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Line 8: |
Line 8: |
| '''Movement Options: 1 Double Jump/Airdash, Dash-type: Run'''<br/><br/> | | '''Movement Options: 1 Double Jump/Airdash, Dash-type: Run'''<br/><br/> |
| <big>'''Drive: Soul Eater'''</big><br/> | | <big>'''Drive: Soul Eater'''</big><br/> |
| Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where the more Soul Eater moves that are used in a combo, the more health drain the following Soul Eater attack will have. For example, using [[#5D|5D]] (200 drain) then D Inferno Divider (50*2 drain) will result in more health drain (315 drain) than with 5D's and D Inferno Divider's health drain base values added together (300 drain).<br/> | | Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where different percentages are applied to different Soul Eater moves depending on where it was in the combo. For example, using [[#5D|5D]] (200 drain) then D Inferno Divider (50*2 drain) will result in less health drain (292 drain) than with 5D's and D Inferno Divider's health drain base values added together (300 drain).<br/> |
| <br/> | | <br/> |
| *1st Soul Eater hit = 100% drain | | *1st Soul Eater hit = 100% drain |
Overview
Ragna the Bloodedge is a wanted criminal with an extraordinarily large bounty on his head (well in the trillions) for attempting to destroy the NOL, and is Jin and Saya's older brother. He is a playable character in all iterations of BlazBlue thus far and is the main protagonist of the series.
Health: 10,000
Play-style: Offensive, Footsies
Movement Options: 1 Double Jump/Airdash, Dash-type: Run
Drive: Soul Eater
Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where different percentages are applied to different Soul Eater moves depending on where it was in the combo. For example, using 5D (200 drain) then D Inferno Divider (50*2 drain) will result in less health drain (292 drain) than with 5D's and D Inferno Divider's health drain base values added together (300 drain).
- 1st Soul Eater hit = 100% drain
- 2nd Soul Eater hit = 90% drain
- 3rd Soul Eater hit = 95% drain
- 4th Soul Eater hit = 100% drain
- Each Soul Eater hit after this increases drain scaling by 5% until scaling reaches 150%. The following Soul Eater hit then increases drain scaling to 160%, and then to 180%. 180% is the maximum value.
Overdrive: Blood Kain Idea
Ragna's Overdrive "Blood Kain Idea" augments all of his Soul Eater moves. Not only do all of his Soul Eater moves have higher damage and steal more life from the opponent, but some also have different move properties and different hitboxes.
Remaining Health vs. Overdrive Duration (in Frames)
Health |
100 - 90% |
89 - 80% |
79 - 70% |
69 - 60% |
59 - 50% |
49 - 40% |
39 - 30% |
29 - 20% |
19 - 10% |
9 - 0%
|
Overdrive
|
120F |
210F |
210F |
270F |
300F |
390F |
420F |
450F |
480F |
600F
|
Pros/Strengths:
- Able to drain opponent's life and replace as own
- Great footsies that can be hitconfirmed easily
- Becomes very versatile with 50 heat
- Solid oki setups, moreso in the corner
- Decent meter gain off most combos
- Easy to pick up, easy to play character
- One of the best DPs in the game
- Blood Kain combos greatly increase damage potential
Cons/Weaknesses:
- Few safe and reliable mixup options make most offensive approaches easy to read
- Many defensive options are unsafe
- Third lowest character health in the game
- Poor meterless damage output at maximum footsie range
- Very weak character without 50 heat, heavily relies on meter
- Struggles against zoning gameplay, even with movement options
- Highly encourages uncommon tactics to play well (may not be a con if you have the right mindset)
External References:
Move List
- See also: Ragna Full Frame Data
Normal Moves
5A
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
300
|
CSOJR
|
all
|
5
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3
|
9
|
0
|
B
|
-
|
-
|
- Staple standing jab.
- Whiffs on all characters' crouching hitboxes.
- Can combo into 5D on aerial CH.
Because of the fact that 5A whiffs on every character's crouching hitbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame startup and high hitbox.
Combos from 5A are generally weaker than combos from 6A, but out of the two, 5A is safer since its quick recovery makes it hard to punish (compared to 6A's 18 frame recovery).
In CP, this move has a P1 of 100 so it leads to a respectable amount of damage especially in the corner.
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|
5B The kick of death, or so proclaimed.
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Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
660
|
SOR
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HL
|
8
|
8
|
16
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-7
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B
|
-
|
-
|
- Ragna's standard run-of-the-mill poke.
- Has a large amount of priority due to its range, hitbox, and startup.
- Longer hitbox on last three active frames.
- Can late-chain.
This move is good as a pressure tool, but it is only truly safe when used a distance away from the opponent. The use of 5B is optimal when used at maximum range.
5B can be used as an anti-air due to its speed and hitbox, and can lead into big damage when used so. However, 5B's attack hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be when at a considerable distance away from the opponent. Morever, because Ragna's attack hitbox overlaps his character hitbox, it's likely that the move will either trade or get beaten out flat. This makes it a weaker anti-air than either 5A or 6A, but can be considered an option for anti-airs.
In CP, this move has a P1 of 100 making it one of his best starters, can also be hit confirmed at max range into an cOD combo that deals a large amount of damage anywhere on the stage.
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|
5C Longer than 5B, but not necessarily better than.
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Damage
|
Cancel
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Guard
|
Startup
|
Active
|
Recovery
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Frame Adv
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Attribute
|
Invul
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Hitbox
|
800
|
SO(J)R
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HL
|
13
|
4
|
20
|
-5
|
B
|
-
|
-
|
- Another one of Ragna's standard run-of-the-mill poke.
- Not as fast as 5B, but is longer and has better combo potential.
- Can late-chain.
- Useful as combo fodder.
- Can be followed up with 6C and 6D on CH.
When used at maximum range, 5C is extremely hard to punish at maximum range, even on IB. 5C's attack hitbox does not overlap with Ragna's character hitbox at all, compared to 5B which does, making it a better footsie in certain situations.
In some ways, 5B is better than 5C, and in other ways, 5C is better than 5B. When you compare the two, 5B is quicker but riskier, and 5C is slower but more efficient. Deciding between the two in various situations will require an understanding of the game's flow as well as the matchup that you're up against. This is not something that can be learned overnight; it requires experience and practice to master the proper way to use this move.
This move is one of Ragna's highest damage starters in CP due to the proration value nerfs on many of his high damage starters from Extend. However, the upper portion of the move's hitbox was nerfed so slight delays must be included when comboing into this move from a ground chain in order for it to successfully connect on an airborne opponent.
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|
2A
The ±0 frame advantage allows this move to be a useful pressure tool.
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Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
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Attribute
|
Invul
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Hitbox
|
300
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CSOR
|
all
|
7
|
2
|
10
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0
|
F
|
-
|
-
|
- Staple crouching jab.
- Can late-chain.
- Throw cancellable.
- Added hitbox beneath armpit, now able to hit some low profile attacks.
The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being 2A > 2C.
The key feature to the pressure ability of 2A is its ability to late-chain into itself and other moves. The late-chain into itself allows you to be a lot less predictable with your blockstrings, and can level up your pressure from a character whose pressure is only sub-par. Its ability to cancel into throw also allows for deeper mind games. A common example would be causing throw reject miss against the Throw Option Select, though other uses for its cancel into throw can be found.
Like 5A, in CP this move also has a P1 of 100, allowing for the same damage potential.
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|
2B
Keep in mind that this move can easily be disrespected when used incorrectly.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
500
|
SOR
|
L
|
9
|
2
|
15
|
-3
|
F
|
-
|
-
|
- Staple crouching low.
- Mostly safe when it is not cancelled into another normal, however it is unsafe when it is.
- Can late-chain, although time window is smaller than the rest of Ragna's moves.
In terms of pressure, 2B is not quite as effective as 2A, but it certainly helps keep the opponent to respect pressure. Always keep in mind though that usage of this move should be dependent on how your opponent deals with pressure (i.e. is he respecting pressure? is he mashing a DP?) so that you can utilize the move without getting punished too often.
A common gatling that serves as not only a safe option to go to, but also a good way to hitconfirm into a combo when 2B lands is 2B > 5B. If cancelled on the earliest frame possible, this gatling actually has no pressure hole in it to utilize, even when 2B is instant blocked. Keep in mind however that 2B has less range than 5B. If you read 5B's description in this wiki, you'll know that 5B is truly only safe when used at long ranges. Thus, if you end up using the gatling, 5B will hit at best at the middle of Ragna's leg, which is still not entirely safe without a cancel. Therefore, you must cancel 5B into another normal (preferably 2C but you can do whatever) if you want to avoid getting punished.
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|
2C
No longer a fatal, but still a very good move.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
720
|
SOR
|
HL
|
12
|
3
|
13
|
+1
|
F
|
-
|
-
|
- Serves as a great and convenient punish due to its relatively quick startup and maximum P1.
- Burst-safe when standalone.
- Safe on block, but pressure afterwards can be easily disrespected.
On paper, 2C looks like a completely solid move, in which it is. However, since 2C's feature of being safe of block has been around since BB:CS, many players have been using it a lot more often since it is very useful. This has resulted in a lot of players, Ragna and non-Ragna players alike, to be accustomed to 2C being left alone in order to create a "safe" situation. Due to this, these exact players know ways around it and can punish it without any effort. Fortunately, there is a frame trap that specifically adheres to these situations. By using the 2C > 5C gatling, you can cause the opponent to expect the standalone 2C, and then use 5C to catch their attempt to hit you out of 2C.
|
|
6A
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
620
|
SO(J)R
|
HL
|
13
|
4
|
24
|
-11
|
B
|
4-13H
|
-
|
- Staple anti-air.
- Invulnerable to aerial attacks from frame 4.
- Forces aerial state on opponent.
- Higher hitbox during later active frames.
The slow startup of this move makes it easily disrespectable to certain moves, good examples being Hakumen's Hotaru and Noel's Bullet Storm. Just like with knowing when to use 5B and 5C, knowing when to use 5A over 6A and vice versa (or using no anti-air whatsoever) really depends on the situation and the nuances of the matchup. It should then be treated the same way.
Using 6A in combos is the best way to get damage on standing characters. However, it has very poor horizontal range, so you have to use the move early on. Make sure you hit confirm into 6A, as it is a terrible move to have blocked by a grounded opponent. If blocked, you can only special cancel the move into even more unsafe and easily disrespected moves, meaning this should be strictly used as an anti air due to it being punishable on normal ground block.
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|
Counter Assault 6A+B during blockstun
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|
Drive Moves
Throws
Forward Throw 5B+C or 6B+C
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|
Specials
Additional Attack 214D after Hell's Fang
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|
Inferno Divider 623C/D, j.623C/D
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Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
C Inferno Divider 623C
|
550*2
|
R
|
HL
|
9
|
5, 8
|
20+19L
|
-28
|
B
|
1-17 All
|
-
|
|
Air C Inferno Divider j.623C
|
550*2
|
R
|
all
|
5
|
5, 8
|
19L
|
-
|
H
|
1-13 All
|
-
|
|
D Inferno Divider 623D
|
600*2
|
R
|
HL, all
|
7
|
5, 8
|
32+19L
|
-40
|
B
|
-
|
-
|
|
Air D Inferno Divider j.623D
|
600*2
|
R
|
all
|
7
|
5, 8
|
19L
|
-
|
H
|
-
|
-
|
|
D Inferno Divider (OD) 623D
|
700*2
|
R
|
HL, all
|
7
|
5, 8
|
32+19L
|
-40
|
B
|
-
|
-
|
|
Air D Inferno Divider (OD) j.623D
|
700*2
|
R
|
all
|
7
|
5, 8
|
19L
|
-
|
H
|
-
|
-
|
|
|
Upper 236C during Inferno Divider
|
|
Ax Kick 214D after Straight
|
|
Gauntlet Hades 214B, j.214B
|
|
Spin Kick 214D after Gauntlet Hades
|
|
Distortion Drives
Carnage Scissors 632146D
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Normal
|
1000, 2500
|
R
|
all
|
9+7~12
|
2(38)4
|
58
|
-43
|
B
|
1-14 All
|
-
|
- 1-14 All Invul
- Can cancel 2nd hit by holding down D button
- 30% minimum damage (1050)
- 180F Heat Gauge Cooldown
- Startup after superflash pertains when move is performed at point blank range
- Startup/Active/Recovery becomes 9+7/2/37 if button is held after 1st attack
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
Hitbox
|
Overdrive
|
1000, 2500, 300*4
|
R
|
all
|
9+7~12
|
2(38)4, 1*4
|
58
|
-40
|
B
|
1-14 All
|
-
|
- 1-14 All Invul
- Can cancel 2nd hit by holding down D button
- 30% minimum damage (1410)
- 180F Heat Gauge Cooldown
- Startup after superflash pertains when move is performed at point blank range
- Startup/Active/Recovery becomes 9+7/2/37 if button is held after 1st attack
Placeholder
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|
Devoured by Darkness 214214D
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|
Astral Heat
Strategy
Offense
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.
Defense
Neutral
Combos
Combo Notation Guide:
|
- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
*5B* Starter
Notes: 5B>6A and, 5B>5C>6A require closer spacing
- 5B>6A>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>5D>632D>236C>214D
- Requirements: --
- Damage: 2932, Heat Gain: 21
- 5B>5C>6A>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>5D>632D>236C>214D
- Requirements: --
- Damage: 3250, Heat Gain: 23
- 5B>5C>6C>(delay) 214A, 5B>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D>623D>236C>214D
- Requirements: crouching opponent
- Damage: 3715, Heat Gain: 26
- 5B>5C>2D>RC, (dash)5C>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>5D>632D>236C>214D
- Requirements: 50 Heat
- Damage: 4076, Heat Gain: 19
- 5B>5C>GOING INTO OVERDRIVE, 5C>2D>dc, 5C>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>632D>236C>214D
- Requirements: Overdrive
- Damage: 4281, Heat Gain: 30
*6B* Starter
- 6B>6A>214B>214D, 6A>TK j.214D, 5B>5D(1)>214A, 5B>5D>632D>236C>214D
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: 2535, Heat Gain: 18
- 6B>5D(1)>GOING INTO OVERDRIVE, 5C>2D>dc, 5C>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>632D>236C>214D
- Requirements: Overdrive
- Damage: 3540, Heat Gain: 25
*5A+B* Starter
- 5A+B, 6C>(delay) 214A, 5B>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D>623D>236C>214D
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: 2645, Heat Gain: 11
Midscreen to Corner
Corner Only