|image=BBTag_Ragna_NightmareEdge.png |caption=''"Drown in darkness!"''
|image=BBTag_Ragna_NightmareEdge.png |caption=''"Drown in darkness!"''
|image2=BBTag_Ragna_NightmareEdgeFollowUp.png |caption2=Damage, Skill Gauge gain and safe jump oki, all in one package.
|image2=BBTag_Ragna_NightmareEdgeFollowUp.png |caption2=Damage, meter gain, life steal, and safe jump oki, all in one package.
|input=j.214A
|input=j.214A
|name=Nightmare Edge
|name=Nightmare Edge
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* 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): 600
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.
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.
Revision as of 00:02, 21 November 2019
Ragna the Bloodedge
Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Playstyle
Offense, Balanced
Team Role
Point, Support
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
Has one of the best Reversal Actions in the game. Combo ender, reversal and punish: You name it, Inferno Divider does it.
Has good front-end damage, so even something as simple as 5AAA (into 2C) into Hell's Fang does good damage from range.
Has multiple dash cancels that can reset pressure and keep opponents close.
Versatile combo toolkit, ranging from a command dash into OTG, ground bounces, and air-to-ground moves.
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.
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.
Soul Eater steals life on either hit or block as well as dealing chip damage. Applies to many of Ragna's attacks.
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 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.
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.
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.
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 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.
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.
5AA
5AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
11
4
20
-5
B
-
CSTJP
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
19
19
24
34
12
+0
+5
You're gonna see this move a lot.
Jump cancelable.
Throw cancelable.
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 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.
5AAA
5AAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1100×2
Low, All
13
2(4)2
33
-16
F, B
-
CSP, CSJP
90, 100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
19
40
24
55
12
+0
+5
Poke their toes and toss 'em.
Hits two times.
First hit is a low.
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 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.
5AAAA
5AAAAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
2000
All
18
4
31
-14
B
-
P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
90
5
20
Launch
40
Launch
56
13
+0
+8
Lifesteal: 300
Mashin' A.
Launches opponent away on hit.
Opponent cannot Cross Burst during this attack.
Lifesteal: 300
Does respectable damage, has excellent scaling, and steals life, all while being incredibly easy to use. However, it is very reliant on Partner Skills because it has no cancel options on whiff or block so don't use this move in block strings. Can only be canceled into Cross Raid if Ragna has at least one bar of meter and his partner is currently in the back line (cannot be super canceled in Resonance Blaze). Due to the extreme horizontal knockback on hit, Partner Skills must be called pre-emptively for them to successfully connect when used mid-screen. 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.
Ragna's most reliable anti-air; now seems better than before.
Head attribute invincible.
Launches opponents on hit.
Jump cancelable.
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.
5BB
5BBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1000, 2000
All
15
6(12)3
29
-6
B
-
CS(J)P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
90
5
20, 25
Launch
24, 24 + Down 23
Launch
40, 40 + Down 23
6, 13
+0
+8
Lifesteal: 0, 300 (300)
Dash Cancel shenanigans like the good old days.
Hits two times.
First hit is jump cancelable on hit.
First hit launches opponents on hit.
Second hit knocks down on hit and steals health.
Lifesteal: 300
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.
5BBB
5BBBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
-
-
-
-
29T
-
-
-
P
-
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
-
-
-
-
-
-
-
-
-
-
12~19F cancelable into 5BBBB
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.
5BBBB
5BBBBnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
0, 2000
-
8
13[(36)8]
6 [24]
-
B
-
-, S
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
100, 90
5
-
Launch
60 Slide
-
-
-
0, 18
+0
Values in [] are on hit Maximum Slide duration 10F
Not Over Yet, now as an auto-combo.
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.
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.
Leads into a timed follow-up on ground hit that launches opponents away.
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 Skill Gauge gain but provides safe jump oki in the corner. Perfect timing deals more damage and grants a full stock of Skill Gauge.
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.
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 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.
j.AA
j.AAnormal
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1500
High
11
6
24
-
H
-
SJP
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
80
3
16
17
19
22
33
11
+0
+2
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 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.
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.
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.
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.
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.
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. 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.
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.
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.
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.
Goes into first frame of recovery (28F) on hit/block 28~46F cancelable into Follow-up Attack Minimum Damage 85
Corner...
Follow-up Attack 214A > A/B/C
214A > XFollow-up Attackspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
19
3
35
-19
B
-
P
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
Launch
56
Launch
71
12
+0
+5
Lifesteal: 600 Minimum Damage 85
Carry!
Second hit launches opponents away on hit.
Lifesteal (Follow-up Attack): 600
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.
Hits in front on 22F Minimum Damage 85 Crumple Duration 29F, Crumple Fall 39
Aerial j.214B
j.214BAerial Gauntlet Hadesspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
High
12
9
9+15L
-
H
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
85
4
18
Launch
28
Launch
43
12
+0
+5
Hits in front on 16F Minimum Damage 85
Gauntlet Dumbass!
Rising Kick 214B > A/B/C
214B > XRising Kickspecial
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1000
All
9
4
Until L+18
-17
H
-
JP
100
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
75
4
18
Launch
45
Launch
60
12
+0
+5
Lifesteal: 300 Whiffs against crouching opponents Minimum Damage 50
Is now jump cancelable, enjoy your loops!
Gauntlet Hades connects about three frames later on crouching opponents.
Aerial Gauntlet Hades launches on hit.
Rising Kick launches on hit.
Rising Kick is jump cancelable.
Rising Kick whiffs on crouching opponents.
Lifesteal (Rising Kick): 300
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.
Damage, meter gain, life steal, and safe jump oki, all in one package.
Number of hits is dependent on Ragna's height from the ground.
Intermediate hits drag opponents to the ground.
Knocks down on landing hit.
Follow-up launches opponents away on hit.
Lifesteal (Follow-up Attack): 600
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.
Extra Skills
EX Dead Spike
EX Dead Spike 236C
Unlimited Ragna's rekka, now a proper special move.
Unlimited Ragna's rekka, now a proper special move.
Follow-up Attack 1 236C > A/B/C
236C > XFollow-up Attack 1ex
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
1700
All
19
3
Total 61
-16
P1
-
P
80
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
90
4
18
Launch
60 + WBounce 60
Launch
75 + WBounce 60 + WStick 20
8
+0
+5
Minimum damage: 170 Lifesteal: 300
Wall bounce for combo extensions.
Follow-up Attack 2 236C > A/B/C > A/B/C
236C > X > XFollow-up Attack 2ex
Damage
Guard
Startup
Active
Recovery
On-Block
Attribute
Invuln
Cancel
P1
4200
All
23
6
43
-28
B
-
P
50
P2
Attack Level
Blockstun
Ground Hit
Air Hit
Ground CH
Air CH
Blockstop
Hitstop
CHstop
100
5
20
Launch
60
Launch
76
20
+8
+13
Minimum damage: 420 Lifesteal: 300
Seed of Tartarus. AKA Life bar begone
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.
10% minimum damage: 150, 170, 420 (740 total)
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.
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. However, it has less lifesteal than the move it's based on. 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.
Follow-up Attack 2 is a unique move that deals massive amounts of damage in exchange for having the least amount of lifesteal, launching the opponent a great distance away. 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.
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.
Only performs follow-up (values in []) on hit On block, immediately enters recovery animation Lifesteal: 0, 100 (100) Minimum Damage 85×2 (170)
Start blocking or start praying!
Follow-up Attack performed only on hit.
Follow-up Attack launches opponents away on hit.
Lifesteal (Follow-up Attack): 100
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.
Will track the opponent up to half the screen away.
Ground bounces on hit.
Lifesteal: 100
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.
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.
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.
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.
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.
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.
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