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Thanks to 5C's poor range and the fact that Ragna has a more reliable overhead that has better mix-up and damage potential in the form of Gauntlet Hades, this move rarely sees any use outside of being an unburstable overhead. 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. | Thanks to 5C's poor range and the fact that Ragna has a more reliable overhead that has better mix-up and damage potential in the form of Gauntlet Hades, this move rarely sees any use outside of being an unburstable overhead. 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. | ||
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Revision as of 04:54, 14 February 2020
Ragna the Bloodedge |
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Overview
"I'll show you, the power of the Azure!"
Backstory
The main character of the BlazBlue series. Ragna and his siblings, Jin and Saya lived peacefully being cared for by their guardian at a Church within the forest. One day, the man known as Yuuki Terumi would arrive and burn down the church and sever Ragna's right arm, kidnapping his sister in the process. Ragna is saved by Rachel Alucard when she gives him the Azure Grimoire (a.k.a the titular "BlazBlue") which replaced the arm that had been sliced off. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.
Playstyle
Ragna is a rushdown character. He has normals with good reach, specials to help with 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
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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 | ||||
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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 |
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5B
5B | Template:AttackDataHeader-BBTag |
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5C
5C | Template:AttackDataHeader-BBTag | ||||
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Thanks to 5C's poor range and the fact that Ragna has a more reliable overhead that has better mix-up and damage potential in the form of Gauntlet Hades, this move rarely sees any use outside of being an unburstable overhead. 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 |
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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 |
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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 | ||||
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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 |
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j.B
j.B | Template:AttackDataHeader-BBTag | ||||
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Air combo tool that hits in front and above Ragna. Used to lead into Belial Edge, Inferno Divider, Nightmare Edge or Aerial Blood Scythe. Ragna's most damaging air normal and the only one with lifesteal. Very important for manipulating the opponent's height during air combos so as to set-up Belial Edge extensions. Can be used as a jump-in with better scaling and damage than j.A but its slower start-up, more vertical hitbox, and less cancel options makes this non-optimal. |
j.C
j.C Belial Edge |
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An air-to-ground combo extender. When j.C is used on an opponent above Ragna, the last hit will connect, causing the opponent to bounce. This combined with the last hit being special cancelable allows Ragna to follow-up with a Skill. However, if Ragna is above the opponent, the opponent will quickly recover the instant Ragna touches the ground. The only follow-up possible when Ragna is above an airborne opponent is a well-timed Partner Skill. Loops into and from Gauntlet Hades, leading into 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 |
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Inferno Divider
Inferno Divider 5A+D (Air OK) |
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Skills
Dead Spike
Dead Spike 236A/B |
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Hell's Fang
Hell's Fang 214A |
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Gauntlet Hades
Gauntlet Hades 214B (Air OK) |
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Nightmare Edge
Nightmare Edge j.214A |
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Extra Skills
EX Dead Spike
EX Dead Spike 236C |
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Blood Scythe
Blood Scythe 214C (Air OK) |
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Partner Skills
5P
5P Hell's Fang |
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Easily the 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 |
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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 |
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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 |
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Ragna lunges forward and slams down his sword, following up with a spin slash that releases energy. The initial attack reaches much higher vertically than what the animation suggests, meaning it can swipe opponents out of the air, though this attack isn't recommended as an anti-air. In neutral, this move is used to blow through projectiles and zoning, even from full screen. In combos, it can be used to finish off an opponent thanks to it high minimum damage and can even potentially grant safe jump oki in the corner if the opponent was high enough before the first hit. The Enhanced version does more damage, steals more life, and launches opponents higher and farther than the base version. If the opponent is both high enough and in the corner, Ragna can combo after this move with either 4A or 5A, allowing him to combo into another super. Thanks to the extra hits and additional launch height, Ragna can always get safe jump oki off this move in the corner. |
Devoured by Darkness
Devoured by Darkness 214B+C |
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Ragna reaches out with his Black Beast infected hand and grabs the opponent, dealing massive damage and regaining a large amount of 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 |
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Go for it if you can kill. Note that unlike its Distortion Skill counterpart, this move can OTG. Each version does much more minimum damage than its original, but steals far less life. |
Astral Heat
Black Onslaught 222B+C |
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Ragna does an uppercut with his sword in a reverse grip. If it hits, he shifts his weapon into its scythe form and does two sequences of three swipes with it. He then charges up the final slash while stealing the opponent's soul, which he unleashes to erase them from existence. As Astrals can only be used in Resonance Blaze, this 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 •