All (18+)13 13 [(18)6] 37 [25] -19 B
  • Follow-up Attack performed only on hit.
  • Follow-up Attack launches away on hit.

Easily the most versatile of Ragna's Partner Skills thanks to its range, speed, and simplicity. Ragna lunges almost full-screen and, if he successfully hits an opponent, will wall bounce them for easy follow-ups. While the follow-up only comes out on hit the first part's long range and active frames make it surprisingly good at beating pushblock. This is also Ragna's go-to Partner Skill for punishing Cross Bursts.

Level P1 P2
4 70 85×2
  • Only performs follow-up (values in []) on hit
  • On block, immediately enters recovery animation
  • Lifesteal: 0, 100 (100)
  • Minimum Damage 85×2 (170)

6P

Blood Scythe

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000 All (18+)37 3 15 H
  • Will track the opponent up to half the screen away.
  • Ground bounces on hit.

Huge start-up Partner Skill that homes in on the opponent and covers a fair amount of vertical space. Very slow, making it hard to use in neutral. In return, the ground bounce on hit makes it very easy to convert into a combo, including moves that normally have too much start-up to be practical. Very easy to loop into and from during Cross Combos though the lengthy start-up reduces the number of loops that can be done.

Level P1 P2
5 70 90
  • Lifesteal: 300
  • Minimum Damage 100

4P

2B

Damage Guard Startup Active Recovery On-Block Attribute Invuln
1700 All (18+)12 3 14+22L -20 B
  • Launches on hit.

Ragna attacks both in front and above him, anti-airing opponents and relaunching them for a follow-up. While generally not as good as his other Partner Skills, it fulfills a unique role as an on-hit switch-out move as Active Switching into Ragna after a successful hit allows him to continue the combo solo. Lack of real vertical disjoint makes leaves something to be desired in neutral.

Level P1 P2
4 70 85
  • Lifesteal: 300
  • Minimum Damage 85


Distortion Skills

Carnage Scissors

236B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
3000, 5800
[3000, 5600, 700×4]
All 9+(42 Flash)+2~12 2(38)4
[2(38)4,1,1,1,1]
58 -43
[-40]
B 1~(5F After First Hit) All

Ragna lunges forward and slams down his sword, following up with a spin slash that releases energy. The initial attack reaches much higher vertically than what the animation suggests, meaning it can swipe opponents out of the air, though this attack isn't recommended as an anti-air. In neutral, this move is used to blow through projectiles and zoning, even from full screen. In combos, it can be used to finish off an opponent thanks to it high minimum damage and can even potentially grant safe jump oki in the corner if the opponent was high enough before the first hit.

The Enhanced version does more damage, steals more life, and launches opponents higher and farther than the base version. If the opponent is both high enough and in the corner, Ragna can combo after this move with either 4A or 5A, allowing him to combo into another super. Thanks to the extra hits and additional launch height, Ragna can always get safe jump oki off this move in the corner.

  • First hit staggers on ground hit, ground bounces on air hit.
  • Follow-up hit doesn't come out on whiff
Level P1 P2
4 80 60
  • Values in [] are for Enhanced version
  • Minimum damage: 600, 1044 (1644) [600, 840, 105×4 (1860)]
  • Lifesteal: 0, 1000 (1000) [0, 800, 300×4 (2000)]
  • Crumple Duration 42F, Crumple Fall 83F

Devoured by Darkness

214B+C

Damage Guard Startup Active Recovery On-Block Attribute Invuln
2000, 6000
[2000, 7500]
All 13+(30 Flash)+12 3 55 -39 B 1~29 All

Ragna reaches out with his Black Beast infected hand and grabs the opponent, dealing massive damage and regaining a large amount of life. As this is his single most damaging move in his arsenal, this super should be used to finish off opponents while replenishing Ragna's life.

The Enhanced version has better damage, steals more health, and has a longer animation on hit, perfect for waiting out the opponent's Resonance Blaze or to give your assist more time to retreat and be available for a Distortion Skill Duo. By using Resonance Blaze Carnage Scissors as a combo extender, as well as using EX Dead Spike as many times as a combo allows, this Distortion Skill can end combos with massive amounts of damage and lifesteal.

Level P1 P2
4 80 100
  • Values in [] are for Enhanced version
  • Minimum damage: 400, 1740 (2140) [400, 1950 (2350)]
  • Lifesteal: 0, 2000 (2000) [0, 3000 (3000)]

Distortion Skill Duo

Devoured by Darkness

P during Partner's Distortion Skill

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2500
[0, 3000]
All 1+(69 Flash)+1 3 55 -39 B 1~4 All

A single hit Distortion Skill Duo. It cannot hit an assist character. Each version does much more minimum damage than its original, but steals far less life.

Level P1 P2
4 100 100
  • Values in [] are for Enhanced version
  • 100% minimum damage: 0, 2500 (2500) [0, 3000 (3000)]
  • Lifesteal: 0, 500 (500) [0, 1000 (1000)]

Astral Heat

Black Onslaught

222B+C when Astral Conditions are met

Damage Guard Startup Active Recovery On-Block Attribute Invuln
0, 2100×6, 1000×8, 21400 All 3+(75 Flash)+16 2 24 -11 B 1~20 All

Ragna does an uppercut with his sword in a reverse grip. If it hits, he shifts his weapon into its scythe form and does two sequences of three swipes with it. He then charges up the final slash while stealing the opponent's soul, which he unleashes to erase them from existence. As Astrals can only be used in Resonance Blaze, this can be canceled into from normals and Skills, making it very easy to use. If you're quick, you can also combo it from a normal throw. Connecting with this move instantly ends the match, so always use it whenever possible.

  • Only available in Level 4 Resonance Blaze when the opponent has one character left, requires 9 Skill Gauge stocks.
  • Opponent cannot Cross Burst during this attack.
  • Grants victory on a successful hit.
Level P1 P2
5
  • Minimum Damage: 0, 2100×6, 1000×8, 21400 (42000)
  • Lifesteal: 0, 70×14, 0 (980)

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