(→j.B) |
|||
(16 intermediate revisions by 3 users not shown) | |||
Line 27: | Line 27: | ||
===Playstyle=== | ===Playstyle=== | ||
Ragna is a rushdown character. He has normals with good reach, specials to help with | Ragna is a rushdown character. He has normals with good reach, specials to help with mix-up 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=== | ||
Line 42: | Line 42: | ||
*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. | *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. | ||
*Easy to find opportunities to insert Partner Skills for enhanced damage. | *Easy to find opportunities to insert Partner Skills for enhanced damage. | ||
*Soul Eater steals life on either hit or block as well as dealing chip damage. | *Soul Eater steals life on either hit or block as well as dealing chip damage. Applies to many of Ragna's attacks. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*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. | *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. | ||
*Lacks a projectile | *Lacks a projectile Partner Skill, forcing the point character to make risky plays to get close to the opponent. | ||
*Has an awkward time dealing with fullscreen pressure. Requires high match-up knowledge against dedicated zoning characters or characters with very large normals. | *Has an awkward time dealing with fullscreen pressure. Requires high match-up knowledge against dedicated zoning characters or characters with very large normals. | ||
*Fantastic pressure is easily negated by well timed Reject Guards. | *Fantastic pressure is easily negated by well timed Reject Guards. | ||
* | *Block strings are heavily dependent on proximity. | ||
*Ragna's lifesteal mechanic is considerably weaker than in previous entries. The window of opportunity where lifesteal will make a difference is very narrow. | *Ragna's lifesteal mechanic is considerably weaker than in previous entries. The window of opportunity where lifesteal will make a difference is very narrow. | ||
|- | |- | ||
Line 55: | Line 55: | ||
===Drive: Soul Eater=== | ===Drive: Soul Eater=== | ||
In the original BlazBlue series, Ragna's Drive allowed him to steal some of his opponent's | In the original BlazBlue series, Ragna's Drive allowed him to steal some of his opponent's life whenever he connected with an attack involving the Drive button. These attacks would even restore life on block, dealing chip damage to the opponent in the process. Although there is no longer is a dedicated Drive button, this feature makes its return in BlazBlue Cross Tag Battle. | ||
The following moves steal | The following moves steal life from your opponent when they make contact with an opponent: | ||
* 5AAAA | * 5AAAA | ||
* Second hit of 5BB | * Second hit of 5BB | ||
Line 71: | Line 71: | ||
* Follow-up Attack 2 (EX Dead Spike) | * Follow-up Attack 2 (EX Dead Spike) | ||
* Blood Scythe (Both versions) | * Blood Scythe (Both versions) | ||
* 5P (Second hit only) | |||
* 6P | |||
* 4P | |||
* Carnage Scissors (Second hit onwards) | * Carnage Scissors (Second hit onwards) | ||
* Devoured by Darkness (Last hit only, on hit only) | * Devoured by Darkness (Last hit only, on hit only) | ||
* Black Onslaught (Second hit onwards, on hit only) | * Black Onslaught (Second hit onwards, on hit only) | ||
Note | Note: All lifesteal values are static and are not modified by proration or other factors. Enhanced versions of Distortion Skills are different to their regular counterparts and have their own separate values. | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
Line 97: | Line 98: | ||
* Cancelable into everything, including jumps, throws, and even itself. | * Cancelable into everything, including jumps, throws, and even itself. | ||
High hitbox allows 4A to be used as a | 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 make-shift anti-air but the lack of head invulnerability can make this risky. Whiffs against crouching opponents. After three consecutive 4As, any further A inputs will result in 5A. | ||
}} | }} | ||
}} | }} | ||
Line 128: | Line 129: | ||
* 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 | 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 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 launcher on air hit except when almost all hitstun has been used, though at that point only Inferno Divider or Carnage Scissors can continue the combo. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 139: | Line 140: | ||
* 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 | 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 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 Spike on an airborne opponent. Can also go into Ragna's j.C > Gauntlet Hades loop in the same scenario. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 147: | Line 148: | ||
{{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 | Does respectable damage, has excellent scaling, and steals life, all while being incredibly easy to use. However, it is completely reliant on Partner Skills because it has absolutely no cancel options (even in Resonance Blaze) so don't use this move in block strings. Due to the extreme horizontal knockback on hit, Partner Skills must be called pre-emptively for them to successfully connect when used mid-screen. 2C has identical damage and scaling so use it instead whenever possible. 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. | ||
}} | }} | ||
}} | }} | ||
Line 156: | Line 157: | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Ragna_5B.png |caption=Ragna's most reliable anti-air; now seems better than before. | |image=BBTag_Ragna_5B.png |caption=Ragna's most reliable anti-air; now seems better than before. | ||
|image2=BBTag_Ragna_5BB.png |caption2=Dash | |image2=BBTag_Ragna_5BB.png |caption2=Dash Cancel shenanigans like the good old days. | ||
|image3=BBTag_Ragna_5BBB.png |caption3= | |image3=BBTag_Ragna_5BBB.png |caption3=Not Over Yet, now as an auto-combo. | ||
|name=5B | |name=5B | ||
|data= | |data= | ||
Line 166: | Line 167: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Head attribute invincible. | |||
* Launches opponents on hit. | * Launches opponents on hit. | ||
* Jump cancelable. | |||
* Jump cancelable . | |||
5B serves as | 5B serves as Ragna's main anti-air as it possess 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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 181: | Line 182: | ||
* First hit launches opponents on hit. | * First hit launches opponents on hit. | ||
* Second hit is a knockdown on hit. | * Second hit is a knockdown on hit. | ||
* Lifesteal ( | * Lifesteal: 0, 100 (100 total) | ||
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 | 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 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, meaning that this typically only occurs after a frame trap. 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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 201: | Line 202: | ||
{{Description|7|text= | {{Description|7|text= | ||
* Can only hit opponents who are knocked-down. | * Can only hit opponents who are knocked-down. | ||
* Can only hit the opponent's point character. | |||
* Ground slides on hit. | * Ground slides on hit. | ||
* Opponent cannot | * Opponent cannot Cross Burst during this attack. | ||
* Opponent cannot be hit by Partner Skills during the grab animation. | * Opponent cannot be hit by Partner Skills during the grab animation. | ||
Used on downed opponents for a pick-up attack. 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 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. If hitstun is low, the opponent won't slide as far and some moves won't connect afterwards. | |||
}} | }} | ||
}} | }} | ||
Line 222: | Line 224: | ||
* Knockdown on airborne hit. | * Knockdown on airborne hit. | ||
* Leads into a timed follow-up on ground hit that launches opponents away. | * Leads into a timed follow-up on ground hit that launches opponents away. | ||
* Follow-up damage, | * Follow-up damage, Skill Gauge gain, oki, and timing changes if partner is available. | ||
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 | 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 Skill Gauge gain but provides safe jump oki in the corner. Perfect timing deals more damage and grants a full stock of Skill Gauge. | ||
}} | }} | ||
}} | }} | ||
Line 239: | Line 241: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Throw cancelable. | * Throw cancelable. | ||
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. | 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, though only once per string. | ||
}} | }} | ||
}} | }} | ||
Line 256: | Line 258: | ||
* Knockdown on hit. | * Knockdown on hit. | ||
Ragna's old sweep. Very useful | Ragna's old sweep. Very useful in combos due to the significant amount of guaranteed untechable time against airborne opponents. Combos into 4A on counter hit against grounded opponents. Can lead into A normals by canceling into 5B which can chain into 2A, making it a great move to start block strings. | ||
}} | }} | ||
}} | }} | ||
Line 271: | Line 273: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Knockdown on hit. | * Knockdown on hit. | ||
* Lifesteal: 100 | * Lifesteal: 100 | ||
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. | 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. | ||
Line 289: | Line 291: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Jump cancelable. | ||
Ragna's main approach via the air as it's a serviceable air-to-air and a air-to-ground attack. Pressure starter and overhead mix-up tool. Combo filler used to manipulate the opponents height for Belial Edge extensions. | Ragna's main approach via the air as it's a serviceable air-to-air and a air-to-ground attack. Pressure starter and overhead mix-up tool. Combo filler used to manipulate the opponents height for Belial Edge extensions. | ||
Line 299: | Line 301: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* | * Jump cancelable. | ||
While j.B fulfills a similar role, j.AA moves Ragna forward slightly which makes connecting j.C clean hit much easier in certain situations. Deals less damage and | While j.B fulfills a similar role, j.AA moves Ragna forward slightly 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. | ||
}} | }} | ||
}} | }} | ||
Line 307: | Line 309: | ||
====== <font style="visibility:hidden" size="0">j.B</font> ====== | ====== <font style="visibility:hidden" size="0">j.B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Ragna_jB.png |caption= | |image=BBTag_Ragna_jB.png |caption=Not much reason to use j.AA over this. | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
Line 315: | Line 317: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* | * Jump cancelable. | ||
* Lifesteal: 100 | * Lifesteal: 100 | ||
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. | 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. | ||
Line 335: | Line 337: | ||
* Number of hits is dependent on Ragna's height from the ground. | * Number of hits is dependent on Ragna's height from the ground. | ||
* Intermediate hits drag airborne opponents down. | * Intermediate hits drag airborne opponents down. | ||
* Landing hit ground bounces and is special cancelable on hit. | * Landing hit ground bounces and is special cancelable on hit or block. | ||
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. | 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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 363: | Line 365: | ||
{{!}}-- | {{!}}-- | ||
{{Description|7|text= | {{Description|7|text= | ||
* 100% minimum damage | * 100% minimum damage: 0, 2000 (2000 total) | ||
* Holding back while pressing throw results in a back throw. | * Holding back while pressing throw results in a back throw. | ||
* Ragna performs a dash and then grabs if he wasn't already within grab range. | * Ragna performs a dash and then grabs if he wasn't already within grab range. | ||
* Opponents cannot | * Opponents cannot Cross Burst during a throw. | ||
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. Both have near identical launch heights and angles, as well as having the same combo routes | 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. | ||
}} | }} | ||
}} | }} | ||
Line 396: | Line 398: | ||
* Ground version is air unblockable. | * Ground version is air unblockable. | ||
* Cannot Cross Burst if punished. | * Cannot Cross Burst if punished. | ||
* 5% minimum damage: 50 | * 5% minimum damage: 50*2, 50, 100 (250 total) | ||
* Lifesteal (Inferno Divider): | * Lifesteal (Inferno Divider): 50*2 (100 total) | ||
* Lifesteal (Axe Kick): 50 | * Lifesteal (Axe Kick): 50 | ||
Ragna's universal reversal tool and air unblockable attack. It has pretty good vertical and horizontal range which threatens aerial approaches. As expected, if this move is blocked or whiffs Ragna will be left vulnerable to a counter attack. 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. | |||
}} | }} | ||
}} | }} | ||
Line 420: | Line 422: | ||
{{Description|7|text= | {{Description|7|text= | ||
* Launches on air hit. | * Launches on air hit. | ||
* Lifesteal: 100 | * Lifesteal: 100 | ||
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. | |||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 431: | Line 433: | ||
* Dash cancelable, even on whiff. | * Dash cancelable, even on whiff. | ||
* Launches away on hit. | * Launches away on hit. | ||
* Lifesteal: 100 | * Lifesteal: 100 | ||
Used to reset pressure during block strings | 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 Changes safe. Do not use this to zone as the projectile is slow to start up and is easy to jump over. | ||
}} | }} | ||
}} | }} | ||
Line 454: | Line 456: | ||
{{Description|7|text= | {{Description|7|text= | ||
* Second hit launches opponents away on hit. | * Second hit launches opponents away on hit. | ||
* Lifesteal (Follow-up Attack): 200 | * Lifesteal (Follow-up Attack): 200 | ||
Ragna's go-to grounded combo 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 | Ragna's go-to grounded combo 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. | ||
}} | }} | ||
}} | }} | ||
Line 472: | Line 474: | ||
{{#lsth:BBTag/Ragna the Bloodedge/Data|214B}} | {{#lsth:BBTag/Ragna the Bloodedge/Data|214B}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Aerial|subtitle=j.214B}} | ||
{{#lsth:BBTag/Ragna the Bloodedge/Data|j.214B}} | {{#lsth:BBTag/Ragna the Bloodedge/Data|j.214B}} | ||
{{!}}- | {{!}}- | ||
Line 480: | Line 482: | ||
{{Description|7|text= | {{Description|7|text= | ||
* Gauntlet Hades connects about three frames later on crouching opponents. | * Gauntlet Hades connects about three frames later on crouching opponents. | ||
* | * Aerial Gauntlet Hades launches on hit. | ||
* Rising Kick launches on hit. | * Rising Kick launches on hit. | ||
* Rising Kick is | * Rising Kick is jump cancelable. | ||
* Rising Kick whiffs on crouching opponents. | * Rising Kick whiffs on crouching opponents. | ||
* Lifesteal (Rising Kick): 100 | * Lifesteal (Rising Kick): 100 | ||
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 block low after the first attack, then Rising Kick can hit their guard and be jump canceled to either attack with a falling air normal or to disengage from a bad block-string. 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. | 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 block low after the first attack, then Rising Kick can hit their guard and be jump canceled to either attack with a falling air normal or to disengage from a bad block-string. 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. | ||
Line 493: | Line 495: | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Ragna_NightmareEdge.png |caption=''"Drown in darkness!"'' | |image=BBTag_Ragna_NightmareEdge.png |caption=''"Drown in darkness!"'' | ||
|image2=BBTag_Ragna_NightmareEdgeFollowUp.png |caption2= | |image2=BBTag_Ragna_NightmareEdgeFollowUp.png |caption2=Damage, Skill Gauge gain and safe jump oki, all in one package. | ||
|input=j.214A | |input=j.214A | ||
|name=Nightmare Edge | |name=Nightmare Edge | ||
Line 510: | Line 512: | ||
* Knocks down on landing hit. | * Knocks down on landing hit. | ||
* Follow-up launches opponents away on hit. | * Follow-up launches opponents away on hit. | ||
* Lifesteal (Follow-up Attack): 200 | * Lifesteal (Follow-up Attack): 200 | ||
Combo ender for air combos that has good damage and corner carry. The landing hit of Nightmare Edge is | 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. | ||
}} | }} | ||
Line 542: | Line 544: | ||
* Follow-up Attack 1 wall bounces mid-screen and wall sticks in the corner. | * Follow-up Attack 1 wall bounces mid-screen and wall sticks in the corner. | ||
* Follow-up Attack 2 launches away on hit. | * Follow-up Attack 2 launches away on hit. | ||
* 10% minimum damage: 150 | * 10% minimum damage: 150, 170, 420 (740 total) | ||
* Lifesteal: 150 | * Lifesteal (EX Dead Spike, Follow-up Attack 1): 150 | ||
* Lifesteal (Follow-up Attack 2): 100 | |||
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. | 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. | ||
Line 564: | Line 567: | ||
{{#lsth:BBTag/Ragna the Bloodedge/Data|214C}} | {{#lsth:BBTag/Ragna the Bloodedge/Data|214C}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name= | {{AttackVersion|name=Aerial|subtitle=j.214C}} | ||
{{#lsth:BBTag/Ragna the Bloodedge/Data|j.214C}} | {{#lsth:BBTag/Ragna the Bloodedge/Data|j.214C}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Ground bounces on hit. | * Ground bounces on hit. | ||
* 10% minimum damage: 250 | * 10% minimum damage: 250 | ||
* Lifesteal: 100 | * 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 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. | |||
}} | }} | ||
}} | }} | ||
Line 593: | Line 595: | ||
* Follow-up Attack performed only on hit. | * Follow-up Attack performed only on hit. | ||
* Follow-up Attack launches opponents away on hit. | * Follow-up Attack launches opponents away on hit. | ||
* Lifesteal (Follow-up Attack): 100 | * Lifesteal (Follow-up Attack): 100 | ||
Easily the | Easily the most versatile of Ragna's Partner Skills 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. This is also Ragna's go-to Partner Skill for punishing Cross Bursts. | ||
}} | }} | ||
}} | }} | ||
Line 612: | Line 614: | ||
* Will track the opponent up to half the screen away. | * Will track the opponent up to half the screen away. | ||
* Ground bounces on hit. | * Ground bounces on hit. | ||
* Lifesteal: 100 | * Lifesteal: 100 | ||
Huge start-up | Huge start-up Partner Skill that homes in on the opponent and covers a fair amount of vertical space. Very slow, making it a poor choice for Cross Burst punishes as the opponent will recover from their Cross 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 Reversal Action 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. Note that doing so will remove the Reversal Action's invulnerability so only do so if the opponent is up-backing out of pressure. Very easy to loop into and from during Cross Combos though the lengthy start-up reduces the number of loops that can be done, especially if the Cross Gauge wasn't full at the beginning of said Cross Combo. | ||
}} | }} | ||
}} | }} | ||
Line 621: | Line 623: | ||
{{MoveData | {{MoveData | ||
|image=BBCS_Ragna_6D.png |caption=Lend a helping hand (or claw). | |image=BBCS_Ragna_6D.png |caption=Lend a helping hand (or claw). | ||
|input=6D | |input=BBCF 6D | ||
|name=4P | |name=4P | ||
|data= | |data= | ||
Line 630: | Line 632: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Launches on hit. | * Launches on hit. | ||
* Lifesteal: 100 | * Lifesteal: 100 | ||
Ragna | Ragna 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 Partner Skills, 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 knockdown. Note that this assist isn't actually head invulnerable so if the assist is called late jump-in attacks may still hit Ragna. | ||
}} | }} | ||
}} | }} | ||
Line 650: | Line 652: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Opponent cannot | * Opponent cannot Cross Burst during this attack. | ||
* First attack ground bounces airborne opponents. | * First attack ground bounces airborne opponents. | ||
* Follow-up attack launches opponents away. | * Follow-up attack launches opponents away. | ||
* Follow-up attack doesn't come out on whiff. | * Follow-up attack doesn't come out on whiff. | ||
* | * Minimum damage: 600, 1044 (1644 total) [600, 840, 105*4 (1860 total)] | ||
* Lifesteal: 0, 300 (300 total) [0, 200, 100*4 (600 total)] | |||
* Lifesteal | |||
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 | 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 | 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. | ||
}} | }} | ||
}} | }} | ||
Line 675: | Line 676: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Opponent cannot | * Opponent cannot Cross Burst during this attack. | ||
* | * Minimum damage: 400, 1740 (2140 total) [400, 1950 (2350 total)] | ||
* Lifesteal: 0, 1000 (1000 total) [0, 2000 (2000 total)] | |||
* Lifesteal ( | |||
Ragna reaches out with his Black Beast infected hand and grabs the opponent, dealing massive damage and regaining a large amount of | 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, twice the | The Enhanced version has better damage, twice the lifesteal, 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. | ||
}} | }} | ||
}} | }} | ||
Line 699: | Line 699: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Opponent cannot | * Opponent cannot Cross Burst during this attack. | ||
* 100% minimum damage: 2500 | * 100% minimum damage: 0, 2500 (2500 total) [0, 3000 (3000 total)] | ||
* Lifesteal: 0, 500 (500 total) [0, 1000 (1000 total)] | |||
* Lifesteal ( | 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 steals half as much life. | ||
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 | |||
}} | }} | ||
Line 722: | Line 721: | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
* Only available in | * 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. | * Grants victory on a successful hit. | ||
* 100% minimum damage: 2100 * 6 | * 100% minimum damage: 0, 2100*6, 1000*8, 21400 (42000 total) | ||
* Lifesteal ( | * Lifesteal: 0, 70*14, 0 (980 total) | ||
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 | 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. | ||
}} | }} | ||
}} | }} |
Revision as of 07:19, 18 November 2019
Ragna the Bloodedge |
---|
|
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 mix-up 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 |
---|---|
|
|
Drive: Soul Eater
In the original BlazBlue series, Ragna's Drive allowed him to steal some of his opponent's life whenever he connected with an attack involving the Drive button. These attacks would even restore life on block, dealing chip damage to the opponent in the process. Although there is no longer is a dedicated Drive button, this feature makes its return in BlazBlue Cross Tag Battle.
The following moves steal life 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)
- 5P (Second hit only)
- 6P
- 4P
- Carnage Scissors (Second hit onwards)
- Devoured by Darkness (Last hit only, on hit only)
- Black Onslaught (Second hit onwards, on hit only)
Note: All lifesteal values are static and are not modified by proration or other factors. Enhanced versions of Distortion Skills are different to their regular counterparts and have their own separate values.
Normal Moves
4A
4A | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 make-shift anti-air but the lack of head invulnerability can make this risky. Whiffs against crouching opponents. After three consecutive 4As, any further A inputs will result in 5A. |
5A
5A | Template:AttackDataHeader-BBTag |
---|
5B
5B | Template:AttackDataHeader-BBTag |
---|
5C
5C | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 Skill Gauge gain but provides safe jump oki in the corner. Perfect timing deals more damage and grants a full stock of Skill Gauge. |
2A
2A |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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, though only once per string. |
2B
2B |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Ragna's old sweep. Very useful in combos due to the significant amount of guaranteed untechable time against airborne opponents. Combos into 4A on counter hit against grounded opponents. 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 | ||||
---|---|---|---|---|---|
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 |
---|
j.B
j.B | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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. |
Universal Mechanics
Ground Throw
Ground Throw 5B+C |
Template:AttackDataHeader-BBTag |
---|
Inferno Divider
Inferno Divider 5A+D (Air OK) |
Template:AttackDataHeader-BBTag |
---|
Skills
Dead Spike
Dead Spike 236A/B |
Template:AttackDataHeader-BBTag |
---|
Hell's Fang
Hell's Fang 214A |
Template:AttackDataHeader-BBTag |
---|
Gauntlet Hades
Gauntlet Hades 214B (Air OK) |
Template:AttackDataHeader-BBTag |
---|
Nightmare Edge
Nightmare Edge j.214A |
Template:AttackDataHeader-BBTag |
---|
Extra Skills
EX Dead Spike
EX Dead Spike 236C |
Template:AttackDataHeader-BBTag |
---|
Blood Scythe
Blood Scythe 214C (Air OK) |
Template:AttackDataHeader-BBTag |
---|
Partner Skills
5P
5P Hell's Fang |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Easily the most versatile of Ragna's Partner Skills 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. This is also Ragna's go-to Partner Skill for punishing Cross Bursts. |
6P
6P Blood Scythe |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Huge start-up Partner Skill that homes in on the opponent and covers a fair amount of vertical space. Very slow, making it a poor choice for Cross Burst punishes as the opponent will recover from their Cross 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 Reversal Action 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. Note that doing so will remove the Reversal Action's invulnerability so only do so if the opponent is up-backing out of pressure. Very easy to loop into and from during Cross Combos though the lengthy start-up reduces the number of loops that can be done, especially if the Cross Gauge wasn't full at the beginning of said Cross Combo. |
4P
4P BBCF 6D |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
Ragna 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 Partner Skills, 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 knockdown. 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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 |
Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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, twice the lifesteal, 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 |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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 steals half as much life. |
Astral Heat
Black Onslaught 222B+C |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
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. |
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.- Azrael [★]
- Celica A. Mercury [★]
- Es [★]
- Hakumen [★]
- Hazama [★]
- Iron Tager [★]
- Izayoi [★]
- Jin Kisaragi [★]
- Jubei [★]
- Mai Natsume [★]
- Makoto Nanaya [★]
- Naoto Kurogane [★]
- Nine the Phantom [★]
- Noel Vermillion [★]
- Nu-13 [★]
- Platinum the Trinity [★]
- Rachel Alucard [★]
- Ragna the Bloodedge [★]
- Susano'o [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data •
Patch Notes •
• Movement/Canceling •
Offense •
Defense •
Damage/Combo •
Attack Attributes •
Gauges •
Misc •