(→5A) |
(→5A) |
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Throw cancelable | * Throw cancelable. | ||
This move will normally be the start of Ragna's pressure and one of his most useful standard footsie tools in neutral, though it lacks disjoint so it preforms poorly in trades. 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. | This move will normally be the start of Ragna's pressure and one of his most useful standard footsie tools in neutral, though it lacks disjoint so it preforms poorly in trades. 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. | ||
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{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Jump cancelable | * Jump cancelable. | ||
* Throw cancelable | * Throw cancelable. | ||
* Last point of the A Smart Combo where you can chain into 2A | * Last point of the A Smart Combo where you can chain into 2A. | ||
Pressure tool and combo filler. Safe on block and has many cancel options (such as rebeat 5A via 2A, throw, pressure resetting specials, and jump cancel), making it a vital part of all of Ragna's blockstrings. 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 launcher on air hit which grants optimal damage and meter gain except when almost all hitstun has been used, though at that point only Inferno Divider or Carnage Scissors can continue the combo. | Pressure tool and combo filler. Safe on block and has many cancel options (such as rebeat 5A via 2A, throw, pressure resetting specials, and jump cancel), making it a vital part of all of Ragna's blockstrings. 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 launcher on air hit which grants optimal damage and meter gain except when almost all hitstun has been used, though at that point only Inferno Divider or Carnage Scissors can continue the combo. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Hits two times. | * Hits two times. | ||
* First hit is a low | * First hit is a low. | ||
* Jump cancelable on the second hit | * Jump cancelable on the second hit. | ||
Launcher with better damage and scaling than 5B, but can only be done after 5AA and only launches airborne opponents. 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 Edge if done immediately out of a jump cancel. 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. In combos, this move can loop into and from A Dead Spike on an airborne opponent. Can also go into Ragna's j.C > Gauntlet Hades loop in the same scenario. | Launcher with better damage and scaling than 5B, but can only be done after 5AA and only launches airborne opponents. 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 Edge if done immediately out of a jump cancel. 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. In combos, this move can loop into and from A Dead Spike on an airborne opponent. Can also go into Ragna's j.C > Gauntlet Hades loop in the same scenario. | ||
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{{Description|7|text= | {{Description|7|text= | ||
* Launches opponent away on hit | * Launches opponent away on hit. | ||
* Lifesteal: 100 | * Lifesteal: 100. | ||
Does respectable damage, has excellent 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 when used mid-screen. Has much less vertical range than the animation implies, meaning that this move can whiff if used immediately after 5AAA launcher. At max height in the corner, this move produces safe-jump oki. Note that if hitstun is low, the opponent can air tech before reaching the ground. | Does respectable damage, has excellent 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 when used mid-screen. Has much less vertical range than the animation implies, meaning that this move can whiff if used immediately after 5AAA launcher. At max height in the corner, this move produces safe-jump oki. Note that if hitstun is low, the opponent can air tech before reaching the ground. |
Revision as of 02:59, 31 August 2019
Ragna the Bloodedge |
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Overview
"I'll show you, the power of the Azure!"
Backstory
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.
Playstyle
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.
Strengths/Weaknesses
Strengths | Weaknesses |
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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:
- 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 1: 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.
Note 2: Unlike in his home game series as of Continuum Shift, Ragna's life steal does not scale higher in combos via the more Soul Eater-based hits he lands; base life steal amount will always stay same no matter where/when the Soul Eater-based hit is landed in a combo.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag | ||||
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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. |
5A
5A | Template:AttackDataHeader-BBTag |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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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 metergain but provides safe-jump oki in the corner. Perfect timing deals max damage and grants one free bar of meter. |
2A
2A |
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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. |
2B
2B |
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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. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
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Ragna's best scaling practical starter which can combo into Blood Scythe for massive damage. Can also combo into Gauntlet Hades on Counter Hit for meterless routes. EX Dead Spike 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. |
j.A
j.A | Template:AttackDataHeader-BBTag |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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Air-to-air and 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 so as to set-up Belial Edge extensions. Can be used as a jump-in with better scaling and damage than j.A but its slower start-up, more vertical hitbox, and less cancel options makes this non-optimal. |
j.C
j.C Belial Edge |
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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 massive damage, corner carry, and meter gain, though the timing is tight and character-dependent. 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. The number of hits this move does is based on Ragna's height from the ground, so the higher he is the more damage he'll deal. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
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Inferno Divider
Inferno Divider 5A+D (Air OK) |
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Skills
Dead Spike
Dead Spike 236A/B |
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Hell's Fang
Hell's Fang 214A |
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Gauntlet Hades
Gauntlet Hades 214B (Air OK) |
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Nightmare Edge
Nightmare Edge j.214A |
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Extra Skills
EX Dead Spike
EX Dead Spike 236C |
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Blood Scythe
Blood Scythe 214C (Air OK) |
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Partner Skills
5P
5P Hell's Fang |
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Easily the best and most practical of Ragna's assists thanks to its high utility, 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 still deals enough block stun to allow the point character to reset pressure and apply mix-ups. |
6P
6P Blood Scythe |
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Huge start-up assist that homes-in on the opponent and covers a fair amount of vertical space. Very slow, making it a poor choice for burst punishes as the opponent will recover from their burst before it hits. 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. Some characters can even call this assist then use their DP to anti-air which results in Ragna keeping the opponent in hitstun long enough for the point character to convert the hit into a full combo. Very easy to loop into and from during Cross Combos though the lengthy start-up reduces the number or loops that can be done, especially if the assist gauge wasn't full at the beginning of said Cross Combo. |
4P
4P 6D |
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Ragna's new back assist as of the 1.5 patch. This move replaces his Light Dead Spike with his old 6D from the main Blazblue games and is all the better for it. Ragna now properly 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 assists, it fulfills a unique role as an on-hit switch-out move as Active Changing into Ragna after a successful hit allows him to continue the combo into a proper knock-down. Note that this assist isn't actually head invulnerable so if the assist is called late jump-in attacks may still hit Ragna. |
Distortion Skills
Carnage Scissors
Carnage Scissors 236B+C |
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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. |
Devoured by Darkness
Devoured by Darkness 214B+C |
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Ragna reaches out with his Black Beast infected hand and grabs the opponent, dealing massive damage and regaining a large amount of health. As this is his single most damaging move in his arsenal, this super should be used to finish off opponents while replenishing Ragna's health. The Enhanced version has better damage, twice the life steal, and 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. |
Distortion Skill Duo
Devoured by Darkness P during Distortion Skill |
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Go for it if you can kill. Note that unlike its Distortion Skill counterpart, this move can OTG. Each version does much more minimum damage than its original, but only drains half as much health. |
Astral Heat
Black Onslaught 222B+C |
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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 super can be canceled into from normals and specials, 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. |
move
and the move Full
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- Ragna the Bloodedge [★]
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Click [★] for character's full frame data
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