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% |
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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