BBTag/Ragna the Bloodedge: Difference between revisions

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!Ragna The Bloodedge
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===Backstory===
===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.
The main character of the Blazblue series. Him 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===
===Playstyle===
 
Ragna is a rushdown character. He has normals with good reach, specials to help with mixup and pressure and a very reliable Reversal Action that can be a very good defensive option when used wisely. Ragna has all the tools needed to succeed but all these tools are driven by your fundamentals. Your Ragna will only get stronger the more you perfect your spacing, movement, how to vary your pressure and how to work in his reversal action into a defense with a strong base built on understanding of game systems and characters.
Ragna is a rushdown character. He has normals with good reach, specials to help with mixup and pressure and a very reliable reversal action that can be a very good defensive option when used wisely. Ragna has all the tools needed to succeed but all these tools are driven by your fundamentals. Your Ragna will only get stronger the more you perfect your spacing, movement, how to vary your pressure and how to work in his reversal action into a defense with a strong base built on understanding of game systems and characters.


===Strengths/Weaknesses===
===Strengths/Weaknesses===
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*Has one of the best DP's in the game. Combo ender, reversal and punish: You name it, AD does it.
*Has one of the best Reversal Actions in the game. Combo ender, reversal and punish: You name it, Inferno Divider does it.
*Amazing combo toolkit, ranging from a OTG Grab, wall bounces and air-to-ground moves. Does not require bar to do damage.
*Has good front-end damage, so even something as simple as 5AA or 5AAA (into 2C) into Hell's Fang does good damage from range.
*Great pressure game with tons of high/low normals. Includes Sweeps (2C CH) and Overheads (Delayed Gauntlet Hades) that can be followed up easily.
*Versatile combo toolkit, ranging from a command dash into OTG, ground bounces and air-to-ground moves.
*Works very well solo and an excellent comeback character especially when combined with Resonance Blaze.
*Access to mid-ranged high/low normals. Includes sweeps (2C) and overheads (Gauntlet Hades) that can be followed up easily.
*One of the safest anti-air normals in the game (5B) that can follow up easily to a combo.
*One of the safest anti-air normals in the game (5B) that can follow up easily to a combo.
*Hells Fang assist opens up for a window for aerial combos.
*Easy to find opportunities to insert Partner Skills for enhanced damage.
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*No projectiles. Ragna might have a great pressure kit, but no projectiles hurts Ragna's Assist potential a lot. This makes him very dependent on his assist partner for some matchups.
*No projectiles. Ragna might have good pressure, but no projectiles hurts Ragna's Partner Skill potential a lot. This makes him very dependent on his partner for some match-ups.
*Has an awkward time dealing with fullscreen pressure. Requires high match-up knowledge against characters like Nu-13/Vatista/Gordeau/Yukiko/Rachel.
*Has an awkward time dealing with fullscreen pressure. Requires high match-up knowledge against dedicated zoning characters or characters with very large normals.
*Somewhat mediocre assists that are overshadowed by other, more viable assists such as Ruby's  
*Somewhat mediocre Partner Skills for neutral that are overshadowed by other, more viable Partner Skills such as Ruby's.
*Awkward blockstrings that heavily depends on opponent distance. Hard time auto-adjusting to aerial combos.
*Awkward blockstrings that heavily depend on opponent distance. Hard time auto-adjusting to aerial combos.
*Due to Cross-tag's emphasis on minimizing health regen and high damage, Ragna's life leech capabilities are heavily gimped. The window of opportunity where the life leech will make a difference is very narrow.
*Ragna's lifesteal mechanic has considerably reduced emphasis. The window of opportunity where lifesteal will make a difference is very narrow.
*No access to Spectacles of Eros, which would probably make him god tier.
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===Drive: Soul Eater===
===Drive: Soul Eater===
In the original BlazBlue series, Ragna's Drive allowed him to steal some of his opponent's health whenever he connected with an attack involving the Drive button. Although there 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 health whenever he connected with an attack involving the Drive button. Although there no longer is a dedicated Drive button, this feature makes its return in BlazBlue Cross Tag Battle.


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* 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)
{{CharLinks-BBTag |Ragna}}
{{CharLinks-BBTag |Ragna}}
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==Normal Moves==
==Normal Moves==
====== <font style="visibility:hidden" size="0">4A</font> ======
====== <font style="visibility:hidden" size="0">4A</font> ======
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  |description=
  |description=
* Whiffs on crouchers
* Whiffs on crouchers
* Cancelable into everything, including grabs and itself
* Cancelable into everything, including throws and itself


After a certain distance while using 4AA..., any more input of A's will result in 5AAA.
After three consecutive 4As, any further A inputs will result in 5A.
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  |description=
  |description=
* Jump cancelable on hit
* Jump cancelable on hit
* Last point of the 5A auto-combo string where you can chain into 2A
* Last point of the A Smart Combo where you can chain into 2A


Detailed description of the usefulness of the move go here
Detailed description of the usefulness of the move go here
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* Jump cancelable  
* Jump cancelable  


5B serves as one of Ragna's potential anti-airs in BBTAG. While it is not air-unblockable like Inferno Divider, and has more startup/recovery frames than 4A. It does possess head invuln and is now jump cancellable on block. It also serves as Ragna's main launcher in combos.
5B serves as one of Ragna's potential anti-airs in BBTAG. While it is not air unblockable like Inferno Divider and has more start-up and recovery frames than 4A, it does possess head attribute invincibility and is jump cancelable even on block. It also serves as Ragna's main launcher in combos.
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  {{AttackData-BBTag
  {{AttackData-BBTag
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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Cannot use Distortion Drives nor Specials while in dash
* Cannot cancel into Skills or Distortion Skills
* Can call assists during the dash
* Can call Partner Skills during the dash


This dash is mostly for Ragna to have a better chance of grabbing opponents in the ground. Without the follow-up grab, the dash distance is almost the entire recoil distance of BB, making it possible to recover on unwanted input with a assist that will keep the opponent in block. It is still highly ill to use this as the dash is very unsafe.
This dash is mostly for Ragna to have 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.


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  |description=
  |description=
* Launches opponent forward
* Launches opponent forward
* Opponent cannot be hit by assists while in grab
* Opponent cannot be hit by Partner Skills during grab animation
 
The grab happens whenever you press B during BBB's dash, adding the possibly of missing due to mashing or wrong input. The grab can land even on blockstring, but it requires impossible player vs. player conditions such as the opponent walking forward towards you and the fact that the opponent doesn't use reject guard.
 
The grab can be followed up by specials. Best options is either 214AA for assist or 214C for OTG.


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 or Gauntlet Hades 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.
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* Last hit causes ground bounce
* Last hit causes ground bounce


Ragna's classic Belial Edge from the BB games before BBCF, which has the same overall purpose of being an air-to-ground combo extender. When j.C is used on an opponent above Ragna, it will cause the opponent to bounce and allows for enough time to extend or end combos via special moves. However, if Ragna is above the opponent, the opponent will quickly recover the instant Ragna touches the ground, unlike prior Belial Edge combos in older BB games. The only follow-up possible when Ragna is above the opponent is a good-timed assist that can keep the opponent juggled or Carnage Scissors.
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 the opponent is a well-timed Partner Skill.
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* Lifesteal (Follow-up Attack): 200
* Lifesteal (Follow-up Attack): 200


This move is mostly used as an air finisher, as it brings the opponent and Ragna to the ground. The 214A part of the move brings the enemy down to the ground, which can be used as a safer way to OTG using riskier assists. The 214AA part knocks the enemy forward and upwards, making it harder to confirm with some assists midscreen (Example would be Ruby 5P if the opponent is too far away, resulting in the only option being Carnage Scissors). Because of this, the timing on the assist is important if using the finisher.
This move is mostly used as an combo ender, as it brings the opponent and Ragna to the ground. Nightmare Edge brings the enemy down to the ground, which can then be used to OTG using certain Partner Skills. Follow-up Attack knocks the enemy forward and upwards, making it harder to confirm with some Partner Skills midscreen (for instance, Ruby's 5P whiffs the opponent is too far away, resulting in the only option being Carnage Scissors). Because of this, the timing on the Partner Skill is important if using the finisher.
 
This move is also the finishing move for almost all Ragna's Resonance Blaze combos as it makes him able to followup with Devoured by Darkness or Black Onslaught.


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  |description=
  |description=
* Ground version ground bounces on hit, making it a useful combo extension tool
* Ground version ground bounces on hit, making it a useful combo extension tool
* Aerial version grounds opponents, making it not as viable as ground version for combos
* Aerial version knocks down on hit, making it not as viable as ground version for combos
* Lifesteal: 100
* Lifesteal: 100


This skill acts as the first combo extension for most combos for Ragna. Using Ground version midscreen as a combo extension after certain moves like 5BBB will switch sides. It can still be followed up with a 5AA into a jump cancel.
This Extra Skill acts as a universal combo extension for most of Ragna's combos. On hit, Blood Scythe can be followed up with a 5AA into a jump cancel. Comboing into Blood Scythe will often result in a considerable damage increase, particularly if performed early, such as after a CH 2C. Using the ground version midscreen as a combo extension after certain moves like the second hit of 5BB will force a side switch.


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  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |description=
  |description=
* Will track opponent but does not go fullscreen. Goes around 75% screen
* Will track opponent but does not go fullscreen
* Ground bounces on hit
* Ground bounces on hit
* Lifesteal: 100
* Lifesteal: 100
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==Distortion Skill Duo==
==Distortion Skill Duo==
====== <font style="visibility:hidden" size="0">Devoured By Darkness</font> ======
====== <font style="visibility:hidden" size="0">Devoured by Darkness</font> ======
{{MoveData
{{MoveData
|image=BBTag_Ragna_DevouredByDarkness.png |caption=
|image=BBTag_Ragna_DevouredByDarkness.png |caption=

Revision as of 21:10, 8 July 2018

Ragna the Bloodedge
BBTag Ragna Portrait.png

Template:CharData-BBTagList

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

Overview

"I'll show you, the power of the Azure!"

Backstory

The main character of the BlazBlue series. Ragna and his siblings, Jin and Saya lived peacefully being cared for by their guardian at a Church within the forest. One day, the man known as Yuuki Terumi would arrive and burn down the church and sever Ragna's right arm, kidnapping his sister in the process. Ragna is saved by Rachel Alucard when she gives him the Azure Grimoire (a.k.a the titular "BlazBlue") which replaced the arm that had been sliced off. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.

Playstyle

Ragna is a rushdown character. He has normals with good reach, specials to help with mixup and pressure and a very reliable Reversal Action that can be a very good defensive option when used wisely. Ragna has all the tools needed to succeed but all these tools are driven by your fundamentals. Your Ragna will only get stronger the more you perfect your spacing, movement, how to vary your pressure and how to work in his reversal action into a defense with a strong base built on understanding of game systems and characters.

Strengths/Weaknesses

Strengths Weaknesses
  • 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 5AA or 5AAA (into 2C) into Hell's Fang does good damage from range.
  • Versatile combo toolkit, ranging from a command dash into OTG, ground bounces and air-to-ground moves.
  • Access to mid-ranged high/low normals. Includes sweeps (2C) and overheads (Gauntlet Hades) that can be followed up easily.
  • One of the safest anti-air normals in the game (5B) that can follow up easily to a combo.
  • Easy to find opportunities to insert Partner Skills for enhanced damage.
  • No projectiles. Ragna might have good pressure, but no projectiles hurts Ragna's Partner Skill potential a lot. This makes him very dependent on his partner for some match-ups.
  • Has an awkward time dealing with fullscreen pressure. Requires high match-up knowledge against dedicated zoning characters or characters with very large normals.
  • Somewhat mediocre Partner Skills for neutral that are overshadowed by other, more viable Partner Skills such as Ruby's.
  • Awkward blockstrings that heavily depend on opponent distance. Hard time auto-adjusting to aerial combos.
  • Ragna's lifesteal mechanic has considerably reduced emphasis. 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 health whenever he connected with an attack involving the Drive button. Although there no longer is a dedicated Drive button, this feature makes its return in BlazBlue Cross Tag Battle.

The following moves steal health from your opponent when they make contact with an opponent:

  • 5AAAA
  • Second hit of 5BB
  • j.B
  • 2C
  • Inferno Divider
  • Axe Kick
  • Dead Spike (All versions)
  • Follow-up Attack (Hell's Fang)
  • Rising Kick (Gauntlet Hades)
  • Follow-up Attack (Nightmare Edge)
  • Follow-up Attack 1 (EX Dead Spike)
  • Follow-up Attack 2 (EX Dead Spike)
  • Blood Scythe (Both versions)
  • Carnage Scissors (Second hit onwards)
  • Devoured by Darkness (Last hit only, on hit only)
  • Black Onslaught (Second hit onwards, on hit only)

Template:CharLinks-BBTag

Normal Moves

4A
4A
1000 All 5 - - -
5A
5A
BBTag Ragna 5A.png
The Jesus Kick. Fear it. Respect it.
BBTag Ragna 5AAAA.png
1500 All 8 - - - 1700 All - - - 1100*2 Low, All - - - 2000 All - - -
5B
5B
1500 All 11 - - - 1000, 2000 All - - - - - - 0, 2000 All - - -
5C
5C
800 High 22 - - -
2A
2A
1000 Low 11 - - -
2B
2B
1700 Low 12 - - -
2C
2C
BBTag Ragna 2C.png
2000 Low 17 - - -
j.A
j.A
1500 High - - - 1500 High - - -
j.B
j.B
1700 High - - -
j.C
j.C
BBTag Ragna jC.png
Belial Edge...how we've missed you.
800*N All - - -


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Ragna GroundThrow.png
0, 2000 Throw - - - 0, 2000 Throw - - -
Inferno Divider
Inferno Divider
5A+D (Air OK)
BBTag Ragna InfernoDivider.png
The return of a very reliable reversal
1000*2 Air Unblockable 12 - - - 1000*2 All - - - 1000 All - - - 2000 All - - -


Skills

Dead Spike
Dead Spike
236A/B Not a real projectile. Kind of a real projectile.
1500 All 18 - - - 1700 All 26 - - -
Hell's Fang
Hell's Fang
214A
1700 All - - - 1700 All - - -
Gauntlet Hades
Gauntlet Hades
214B (Air OK) Gauntlet Dumbass!
BBTag Ragna GauntletHades2.png
1700 High 24 - - - 1700 High - - - 1000 All - - -
Nightmare Edge
Nightmare Edge
j.214A
800*N All - - - 1700 All - - -


Extra Skills

EX Dead Spike
EX Dead Spike
236C
BBTag Ragna DeadSpikeEX.png
BBTag Ragna DeadSpikeEX2.png
BBTag Ragna DeadSpikeEX3.png
1500 All - - - 1700 All - - - 2000 All - - -
Blood Scythe
Blood Scythe
214C (Air OK) GRIM REAP- oh wait...
2500 All - - - 2500 All - - -


Partner Skills

5P
Hell's Fang
5P
1700, 1700 All - - -
6P
Blood Scythe
6P
2000 All - - -
4P
Dead Spike
4P
1500 All - - -


Distortion Skills

Carnage Scissors
Carnage Scissors
236B+C
3000, 4000 All - - -


3000, 4000, 700*4 All - - -
Devoured by Darkness
Devoured by Darkness
214B+C
2000, 6000 All - - -


2000, 7500 All - - -


Distortion Skill Duo

Devoured by Darkness
Devoured by Darkness
P during Distortion Skill
0, 2000 All - - - 0, 2500 All - - -


Astral Heat

Black Onslaught
Black Onslaught
222B+C
42000 (DESTROY) All - - -



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