BBTag/Ragna the Bloodedge

From Dustloop Wiki
Ragna the Bloodedge
BBTag Ragna Portrait.png
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 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 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. All of his specials, supers, and assists use this feature.
  • 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 assist, 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.
  • Blockstrings 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 health whenever he connected with an attack involving the Drive button. These attacks will deal chip damage on block and drain the same amount of health. 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)

Note 1: While Ragna uses his old 6D and the finisher of his EX Dead Spike during the follow-up hits of his 5C overhead, none of these hits drain health. Any health gained after the end of a match will not affect Ragna's HP, including those done during Black Onslaught.

Note 2: Unlike in his home game series as of Continuum Shift, Ragna's life steal does not scale higher in combos via the more Soul Eater-based hits he lands; base life steal amount will always stay same no matter where/when the Soul Eater-based hit is landed in a combo.



Normal Moves

4A
4A Must be at least this tall to get smacked. Template:AttackDataHeader-BBTag
4A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 All 5 3 9 0 B - CSTJP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 1 11 12 12 16 23 9 +0 +0
BBTag Ragna the Bloodedge 4A.png
Must be this tall to get smacked.
BBTag Ragna 4A Hitbox.png
  • 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 fast and safe anti-air, but results in whiffs against crouching opponents. After three consecutive 4As, any further A inputs will result in 5A.

5A
5A
BBTag Ragna 5A.png
The Jesus Kick. Fear it. Respect it. You're gonna see this move a lot. Poke their toes and toss 'em.
BBTag Ragna 5AAAA.png
Mashin' A.
Template:AttackDataHeader-BBTag
5A


5A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 8 8 16 -7 B - CSTP 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Ragna the Bloodedge 5A.png
The Jesus Kick. Fear it. Respect it.
BBTag Ragna 5A Hitbox.png
  • 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 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


5AA
normal
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
BBTag Ragna the Bloodedge 5AA.png
You're gonna see this move a lot.
BBTag Ragna 5AA Hitbox.png
  • 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 blockstrings. 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 which grants optimal damage and meter gain except when almost all hitstun has been used, though at that point only Inferno Divider or Carnage Scissors can continue the combo.

5AAA


5AAA
normal
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
BBTag Ragna the Bloodedge 5AAA.png
Poke their toes and toss 'em.
BBTag Ragna 5AAA1 Hitbox.pngBBTag Ragna 5AAA2 Hitbox.png
  • 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 mixup 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


5AAAA
normal
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
BBTag Ragna 5AAAA.png
Mashin' A.
BBTag Ragna 5AAAA Hitbox.png
  • Launches opponent away on hit
  • Lifesteal: 100

Does respectable damage, has excellent scaling, and drains health, all while being incredibly easy to use. However, it is completely reliant on assists because it has absolutely no cancel options (even in Resonance Blaze). Due to the extreme horizontal knock back on hit, assists must be called preemptively for them to successfully connect when used mid-screen. Has much less vertical range than the animation implies, meaning that this move can whiff if used immediately after 5AAA launcher. At max height in the corner, this move produces safe-jump oki. Note that if hitstun is low, the opponent can air tech before reaching the ground.

5B
5B Ragna's most reliable anti-air; now seems better than before. Dash cancel shenanigans like the good old days. Mada Owari Ja Ne Zo/Not Over Yet, now as an auto-combo. Template:AttackDataHeader-BBTag
5B


5B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 11 4 24 -11 B 4~11 H SJP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
70 3 16 Launch 26 Launch 40 11 +0 +2
BBTag Ragna the Bloodedge 5B.png
Ragna's most reliable anti-air; now seems better than before.
BBTag Ragna 5B Hitbox.png
  • Launches opponents on hit
  • Head attribute invincible
  • Jump cancelable

5B serves as one of Ragna's potential anti-airs. 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. Can cancel into 2A, giving Ragna pseudo-Reverse Beat capabilities.

5BB


5BB
normal
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)
BBCF Ragna the Bloodedge 5D 1.pngBBCF Ragna the Bloodedge 5D 2.png
Dash Cancel shenanigans like the good old days.
BBTag Ragna 5BB1 Hitbox.pngBBTag Ragna 5BB2 Hitbox.png
  • First hit is jump cancelable on hit
  • First hit launches opponents on hit
  • Second hit is a knockdown on hit
  • Lifesteal (second hit): 100

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 drains health and is used to bring airborne opponents back down to the ground in order to combo into B Dead Spike or Bloodscythe, the latter of which can force a side switch if it is used midscreen. This move has fantastic scaling as a starter, leading into 9.5k with only one bar. 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


5BBB
normal
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


5BBBB
normal
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
BBTag Ragna the Bloodedge 5BBBB.png
Not Over Yet, now as an auto-combo.
BBTag Ragna 5BBBB Hitbox.png
  • Can only hit opponents who are knocked-down
  • Ground slides on hit
  • Opponent cannot burst during this attack
  • Opponent cannot be hit by Partner Skills during the grab animation

Ragna's classic 22C special, used on downed opponents for a pickup 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 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. If hitstun is low, the opponent won't slide as far and some moves (like Hell's Fang anywhere and or Gauntlet Hades in the corner) won't connect afterwards.

5C
5C Ragna's old Crush Trigger, still not very good. Template:AttackDataHeader-BBTag
5C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800 High 22 3 24 -10 B - - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2
BBTag Ragna the Bloodedge 5C.png
Ragna's old Crush Trigger, still not very good.
BBTag Ragna 5C Hitbox.png
  • Flash on frame 4
  • Knockdown on airborne hit
  • Leads into a timed follow-up on ground hit that launches opponents away
  • Follow-up damage, meter 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 metergain but provides safe-jump oki in the corner. Perfect timing deals max damage and grants one free bar of meter.

2A
2A Ragna's go to low. Template:AttackDataHeader-BBTag
2A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000 Low 7 2 12 0 F - SP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
75 2 13 14 14 18 26 10 +0 +1
BBTag Ragna the Bloodedge 2A.png
Ragna's go-to low
BBTag Ragna 2A Hitbox.png


  • Throw cancelable

Standard low and your main low poke for footsies. This is the only normal in Ragna's arsenal that can Reverse Beat from 5B, so it's very good for opponents that don't pushblock too often. Also allows Ragna to repeat 5A and 5AA within the same chain of normals.

2B
2B Can't have enough lows. Template:AttackDataHeader-BBTag
2B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 21 3 14+16L -14 B 7~20 F SJP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 26 24 41 12 +0 +5
Lifesteal: 300, leaves Ragna in the air
BBTag Ragna the Bloodedge 2B.png
Slow pressure reset
BBTag Ragna 2B Hitbox.png


  • Jump cancelable

Ragna's old sweep. Very useful late into combos due to the significant amount of guaranteed untechable time against airborne opponents. Combos into 4A on Counter Hit. Can lead into A normals by canceling into 5B which can chain into 2A, making it a great move to start block strings.

2C
2C
BBTag Ragna 2C.png
COUNTER
Template:AttackDataHeader-BBTag
2C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 Low 17 2 23 -4 F - SP 90
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 30 Launch 46 13 +0 +8
Lifesteal: 300
BBTag Ragna the Bloodedge 2C.png
BBTag Ragna 2C Hitbox.png
  • Universal sweep
  • Lifesteal: 100

Ragna's best scaling practical starter which can combo into Blood Scythe for massive damage. Can also combo into Gauntlet Hades on Counter Hit for meterless routes. EX Dead Spike allows for follow-ups without a Counter Hit mid-screen. Use it to punish blocked or whiffed reversals or use it late into a block string for a surprise low.

j.A
j.A All purpose air normal. Throw follow-up turned normal follow-up. Template:AttackDataHeader-BBTag
j.A


j.A
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 High 11 4 Until L - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17 17 22 31 11 +0 +2
BBTag Ragna the Bloodedge jA.png
Why wouldn't you use this in the air?
BBTag Ragna jA Hitbox.png
  • Double jump cancelable

Ragna's main approach via the air as it's a serviceable air-to-air and a air-to-ground attack. Pressure starter and overhead mix-up tool. Combo filler used to manipulate the opponents height for Belial Edge extensions.

j.AA


j.AA
normal
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
BBTag Ragna the Bloodedge jAA.png
BBTag Ragna jAA Hitbox.png
  • Double 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 hit stun then j.B and doesn't grant as much meter or give any health, so use j.B instead wherever possible. If j.A was used high enough after an air dash, then j.AA can cross up.

j.B
j.B Rule the skies. Template:AttackDataHeader-BBTag
j.B
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 11 4 20 - H - SJP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 19 22 24 37 12 +0 +5
Lifesteal: 300
BBTag Ragna the Bloodedge jB.png
Healing + Good scaling = Ideal Combo Filler
BBTag Ragna jB Hitbox.png
  • Double jump cancelable
  • Lifesteal: 100

Air-to-air and air combo tool that hits in front and above Ragna. Used to lead into Belial Edge, Inferno Divider, Nightmare Edge or Aerial Blood Scythe. Ragna's most damaging air normal and the only one with lifesteal. Very important for manipulating the opponent's height during air combos so as to set-up Belial Edge extensions. Can be used as a jump-in with better scaling and damage than j.A but its slower start-up, more vertical hitbox, and less cancel options makes this non-optimal.

j.C
j.C
Belial Edge
BBTag Ragna jC.png
Belial Edge... how we've missed you.
Template:AttackDataHeader-BBTag
j.C
normal
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
800×N All 13 [2(1)]×N, 4 20L -5 H - SP 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×N 4 18 19 25×N, 35 24 40×N, 50 12, 2/-1×N, 3 +0, -1×N, +0 +5, -1×N, +5
BBTag Ragna jC.png
BBTag Ragna jC1 Hitbox.pngBBTag Ragna jC2 Hitbox.png


  • Last hit causes a ground bounce and is special cancelable on hit

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 massive damage, corner carry, and meter gain, though the timing is tight and character-dependent. 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. The number of hits this move does is based on Ragna's height from the ground, so the higher he is the more damage he'll deal.


Universal Mechanics

Ground Throw
Ground Throw
5B+C
BBTag Ragna GroundThrow.png
"This'll sting!"
BBCS Ragna BThrow.png
"Ready?"
Template:AttackDataHeader-BBTag
Forward Throw
B+C


BC
Forward Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7-30 3 23 - T - -, S 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 4 - Launch 60 - - - 12 +0 +0
Minimum Damage: 2000
BBTag Ragna the Bloodedge B+C.png
BBTag Ragna Throw Hitbox.png
Back Throw
4B+C


4BC
Back Throw
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2000 Throw 7-30 3 23 - T - -, S 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
50 0 - Launch 60 - - - - 0, 8 +0
Minimum Damage: 2000
BBTag Ragna the Bloodedge 4B+C.png
BBTag Ragna Throw Hitbox.png
  • Ragna performs a dash and then grabs if he wasn't already within grab range

Ragna's forward throw has him stab his opponent by extending his sword into them. His back throw has him drag his opponent across the ground, following through into an upward toss. Both have near identical launch heights and angles, as well as having the same combo routes. Can go straight into a delayed A Dead Spike or 5AAA > A Dead Spike for easy damage.

Inferno Divider
Inferno Divider
5A+D (Air OK)
BBTag Ragna InfernoDivider.png
The return of a very reliable reversal.
Template:AttackDataHeader-BBTag
Inferno Divider
A+D


AD
Inferno Divider
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×2 Air Unblockable 10 7,6 33+15L -35 B 1~16 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 42 Launch 57 12 +0 +0
Minimum Damage: 50×2 (100)
Lifesteal: 150×2 (300)
BBTag Ragna the Bloodedge A+D.png
The return of a very reliable reversal.
BBTag Ragna RA1 Hitbox.png
Aerial Inferno Divider
j.A+D


j.AD
Aerial Inferno Divider
other
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1000×2 All 7 7,6 Until L+15 - H 1~16 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Launch 42 Launch 57 12 +0 +0
Minimum Damage: 50×2 (100)
Lifesteal: 150×2 (300)
BBTag Ragna the Bloodedge A+D.png
The return of a very reliable reversal.
BBTag Ragna RA1 Hitbox.png
Uppercut
A+D > A/B/C
Axe Kick
A+D > A/B/C > A/B/C
  • Invincible from frame 1
  • Ground version is air unblockable
  • Cannot Cross Burst if punished
  • 5% minimum damage: 50, 50, 50, 100
  • Lifesteal (Inferno Divider): 50*2
  • Lifesteal (Axe Kick): 50

This serves as Ragna's universal reversal tool and main air unblockable attack. It has pretty good vertical and horizontal range and threatens aerial approaches. As expected, if blocked, this move is very negative. 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.


Skills

Dead Spike
Dead Spike
236A/B Not a real projectile. Kind of a real projectile.
Template:AttackDataHeader-BBTag
A.png Dead Spike


236A
A Dead Spike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 18 21 Total 51 -6 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 Launch 30 Launch 44 0/+11 +11 +13
Minimum Damage 75
Lifesteal: 300
BBTag Ragna the Bloodedge 236A.png
BBTag Ragna 236A Hitbox.png
  • Lifesteal: 100

Can juggle opponents if they are hit high enough off the ground (such as after the first hit of 5BB). Can loop 5AAA > A Dead spike for as long as hitstun permits.

B.png Dead Spike


236B
B Dead Spike
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 26 13 Total 57 -1 P1 - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 50 Launch 65 0/+12 +12 +17
Lifesteal: 300
33~45F dash cancelable, Dash Cancel duration 27F
Minimum Damage 85
BBTag Ragna the Bloodedge 236B.png
BBTag Ragna 236B Hitbox.png
  • Dash cancelable, even on whiff
  • Lifesteal: 100

Used to reset pressure during block strings and to extend combos in the corner. 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.

Hell's Fang
Hell's Fang
214A Corner... Carry!
Template:AttackDataHeader-BBTag
Hell's Fang
214A


214A
Hell's Fang
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All 15 13 26 -4 B - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 22 27 40 32 55 12 +0 +5
Goes into first frame of recovery (28F) on hit/block
28~46F cancelable into Follow-up Attack
Minimum Damage 85
BBTag Ragna the Bloodedge 214A.png
Corner...
BBTag Ragna 214A1 Hitbox.png
Follow-up Attack
214A > A/B/C
  • Lifesteal (Follow-up Attack): 200

Ragna's go-to grounded combo ender. The first hit can be used to juggle opponents into 4A if they are sufficiently high enough when the move connects. The second hit drains health and launches the opponent away, with the distance they travel being farther the higher they are on hit.

Gauntlet Hades
Gauntlet Hades
214B (Air OK) Gauntlet Dumbass!
BBTag Ragna GauntletHades2.png
Is now jump cancelable, enjoy your loops!
Template:AttackDataHeader-BBTag
Ground
214B


214B
Gauntlet Hades
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 High 18 7 9+14L -12 H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Crumple 28 Crumple 43 12 +0 +5
Hits in front on 22F
Minimum Damage 85
Crumple Duration 29F, Crumple Fall 39
BBTag Ragna the Bloodedge 214B.png
BBTag Ragna 214B1 Hitbox.png
Air
j.214B


j.214B
Aerial Gauntlet Hades
special
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
BBTag Ragna the Bloodedge 214B.png
Gauntlet Dumbass!
BBTag Ragna 214B1 Hitbox.png
Rising Kick
214B > A/B/C
  • Gauntlet Hades connects about three frames later on crouching opponents
  • Rising Kick whiffs on crouchers
  • Rising Kick is jump cancelable
  • Lifesteal (Rising Kick): 100

Ragna's most reliable grounded overhead and vital combo tool after j.C. Can be used after j.AA for a triple overhead mix-up. Loops into and from j.C for massive corner carry and damage.

Nightmare Edge
Nightmare Edge
j.214A
Template:AttackDataHeader-BBTag
Nightmare Edge
j.214A


j.214A
Nightmare Edge
special
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
900×N All 17 3, 2×N, 2 20 -5 H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 3 16 17×N, Launch 60 + Down 33×N, 60 + Down 23 22×N, Launch 74 + Down 33×N, 74 + Down 23 11, 2×2, 11 -1×3, -7 +2
Minimum Damage 45×N
BBTag Ragna the Bloodedge j214A.png
"Drown in darkness!"
BBTag Ragna j214A1 Hitbox.png
Follow-up Attack
j.214A > A/B/C
  • Combo ender
  • Follow-up Attack is an OTG that cannot be followed up without assists
  • Lifesteal (Follow-up Attack): 200

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.


Extra Skills

EX Dead Spike
EX Dead Spike
236C
BBTag Ragna DeadSpikeEX.png
Unlimited Ragna's rekka, now a proper special move.
BBTag Ragna DeadSpikeEX2.png
Wall bounce for combo extensions.
BBTag Ragna DeadSpikeEX3.png
SEED OF TARTARUS
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EX Dead Spike
236C


236C
EX Dead Spike
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1500 All 18 9 Total 51 -6 P - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 3 16 Launch 30 Launch 44 0/+11 +11 +13
Minimum damage: 150
Lifesteal: 300
BBTag Ragna the Bloodedge 236C.png
Unlimited Ragna's rekka, now a proper special move.
BBTag Ragna 236C1 Hitbox.png
Follow-up Attack 1
236C > A/B/C
Follow-up Attack 2
236C > A/B/C > A/B/C
  • Follow-up Attack 1 wall bounces mid-screen and wall sticks in the corner
  • 10% minimum damage: 150, 170, 420
  • Lifesteal: 150, 150, 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.

Blood Scythe
Blood Scythe
214C (Air OK) GRIM REAP- oh wait...
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Ground
214C


214C
Blood Scythe
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 All 21 4 21 -4 H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 5 23 Launch 60 + GBounce Launch 76 + GBounce 16 +0 +8
Minimum Damage: 250
Lifesteal: 300
BBTag Ragna the Bloodedge 214C.png
BBTag Ragna 214C Hitbox.png
Air
j.214C


j.214C
Aerial Blood Scythe
ex
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2500 All 19 4 12+14L - H - P 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
80 5 20 Launch 60 + GBounce Launch 76 + GBounce 16 +0 +8
Minimum Damage: 250
Lifesteal: 300
BBTag Ragna the Bloodedge 214C.png
BBTag Ragna 214C Hitbox.png
  • Ground bounces on hit, making it a useful combo extension tool
  • 10% minimum damage: 250
  • Lifesteal: 100

This Extra Skill acts as a universal combo extension for most of Ragna's combos. On hit, Blood Scythe can be followed up with a 5AAA into a jump cancel. 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.


Partner Skills

5P
5P
Hell's Fang Start blocking or start praying!
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5P
Hell's Fang
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700×2 All (18+)13 13 [(18)6] 37 [25] -19 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85×2 4 18 27, Launch 40, 60 + WBounce - - 12 +0 +5
Only performs follow-up (values in []) on hit
On block, immediately enters recovery animation
Lifesteal: 0, 100 (100)
Minimum Damage 85×2 (170)
BBTag Ragna the Bloodedge 5P 1.pngBBTag Ragna the Bloodedge 5P 2.png
Start blocking or start praying!
BBTag Ragna 5P1 Hitbox.pngBBTag Ragna 214A2 Hitbox.png


  • Follow-up Attack performed only on hit
  • Lifesteal (Follow-up Attack): 100

Easily the best and most practical of Ragna's assists 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.

6P
6P
Blood Scythe
Template:AttackDataHeader-BBTag
6P
Blood Scythe
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000 All (18+)37 3 15 - H - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
90 5 20 Launch 60 + GBounce - - 16 +0 +8
Lifesteal: 300
Minimum Damage 100
BBTag Ragna the Bloodedge 6P.png
Get out of my airspace.
BBTag Ragna 214C Hitbox.png
  • Will track opponent but does not go fullscreen
  • Ground bounces on hit
  • Lifesteal: 100

Huge start-up assist that homes-in on the opponent and covers a fair amount of vertical space. Very slow, making it a poor choice for burst punishes as the opponent will recover from their 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. Very easy to loop into and from during Cross Combos though the lengthy start-up reduces the number or loops that can be done, especially if the assist gauge wasn't full at the beginning of said Cross Combo.

4P
4P
6D
BBCS Ragna 6D.png
Lend a helping hand (or claw).
Template:AttackDataHeader-BBTag
4P
2B
assist
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
1700 All (18+)12 3 14+22L -20 B - - 70
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
85 4 18 Launch 75 - - 12 +0 +5
Lifesteal: 300
Minimum Damage 85
BBTag Ragna the Bloodedge 4P.png
BBTag Ragna 2B Hitbox.png


  • Lifesteal: 100

Ragna's new back assist as of the 1.5 patch. This move replaces his Light Dead Spike with his old 6D from the main Blazblue games and is all the better for it. Ragna now 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 assists, 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 knock-down.


Distortion Skills

Carnage Scissors
Carnage Scissors
236B+C Don't run full screen with scissors! You could poke the enemy's eyes out!
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236BC
Carnage Scissors
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
3000, 5800
[3000, 5600, 700×4]
All 9+(42 Flash)+2~12 2(38)4
[2(38)4,1,1,1,1]
58 -43
[-40]
B 1~(5F After First Hit) All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
60 4 18 Crumple, Launch [×5] 90 + GBounce, 90 [×5] Crumple, Launch [×5] 105 + GBounce, 105 [×5] 12, 6
[12, 6, 5×4]
+0 +5
Values in [] are for Enhanced version
Minimum damage: 600, 1044 (1644) [600, 840, 105×4 (1860)]
Lifesteal: 0, 1000 (1000) [0, 800, 300×4 (2000)]
Crumple Duration 42F, Crumple Fall 83F
BBTag Ragna the Bloodedge 236B+C.png
BBTag Ragna 236BC1 Hitbox.pngBBTag Ragna 236BC2 Hitbox.png


  • Minimum damage: 600, 1044 [600, 840, 105*4]
  • Lifesteal (second hit): 300 [200, 100*4]

Ragna lunges forward with his sword. The way that the sword swings downwards as he lunges means that the hitbox extends above him into the air briefly - it's not recommended as a anti-air, but be aware that it has these properties to prevent nasty surprises. Used to blow through projectiles and zoning, even from full screen.

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. Grounded opponents can be put at the perfect height by using EX Dead Spike's final hit.

Devoured by Darkness
Devoured by Darkness
214B+C RIP OD command grab
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214BC
Devoured by Darkness
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
2000, 6000
[2000, 7500]
All 13+(30 Flash)+12 3 55 -39 B 1~29 All - 80
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 100 - - 10 10, 14 +0
Values in [] are for Enhanced version
Minimum damage: 400, 1740 (2140) [400, 1950 (2350)]
Lifesteal: 0, 2000 (2000) [0, 3000 (3000)]
BBTag Ragna the Bloodedge 214B+C 1.pngBBTag Ragna the Bloodedge 214B+C 2.png
I'm taking everything from you
BBTag Ragna 214BC Hitbox.png
  • Minimum damage: 400, 1740 [400, 1950]
  • Lifesteal (last hit): 1000 [2000]

Ragna reaches out with his Black Beast infected hand and grabs the opponent, dealing massive damage and regaining a large amount of health. As this is his single most damaging move in his arsenal, this super should be used to close out combos whenever possible. This can be difficult though, as this move has poor range, usually requiring the corner or an assist.

The Enhanced version has better damage, twice the life steal, and a longer animation on hit, perfect for waiting out the opponent's Resonance Blaze or to give your assist more time to retreat and be available for a Distortion Skill Duo. By using Resonance Blaze Carnage Scissors as a combo extender, as well as using EX Dead Spike as many times as a combo allows, this Distortion Skill can end combos with massive amounts of damage and lifesteal.


Distortion Skill Duo

Devoured by Darkness
P during Distortion Skill Tag-team throttling.
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Distortion Skill Duo
Devoured by Darkness
super
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2500
[0, 3000]
All 1+(69 Flash)+1 3 55 -39 B 1~4 All - 100
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
100 4 18 Launch 100 - - 10 10, 14 +0
Values in [] are for Enhanced version
100% minimum damage: 0, 2500 (2500) [0, 3000 (3000)]
Lifesteal: 0, 500 (500) [0, 1000 (1000)]
BBTag Ragna the Bloodedge 214B+C 1.pngBBTag Ragna the Bloodedge 214B+C 2.png
Tag-team throttling.
BBTag Ragna 214BC Hitbox.png


  • 100% minimum damage: 0, 2500 [0, 3000]
  • Lifesteal (last hit): 500 [1000]

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 drains half as much health.


Astral Heat

Black Onslaught
222B+C "I’ll show you… the power of the Azure!" "There is no hell, only darkness."
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222BC
Black Onslaught
astral
Damage Guard Startup Active Recovery On-Block Attribute Invuln Cancel P1
0, 2100×6, 1000×8, 21400 All 3+(75 Flash)+16 2 24 -11 B 1~20 All - -
P2 Attack Level Blockstun Ground Hit Air Hit Ground CH Air CH Blockstop Hitstop CHstop
- 5 20 - - - - 60/-6 - -
Minimum Damage: 0, 2100×6, 1000×8, 21400 (42000)
Lifesteal: 0, 70×14, 0 (980)
BBTag Ragna the Bloodedge 222B+C 1.pngBBTag Ragna the Bloodedge 222B+C 2.png
"I’ll show you… the power of the Azure!" • "There is no hell, only darkness."
BBTag Ragna 222BC Hitbox.png


  • Only available in level 4 Resonance Blaze and requires 9 bars
  • 100% minimum damage: 0, 2100*6, 1000*8, 21400
  • Lifesteal (hits 2-15): 70

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 super can be canceled into from normals and specials, 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.


Navigation

To edit frame data, edit values in BBTag/Ragna the Bloodedge/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.