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*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings] | *[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings] | ||
*[http://www.dustloop.com/forums/showthread.php?15426 Character Video Thread] | *[http://www.dustloop.com/forums/showthread.php?15426 Character Video Thread] | ||
*[https://www.dropbox.com/s/il5rd0jg62xaevh/ragnacpcombos.pdf Non-OD Ragna Combo Compilation by KayEff] | |||
<br clear=all/> | <br clear=all/> | ||
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|input= | |input= | ||
|image=BBCS_Ragna_5A.png | |image=BBCS_Ragna_5A.png | ||
|caption= | |caption=Although the startup is fast, 5A only sees somewhat occasional use. | ||
|data= | |data= | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
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*Staple standing jab. | *Staple standing jab. | ||
*Whiffs on all characters' crouching hitboxes. | *Whiffs on all characters' crouching hitboxes. | ||
<br/> | <br/> | ||
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. | 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|6A]], but out of the two, 5A is safer | Combos from 5A are generally weaker than combos from [[#6A|6A]], but out of the two, 5A is safer for two reasons: its quick recovery makes it hard to punish (compared to 6A's 18 frame recovery), and it's cancellable into other normals, making it a safer option (compared to 6A only being special cancellable). | ||
In CP, this move | In CP, this move functions relatively the same compared to past iterations. The reduced hitstop is useful for keeping the opponent alert. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=5B | |name=5B | ||
|input= | |input= | ||
|image=BBCS_Ragna_5B.png | |image=BBCS_Ragna_5B.png | ||
|caption= | |caption=Fast and powerful, but can be dangerous to use in certain situations. | ||
|data= | |data= | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
*Ragna's standard | *Ragna's standard and most used poke. | ||
* | *Large amount of priority due to its range, hitbox, and startup. | ||
*Longer hitbox on last three active frames. | *Longer hitbox on last three active frames. | ||
* | *Able to late-chain. | ||
<br/> | <br/> | ||
This move is | This move is often the start of Ragna's pressure, but it is safer to use when used as a footsie. However, 5B alone often does not merit a lot of damage when used as a footsie, and requires other resources to maximize the reward off of a maximum distance hit. | ||
5B | 5B can be used as an anti-air due to its speed, hitbox, and property of being air unblockable. As a starter, the move also leads into respectable damage. 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 to check the opponent's aerial approach. If the opponent seems to jump forward without dashing a lot, 5B is a good check. Keep in mind that because Ragna's attack hitbox overlaps his character hitbox, a trade or even a counter will likely happen. | ||
In CP, | In CP, 5B at max range can now be hitconfirmed into Overdrive. With the proper combo, the OD combo can result in over 4000 damage that provides a respectable amount of corner carry as well. | ||
}} | }} | ||
}} | }} | ||
{{MoveData | {{MoveData | ||
|name=5C | |name=5C | ||
|input= | |input=The slower, but longer alternative to 5B. | ||
|image=BBCS_Ragna_5C.png | |image=BBCS_Ragna_5C.png | ||
|caption= | |caption= | ||
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|hitbox= | |hitbox= | ||
|description= | |description= | ||
* | *Ragna's longest poke. | ||
*Can late-chain. | *Can late-chain. | ||
*Useful as combo fodder. | *Useful as combo fodder. | ||
*Can be followed up with [[#6C|6C]] and [[#6D|6D]] on CH. | *Can be followed up with [[#6C|6C]] and [[#6D|6D]] on CH. | ||
<br/> | <br/> | ||
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 | 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 when used at maximum range. | ||
In some ways, 5B is better than 5C, and in other ways, 5C is better than 5B. | In some ways, 5B is better than 5C, and in other ways, 5C is better than 5B. 5B is quicker and has plenty of gatling options, but its long recovery provides more risk. 5C is slower and has limited gatling options, but is harder to punish even on whiff. Deciding between the two in various situations will require an understanding of the opponent's available options. | ||
In CP, 5C is Ragna's 2nd highest damage starter, only slightly behind 5D(1) with its P2 94. Moreover, 5C seems to have a smaller hitbox, making 5C harder to connect on airborne opponents. However, including slight delays into 5C may help when using in combos. | |||
}} | }} | ||
}} | }} | ||
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|input= | |input= | ||
|image=BBCS_Ragna_2A.png | |image=BBCS_Ragna_2A.png | ||
|caption=The ±0 frame advantage | |caption=The ±0 frame advantage makes 2A a useful pressure tool. | ||
|data= | |data= | ||
{{AttackData-BBCP | {{AttackData-BBCP | ||
Line 208: | Line 207: | ||
|description= | |description= | ||
*Staple crouching jab. | *Staple crouching jab. | ||
*Throw cancellable. | *Throw cancellable. | ||
<br/> | <br/> | ||
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|2C]]. | 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|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 | The key feature to the pressure ability of 2A is its ability to slightly late-chain into itself and other moves. The late-chain into itself allows less predictable blockstrings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups. | ||
In CP, 2A also has reduced hitstop, making it a much better tool for pressure. | |||
}} | }} | ||
}} | }} |
Revision as of 01:20, 24 December 2013
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.
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:
- Japanese Name: ラグナ=ザ=ブラッドエッジ
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
- Non-OD Ragna Combo Compilation by KayEff
Move List
- See also: Ragna Full Frame Data
Normal Moves
5A |
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5B |
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5C The slower, but longer alternative to 5B. |
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2A |
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2B |
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2C |
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6A |
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6B |
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6C |
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3C |
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j.A |
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j.B |
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j.C |
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Counter Assault 6A+B during blockstun |
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Crush Trigger 5A+B |
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Drive Moves
5D |
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2D |
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6D |
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j.D |
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Throws
Forward Throw 5B+C or 6B+C |
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Back Throw 4B+C |
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Air Throw j.B+C |
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Specials
Hell's Fang 214A |
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Additional Attack 214D after Hell's Fang |
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Inferno Divider 623C/D, j.623C/D |
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Upper 236C during Inferno Divider |
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Straight 236C after Upper |
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Ax Kick 214D after Straight |
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Gauntlet Hades 214B, j.214B |
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Spin Kick 214D after Gauntlet Hades |
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Dead Spike 236D |
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Not Over Yet 22C |
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Belial Edge j.214C |
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Blood Scythe 214D, j.214D |
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Distortion Drives
Carnage Scissors 632146D |
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Devoured by Darkness 214214D |
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Astral Heat
Black Onslaught 2141236C |
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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: |
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|
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