Final Ultima (talk | contribs) mNo edit summary |
(→j.B) |
||
(41 intermediate revisions by 6 users not shown) | |||
Line 35: | Line 35: | ||
|- style="vertical-align:top;text-align:left" | |- style="vertical-align:top;text-align:left" | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Has one of the best Reversal Actions in the game. | *Has one of the best Reversal Actions in the game. Reversal, anti-air, combo ender, and punish tool: You name it, Inferno Divider does it. | ||
*Has good front-end damage, | *Has good front-end damage, with or without meter. | ||
*Has multiple dash cancels that can reset pressure and keep opponents close. | *Has multiple dash cancels that can reset pressure and keep opponents close. | ||
*Versatile combo toolkit | *Versatile combo toolkit allows him convert just about any hit into a full combo. | ||
*Access to multiple mid-ranged high/low normals | *Access to multiple mid-ranged high/low normals that can be done very late into a block string and can be followed up without needing assists. | ||
*One of the safest anti-air normals in the game (5B) that can follow up easily | *One of the safest anti-air normals in the game (5B) that can follow up easily into a combo. Also allows 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 attacks steals life on either hit or block as well as dealing chip damage. | ||
| style="width: 50%;"| | | style="width: 50%;"| | ||
*Lacks full-screen projectiles | *Lacks full-screen projectiles. This makes him very susceptible to zoning and set-ups that can be done from full-screen. | ||
*Lacks a projectile Partner Skill, forcing the point character to make risky plays to get close to the opponent. | *Lacks a projectile Partner Skill, forcing the point character to make risky plays to get close to the opponent. | ||
* | *Sword normals are locked behind Smart Combos, making him vulnerable in trade situations against weapon wielding characters. | ||
*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. | *Block strings are heavily dependent on proximity. | ||
|- | |- | ||
|} | |} | ||
Line 57: | Line 56: | ||
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. | 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. | ||
'''Attacks with Soul Eater property:''' | |||
* 5AAAA | * 5AAAA | ||
* Second hit of 5BB | * Second hit of 5BB | ||
* 2B (includes 4P) | |||
* j.B | * j.B | ||
* 2C | * 2C | ||
Line 65: | Line 65: | ||
* Axe Kick | * Axe Kick | ||
* Dead Spike (All versions) | * Dead Spike (All versions) | ||
* Follow-up Attack (Hell's Fang) | * Follow-up Attack (Hell's Fang) (includes 5P) | ||
* Rising Kick (Gauntlet Hades) | * Rising Kick (Gauntlet Hades) | ||
* Follow-up Attack (Nightmare Edge) | * Follow-up Attack (Nightmare Edge) | ||
* Follow-up Attack 1 (EX Dead Spike) | * Follow-up Attack 1 (EX Dead Spike) | ||
* Follow-up Attack 2 (EX Dead Spike) | * Follow-up Attack 2 (EX Dead Spike) | ||
* Blood Scythe ( | * Blood Scythe (includes 6P) | ||
* 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, includes Distortion Skill Duo) | ||
* Black Onslaught (Second hit onwards, 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. | 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;"/> | ||
{{#lst:BBTag/Ragna the Bloodedge/Data|Links}} | {{#lst:BBTag/Ragna the Bloodedge/Data|Links}} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
Line 115: | Line 114: | ||
* 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 | 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 performs 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. | ||
}} | }} | ||
{{!}}- | {{!}}- | ||
Line 144: | Line 143: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Launches | * Launches away on hit. | ||
* Lifesteal: | * 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 | 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 a full Cross Gauge 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. | ||
}} | }} | ||
}} | }} | ||
Line 165: | Line 165: | ||
{{Description|7|text= | {{Description|7|text= | ||
* Head attribute invincible. | * Head attribute invincible. | ||
* Launches | * Launches on hit. | ||
* Jump cancelable. | * Jump cancelable. | ||
Line 177: | Line 177: | ||
* Hits two times. | * Hits two times. | ||
* First hit is jump cancelable on hit. | * First hit is jump cancelable on hit. | ||
* First hit launches | * First hit launches on hit. | ||
* Second hit | * Second hit knocks down on hit and steals health. | ||
* Lifesteal ( | * Lifesteal: 0, 300 (300 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 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. | 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 229: | Line 229: | ||
====== <font style="visibility:hidden" size="0">2A</font> ====== | ====== <font style="visibility:hidden" size="0">2A</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Ragna_2A.png |caption=Ragna's go to low. | |image=BBTag_Ragna_2A.png |caption=Ragna's go-to low. | ||
|name=2A | |name=2A | ||
|data= | |data= | ||
Line 238: | Line 238: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Throw cancelable. | * Throw cancelable. | ||
Your main low poke for footsies, equipped with a very good balance of range, speed, and recovery. 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. Due to it's speed and low recovery, this works well for stagger pressure. | |||
}} | }} | ||
}} | }} | ||
Line 244: | Line 244: | ||
====== <font style="visibility:hidden" size="0">2B</font> ====== | ====== <font style="visibility:hidden" size="0">2B</font> ====== | ||
{{MoveData | {{MoveData | ||
|image=BBTag_Ragna_2B.png |caption= | |image=BBTag_Ragna_2B.png |caption=Slow pressure reset. | ||
|name=2B | |name=2B | ||
|data= | |data= | ||
Line 253: | Line 253: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Jump cancelable. | * Jump cancelable. | ||
* | * Foot attribute invincible. | ||
* Lifesteal: 300 | |||
A ground-to-air normal that can cancel into air normals to reset pressure. Cancels into air normals are always a true blockstring unless the opponent Reject Guards 2B, though jump canceling it makes it safe anyway. Late air normal cancels will eliminate 2B's recovery without attacking, allowing Ragna to go low with 2A instead. Performing delay 2B after 5B on hit and then whiffing j.B enables rejump combos, leading into strong, mid-screen combo routes. Can combo directly into 5A on Counter Hit. | |||
}} | }} | ||
}} | }} | ||
Line 270: | Line 271: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Knockdown on hit. | * Knockdown on hit. | ||
* Lifesteal: | * Lifesteal: 300 | ||
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 | Ragna's best scaling practical starter which can combo into Blood Scythe for an extension into massive damage. Can also combo into Gauntlet Hades on Counter Hit for meterless routes. Use it to punish blocked or whiffed reversals or use it late into a block string for a surprise low. Outside of using it as a starter, 2C is also good for comboing into Hell's Fang at maximum range or to bring in your partner for a Partner Skill. | ||
}} | }} | ||
}} | }} | ||
Line 306: | Line 307: | ||
====== <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= Healing + Good scaling = Happy Ragna | ||
|name=j.B | |name=j.B | ||
|data= | |data= | ||
Line 315: | Line 316: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Jump cancelable. | * Jump cancelable. | ||
* Lifesteal: | * Lifesteal: 300 | ||
Air | 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 362: | Line 363: | ||
{{!}}-- | {{!}}-- | ||
{{Description|7|text= | {{Description|7|text= | ||
* 100% minimum damage: 0, 2000 | * 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 | * Ragna performs a dash and then grabs if he wasn't already within throw range. | ||
* Opponents cannot Cross Burst during a throw. | * Opponents cannot Cross Burst during a throw. | ||
Line 395: | Line 396: | ||
* Ground version is air unblockable. | * Ground version is air unblockable. | ||
* Cannot Cross Burst if punished. | * Cannot Cross Burst if punished. | ||
* 5% minimum damage: 50*2, 50, 100 | * 5% minimum damage: 50*2, 50, 100 (250 total) | ||
* Lifesteal | * Lifesteal: 150*2, 0, 150 (450 total) | ||
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. | 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 419: | Line 419: | ||
{{Description|7|text= | {{Description|7|text= | ||
* Launches on air hit. | * Launches on air hit. | ||
* Lifesteal: | * Lifesteal: 300 | ||
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 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 430: | Line 430: | ||
* Dash cancelable, even on whiff. | * Dash cancelable, even on whiff. | ||
* Launches away on hit. | * Launches away on hit. | ||
* Lifesteal: | * Lifesteal: 300 | ||
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. | 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 452: | Line 452: | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
* Second hit launches | * Second hit launches away on hit. | ||
* Lifesteal (Follow-up Attack): | * 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. | 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 479: | Line 479: | ||
{{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. | * Ground Gauntlet Hades staggers on ground hit, Aerial Gauntlet Hades launches on hit. | ||
* Rising Kick launches on hit. | * Rising Kick launches on hit. | ||
* Rising Kick is jump cancelable. | * Rising Kick is jump cancelable. | ||
* Rising Kick whiffs on crouching opponents. | * Rising Kick whiffs on crouching opponents. | ||
* Lifesteal (Rising Kick): | * 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. | 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 492: | Line 492: | ||
{{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=Damage, | |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 | ||
Line 506: | Line 506: | ||
{{Description|7|text= | {{Description|7|text= | ||
* 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 | * Intermediate and landing hits knocks down on hit. | ||
* Follow-up Attack launches away on hit. | |||
* Follow-up launches | * Lifesteal (Follow-up Attack): 600 | ||
* Lifesteal (Follow-up Attack): | |||
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. | ||
Line 541: | Line 540: | ||
* 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, 170, 420 | * 10% minimum damage: 150, 170, 420 (740 total) | ||
* Lifesteal: | * Lifesteal: 300, 300, 300 (900 total) | ||
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 548: | Line 547: | ||
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 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 | Follow-up Attack 2 is a unique move that deals massive amounts of damage and launches 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. | ||
}} | }} | ||
}} | }} | ||
Line 569: | Line 568: | ||
* Ground bounces on hit. | * Ground bounces on hit. | ||
* 10% minimum damage: 250 | * 10% minimum damage: 250 | ||
* Lifesteal: | * Lifesteal: 300 | ||
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. | 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 590: | Line 589: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Follow-up Attack performed only on hit. | * Follow-up Attack performed only on hit. | ||
* Follow-up Attack launches | * Follow-up Attack launches away on hit. | ||
* Lifesteal (Follow-up Attack): 100 | * Lifesteal (Follow-up Attack): 100 | ||
Line 610: | Line 609: | ||
* 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: | * Lifesteal: 300 | ||
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. | 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 618: | Line 617: | ||
====== <font style="visibility:hidden" size="0">4P</font> ====== | ====== <font style="visibility:hidden" size="0">4P</font> ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=BBTag_Ragna_4P.png |caption=Lend a helping hand (or claw). | ||
|input= | |input=2B | ||
|name=4P | |name=4P | ||
|data= | |data= | ||
Line 628: | Line 627: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Launches on hit. | * Launches on hit. | ||
* Lifesteal: | * Lifesteal: 300 | ||
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 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. | ||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
Line 649: | Line 647: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Opponent cannot Cross Burst during this attack. | * Opponent cannot Cross Burst during this attack. | ||
* First | * First hit staggers on ground hit, ground bounces on air hit. | ||
* Follow-up | * Follow-up hit doesn't come out on whiff, launches away on hit. | ||
* Minimum damage: 600, 1044 (1644 total) [600, 840, 105*4 (1860 total)] | |||
* Minimum damage: 600, 1044 [600, 840, 105*4] | * Lifesteal: 0, 1000 (1000 total) [0, 800, 300*4 (2000 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 jump oki in the corner if the opponent was high enough before the first hit. | 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. | ||
Line 673: | Line 670: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Opponent cannot Cross Burst during this attack. | * Opponent cannot Cross Burst during this attack. | ||
* Minimum damage: 400, 1740 [400, 1950] | * Opponent cannot be hit by Partner Skills during this attack. | ||
* Lifesteal ( | * Final hit launches away. | ||
* Minimum damage: 400, 1740 (2140 total) [400, 1950 (2350 total)] | |||
* Lifesteal: 0, 2000 (2000 total) [0, 3000 (3000 total)] | |||
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. | 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, | The Enhanced version has better damage, steals more health, and has a longer animation on hit, perfect for waiting out the opponent's Resonance Blaze or to give your assist more time to retreat and be available for a Distortion Skill Duo. By using Resonance Blaze Carnage Scissors as a combo extender, as well as using EX Dead Spike as many times as a combo allows, this Distortion Skill can end combos with massive amounts of damage and lifesteal. | ||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
Line 696: | Line 694: | ||
{{Description|6|text= | {{Description|6|text= | ||
* Opponent cannot Cross Burst during this attack. | * Opponent cannot Cross Burst during this attack. | ||
* 100% minimum damage: 0, 2500 [0, 3000] | * Final hit launches away. | ||
* Lifesteal ( | * 100% minimum damage: 0, 2500 (2500 total) [0, 3000 (3000 total)] | ||
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 | * Lifesteal: 0, 500 (500 total) [0, 1000 (1000 total)] | ||
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 steals far less life. | |||
}} | }} | ||
Line 720: | Line 719: | ||
* Opponent cannot Cross Burst during this attack. | * Opponent cannot Cross Burst during this attack. | ||
* Grants victory on a successful hit. | * Grants victory on a successful hit. | ||
* 100% minimum damage: 0, 2100*6, 1000*8, 21400 | * 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. | ||
}} | }} | ||
}} | }} | ||
<br style="clear:both;"/> | <br style="clear:both;"/> | ||
==Roadmap== | |||
<!--To update this section, go to this character's subheader in Dustloop Wiki:Roadmap/BBTag--> | |||
{{Roadmap}} | |||
==Navigation== | ==Navigation== | ||
{{#lsth:BBTag/Ragna the Bloodedge/Data|Links}} | {{#lsth:BBTag/Ragna the Bloodedge/Data|Links}} |
Revision as of 14:15, 18 January 2020
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.
Attacks with Soul Eater property:
- 5AAAA
- Second hit of 5BB
- 2B (includes 4P)
- j.B
- 2C
- Inferno Divider
- Axe Kick
- Dead Spike (All versions)
- Follow-up Attack (Hell's Fang) (includes 5P)
- 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 (includes 6P)
- Carnage Scissors (Second hit onwards)
- Devoured by Darkness (Last hit only, on hit only, includes Distortion Skill Duo)
- 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
| ||||
---|---|---|---|---|---|
Your main low poke for footsies, equipped with a very good balance of range, speed, and recovery. 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. Due to it's speed and low recovery, this works well for stagger pressure. |
2B
2B |
Template:AttackDataHeader-BBTag
| ||||
---|---|---|---|---|---|
A ground-to-air normal that can cancel into air normals to reset pressure. Cancels into air normals are always a true blockstring unless the opponent Reject Guards 2B, though jump canceling it makes it safe anyway. Late air normal cancels will eliminate 2B's recovery without attacking, allowing Ragna to go low with 2A instead. Performing delay 2B after 5B on hit and then whiffing j.B enables rejump combos, leading into strong, mid-screen combo routes. Can combo directly into 5A on Counter Hit. |
2C
2C | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
Ragna's best scaling practical starter which can combo into Blood Scythe for an extension into massive damage. Can also combo into Gauntlet Hades on Counter Hit for meterless routes. Use it to punish blocked or whiffed reversals or use it late into a block string for a surprise low. Outside of using it as a starter, 2C is also good for comboing into Hell's Fang at maximum range or to bring in your partner for a Partner Skill. |
j.A
j.A | Template:AttackDataHeader-BBTag |
---|
j.B
j.B | Template:AttackDataHeader-BBTag | ||||
---|---|---|---|---|---|
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 2B |
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, steals more health, and has a longer animation on hit, perfect for waiting out the opponent's Resonance Blaze or to give your assist more time to retreat and be available for a Distortion Skill Duo. By using Resonance Blaze Carnage Scissors as a combo extender, as well as using EX Dead Spike as many times as a combo allows, this Distortion Skill can end combos with massive amounts of damage and lifesteal. |
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 steals far less 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. |
Roadmap
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 •