BBCS2/Ragna the Bloodedge

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Ragna the Bloodedge


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 Calamity Trigger and Continuum Shift and is the main protagonist of the series.

Health: 10,000
Guard Primers: 5
Play-style: Offensive, Footsies
Movement Options: 1 Double Jump/Airdash, Run-type Dash

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 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 (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).

  • 1st Soul Eater hit = 100% drain
  • 2nd Soul Eater hit = 110% drain
  • 3rd Soul Eater hit = 120% drain
  • 4th Soul Eater hit = 130% drain
  • Subsequent Soul Eater hits = 150% drain

Ragna has a Distortion Drive called "Blood Kain" that augments all of his Soul Eater moves. Not only do all of his Soul Eater moves have higher damage, but some also have different move properties and different hitboxes.

Move List

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • A: can block while in the air without using barrier
  • All: can be blocked however
  • All attacks can be blocked with aerial barrier unless stated otherwise.

Normal Moves

5A

File:Ragna5A.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
200
80
84
All
1
5
3
9
±0
14
Click!

Staple standing jab. Whiffs on all characters' crouching hitbox, as well as a few characters' standing hitbox. 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).


5B

The kick of death, or so proclaimed.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
540
85
89
HL
3
8
8
16
-7
19
Click!

Ragna's standard run-of-the-mill poke. Has a large amount of priority due to its range, hitbox, and startup. Longer hitbox at the end of 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 5B 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.


5C

File:Ragna5C.png
Longer than 5B, but not necessarily better than.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
690
90
92
HL
4
13
4
20
-5
19
Click!

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. Also used for combo fodder. Can be followed up with 6C 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.


2A

File:Ragna2A.png
The ±0 frame advantage allows this move to be a useful pressure tool.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
150
80
84
All
1
7
2
10
±0
14
Click!

Staple crouching jab. Almost identical to 5A in terms of characteristics. Unlike 5A however, 2A is able to hit any crouching hitbox. Can late-chain. Throw cancellable.

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.


2B

File:Ragna2B.png
Keep in mind that this move can easily be disrespected when used incorrectly.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
400
80
84
L
2
9
2
15
-3
14
Click!

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.


2C

File:Ragna2C.png
Ragna's only fatal, but this move has many other uses besides that.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
660
100
89
HL
3
12
3
13
+1
20
Click!

Ragna's only fatal-counter attack, but is one of the quickest and deadliest. 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

File:Ragna6A.png
Typical anti-air. Does its job well, but there exist many ways around it.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
620
80
80
HL
3
13
4
18
-5
26
Click!

Staple anti-air. Invulnerable to aerial attacks from frame 5. Forces aerial state on opponent. Higher hitbox during later active frames.

If this move does not counter hit, the move can still be followed up with 5A after 6A recovers.

The slow startup of this move makes it easily disrespectable to certain moves, a good example 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 hit them with a special move or jump cancel, which makes what you do next very predictable.


6B

What a bad overhead.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
720
70
92
H
4
24
4
19
-4
19
Click!

Run-of-the-mill overhead.

This particular overhead is one of the slower and easier-to-see overheads in the whole game, making this move terrible as an overall overhead. It will work in certain situations or when the setup into the overhead is subtle enough, but keep in mind that it will not always land on seasoned players. Just like with other strategies, knowing when to use the overhead and what to do after it takes some time to learn. Using a setup that's easy to read (for example, 5B > 2B > 6B) will get you punished; even worse, you'll have to go on defense and start blocking.

A good way to practice when to use certain moves, such as 6B, is to copy blockstrings from other people containing those certain moves. Be sure to see whether the blockstrings are effective or not; there are a number of blockstrings that have a good chance of getting punished. Once you have a good grasp of those blockstrings, you can start randomizing the sets of blockstrings in actual battle, and then move on to random portions of blockstrings. Eventually the art of pressure will start coming naturally, and by then you will be able to freeform your pressure while staying smart about which move to use.

6B can be used in situational, but optimal combos. It is primarily used as a replacement for 5D if used already so that the second hit of 5D's repeat proration is not applied. In other words, if you have already landed the second hit of 5D before you use Belial Edge, 6B will suffice as a replacement. Bear in mind that in order for 6B to work after Belial Edge, there cannot be any hitstun reduction for Belial Edge.


6C

File:Ragna6C.png
Very useful tool in combos, but it's also a good starter as well.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
512, 608
90
92
L, HL
4
20
5(11)2
33
-16
19, 50
Click!

Combo tool that usually leads into high damage combos from anywhere on screen. Can dash cancel after either hit; frame advantage is -4 off of earliest dash cancel after either hit. Can jump cancel after second hit OR if first hit lands and second hit's active frames pass (This is useful if your opponent bursts during the second hit). On CH, opponent is in hitstun until contact with ground.

The only gatling that leads into 6C that works without meter and without a counter hit is 5C > 6C on crouchers.

If used at the closest range possible, a dash cancel will result with you switching sides with the opponent. This feature is especially useful if you use 2D (RC) or Hell's Fang (RC) while in the corner. If done correctly, you'll end up with your opponent in the corner.


3C

Not a SF4 trip, mind you.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
720
90
88
L
4
12
3
17
-11
40
Click!

Trip move that causes an emergency tech state. One of Ragna's moves that enables the usage of 22C afterwards.

Because of the emergency tech nature, this move can be used to apply a very strong mixup in the corner. The way this setup works is that after using Straight Punch in a corner combo, you cross under and perform 3C. After 3C lands on the opponent, you jump cancel forward immediately. From this point on, you can...

  • ...airdash, then perform j.C > j.D for an overhead (beats out throws as well).
  • ...utilize an empty jump and perform 2B when you land for a low (disguised as an overhead).
  • ...utilize an empty jump and perform a Forward Throw (when you think the opponent will block).
  • ...airdash, perform j.C, then purposely do late j.D (end up whiffing) and Forward Throw when you land.
  • ...utilize an empty jump and perform 6B (faking the empty jump low).
  • ...utilize throw reject miss setups.

However, you can only apply this mixup when the opponent performs a neutral tech. If the opponent doesn't tech immediately after contact with the ground, you can perform dash > very slight delay 2B > 5B immediately after you land. If done correctly, this will serve as an option select that covers both late neutral techs and rolls away from the corner. If the opponent neutral techs, you will cross under them and the opponent will end up in the corner. If the opponent tries to roll away, 2B > 5B will catch them and you can lead into a combo that, while it may lose corner position, will at least keep the opponent on the defense.


j.A

File:RagnajA.png
Quick startup makes it good for an air-to-air battle.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
180
90
84
HA
1
7
3
9
--
14
Click!

Staple aerial jab. Can combo into j.C or j.D.

Because this move has a low blockstun as well as a decent air-to-ground hitbox, it can be used effectively as a tick throw setup. The speed of this move will let you beat out a number of moves, but since this move has no other special characteristics like invincibility, it entails a bit of risk to hit the opponent out of a move using j.A. However it is still a useful tool to have in Ragna's aerial gameplay.


j.B

File:RagnajB.png
Has a crossup hitbox.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
450
90
86
HA
2
10
9
12
--
14
Click!

A jumping straight kick. Hits high.

Useful as a cross-up, an anti-sideways tech option, a safe jump, and as a weaker tick throw setup than j.A. Typical safe jump setup is to use 3C at the end of a combo, delay jump cancel, and press j.B > 1A on the way down. If blocked, 2A will come out. If the opponent does a reversal, you'll block it after landing from the j.B because you're holding down back. If it's timed correctly, you'll also catch people trying to roll out of the corner.


j.C

File:RagnajC.png
Primarily used for air-to-ground.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
620
90
89
HA
3
12
3
24
--
19
Click!

Downward slash. Primary non-combo use is for approaches from the air to the ground.

You can followup j.C with 5B for an easy hitconfirm that's also very airtight on block. Keep in mind that while this move may be on the quick side, its hitbox isn't anything particularly special. Most characters have anti-airs, so they can easily answer back to Ragna's j.C.


Drive Moves

5D

File:Ragna5D.png
Only use is for combos.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
544, 760
100
92, 80
HL, all
4, 5
17
5(12)1
44
-24
30, 38
Click!

An upward sword slash followed by a downward slash. The second attack ground bounces on aerial hit, steals 200 life on hit or block, and has 50% repeat proration. Dash cancellable on block or hit for both attacks. Usually followed up by Dead Spike in one form or another.

The primary use for this move is for combo material and corner carry during midscreen combos. Both attacks can be guarded on the ground whether standing or crouching, and don't offer any plus advantage whether you cancel the first hit into a dash or the second hit. The frame advantage is -20 from dash cancelling the first hit, and -2 from dash cancelling the second hit. The former is punishable with absolutely any move while the latter is punishable on IB and can be punished by a few characters. Either option is not recommended for pressure as it offers no mixup and is incredibly easy to punish.


2D

Great low footsie.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
750
90
94
L
5
18
2
23
-4
46
Click!

Sword stab to the ground. Downs opponent on hit with enough hitstun to last through 2D's animation. Ground bounces opponent on CH; hitstun is vastly increased to give a sizable amount of time to combo off of it. On non-counter hit, can only be followed up with a Rapid Cancel. Steals 150 on hit, 120 on block.

A common use for this is for ending a blockstring. It should not be used as a midscreen combo ender, as a back roll will deplete all oki at any range 2D hits. From the mid-range of this move to the tip, the move's considered generally safe since there are very few moves with startups that are at least as fast as 7 frames that can reach a considerable distance. Just keep in mind that while you cannot be punished, you are still in negative frame advantage, meaning certain moves can beat you out if you decide to attack after 2D. It would be better to consider 2D to be a reset to neutral rather than an advance with pressure.

2D also has tremendous range, and is in fact Ragna's best footsie, albeit his slowest. Against certain characters with low mobility options, such as Tager, this move works wonders (since Tager eats footsies for free). However against other characters whose mobility options are better, such as Taokaka, this move won't see very much use. Knowing when to use 2D, if at all, will require some matchup knowledge with the Blazblue cast.


6D

File:Ragna6D.png
Absurdly good pressure tool.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
750
100
94
HL
5
26
3
16+16L
-14
21
Click!

Ragna hops into the air and strikes with his sword over his shoulder. 6D can only normal cancel into j.D. Invulnerable to lows from frame 1. In the air from frame 20. Steals 200 life on hit or block.

6D is a good way to continue pressuring your opponent. If it's blocked, you can cancel into j.D to create a gapless blockstring that gives ample room to restart your pressure. 6D can also be used to create mixup by whiffing j.D to reduce landing recovery, but this tactic should only be used when you know for certain that the opponent will not try to beat you out of it, especially with 6D's slow startup and terrible frame advantage when you whiff j.D.

Most players tend to consider 6D to be a throw bait move, but it shouldn't be treated as such. 6D is only in the air from frame 20 (in other words, it is invincible to throws from frame 20), which is incredibly late in the move. Considering that throws have 7 frame startups, using 6D as a throw bait is an incredibly big risk as they can throw you even while doing the attack. It will sometimes work as a throw bait, but success is not always guaranteed, so exercise caution when treating 6D as such.

6D is also a good way to keep your opponents honest. In some matchups, such as against Taokaka, your opponent can low profile some of your important moves by using one of their low attacks. Because of it's invulnerability to lows, 6D will punish the attempt for very good damage regardless of screen position.


j.D

File:RagnajD.png
Good for characters that approach from high above.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
590
90
89
HA
3
13
4
20
--
19
Click!

Upward sword slash. Landing recovery is 3F if move is interrupted at any point by landing. Steals 30 on hit or block.

This move also serves as a followup to 6D, which creates an airtight blockstring that forces the opponent to stay in pressure. j.D can also be whiffed in order to avoid certain moves' landing recovery, in most cases that of 6D's.

Outside of using this as a hitconfirm off of airdash j.C and after 6D in general, this move doesn't see much use in the midst of battle. While it does have a sizable hitbox above Ragna's head, the move cannot legitimately combo into good damage; in most cases the only option after using raw j.D in the air would only be D Inferno Divider. Still, it's a decent move to use against characters who are in the air often, for example Taokaka and Valkenhayn, as its high hitbox along with the fact that it's hard to punish on whiff can demoralize the opponent to stay on the ground.


Throws

Forward Throw

Provides wallbounce in the corner.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 1400
90
100, 55
GR.T
0, 4
7
3
19
--
--, 100
Click!

Wallbounces in corner. Except for Noel and Tsubaki, cannot followup on midscreen without using a Rapid Cancel.

A good tactic that you can use to throw opponents when they are in the corner is when you force the opponent to neutral tech. To perform this, you intentionally whiff a move that would be used as a meaty (for example, 2C). The timing of the move would be very similar to actually performing a meaty, but would only be very slightly earlier, so that the move would whiff. While you are recovering from the meaty's recovery (hopefully it is fast), you are tricking the opponent into thinking that you may have messed up the timing of your meaty. Thus, the opponent thinks that you are committed to performing the meaty, and must decide to either block or DP on wakeup. If the opponent so chooses to perform the former option, then this is where the trick comes in. After your meaty recovery and opponent's neutral tech are both done, perform throw on them. Because the opponents are committed into blocking your meaty, they will not expect the throw. This is a good way to force your opponents who show defensive habits to keep their wits about them. Keep in mind that DPs on wakeup will trump this tactic, but you can simply switch to not doing anything after your meaty, provided that the meaty's recovery is fast enough.


Back Throw

File:Ragna4BC.png
Can follow up from absolutely anywhere.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 700
90
100, 55
GR.T
0
7
3
19
--
--, 48
Click!

Launches opponent behind Ragna. Can be followed up anywhere on the screen. Unlike the forward throw, does not wallbounce.

Back throw can be and should be followed up with 5D(1) into Dead Spike. You will have to hit the opponent a little lower than what you would normally do after a 6C, but it's all doable.


Air Throw

File:RagnajBC.png
Very dangerous if utilized correctly.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 1400
100
100, 55
AIR.T
0, 4
7
3
15
--
--
Click!

Forces wallbounce anywhere on screen. Can be followed up anywhere on screen, but does a lot more damage in the corner.

The common method to followup with this is to use 5C. Against Platinum, Makoto, Jin, and Mu though, you can use dash 6C instead. The combo off of 6C will net you more damage, but is slightly harder due to the microdashes after the 6C launch.

The air throw can be a very powerful tool if you know your opponent's tendencies. A common example would be after using Dead Spike. Some people are afraid of pressure after Dead Spike and try jumping out after they have blocked it. There is no ground move that Ragna can do that can hit the opponent out of jumping, even though Dead Spike has a +3 frame advantage. In this certain situation and any other similar situation, the air throw would come in handy, as you can call out chicken blocking after certain moves and deal a lot of damage as a result.


Special Moves

Hell's Fang (214A)

File:Ragna214A.png
Only practical use is for combos.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
730
75
70
all
4
15
13
33
-4
40
Click!

Ragna goes in with a dash punch. Upon hit or block, remaining active frames are skipped and the animation goes straight into recovery.

Hell's Fang is an incredibly terrible move that has very little to absolutely no purpose. The only use that this move provides is to provide a combo ender that leads to sub-par midscreen oki, but very tight corner oki. It shows success against certain characters, particularly zoners, but consistent success hinges on knowledge about the matchup, knowledge about certain moves, and knowledge about the opponent's tendencies. In other words, it boils down to whether or not you are seasoned enough to know when to use the move outside of combos. For beginners and players who are still on the learning curve, usage of Hell's Fang outside of combos is highly not recommended.

As a rule for midscreen combos on standing people, the 3C > Hell's Fang ender is the best in terms of oki, as this option will give you enough time to input 22C for picking up late techs or attempted rolls, and still recover faster than the opponent's neutral tech. Hell's Fang on aerial hit can often be followed up by either 5A or 2A.


Additional Blow / Tsuika Kogeki (214D after Hell's Fang)

File:Ragna214AD.png
Only practical use is for combos, although if you get this as a starter, prepare for some juicy damage.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
950
100
92
all
4
23
3
40
-24
56
Click!

Arm swipe that is the followup to Hell's Fang. Launches opponent to the corner on hit. Breaks 1 guard primer. Steals 100 on hit or block.

This move is very good if you think the launch from this move will carry the opponent from midscreen to corner. This move is also good as an ender in certain corner combos, as the large untechable off of this move will guarantee that you will get emergency tech regardless of severe hitstun reduction. Tsuika also nets Ragna a lot of heat per use (8 heat per hit!), so if you are in a desperate need for heat (which isn't often, but the need does rise), you can use this move to get you a sizable amount.


Inferno Divider (623C/D, j.623C/D)

File:Ragna623C.png
Only the C version is considered an awesome DP. D version has no invincibility, so it's primarily used for combos.
Inferno Divider C
Ground Version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
420, 460
70
92
HL
4
7
2(4)6
24+19L
-30
42
Click!
Aerial Version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
420, 460
85
92
all
4
5
2(4)6
19L
--
42
Click!
Inferno Divider D
Ground Version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600*2
100
92
HL
4
7
2(4)12
27+19L
-39
42
Click!
Aerial Version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600*2
100
92
all
4
7
2(3)12
19L
--
42
Click!

Ragna's infamous DP. C version on both ground and air is fully invincible from frame 1. All DP versions force aerial state on opponent. Both ground versions of Inferno Divider are in the air from frame 10. D version only on ground breaks 1 guard primer. D version on both ground and air steals 50*2 on hit or block.

The C version of Inferno Divider is one of Ragna's best tools in terms of his playstyle. It's incredibly good for exposing pressure holes and forcing the opponent to respect your defense game, but it should not be something to abuse. It might be invincible from frame 1 and have some deceptive range, but it is very punishable on block and just about anything can result in a counter hit. In fact, seasoned Ragna players primarily use C Inferno Divider in defense only when they have 50 heat, unless they know the punish is guaranteed, so that they can Rapid Cancel the move and still remain safe. This also adheres to Inferno Divider on wakeup, but is encouraged even less than using it while blocking, because of how easy it is to expect it. Also, keep in mind that Inferno Divider will always result in a punish when it whiffs, and good spacing will cause it to whiff.

The D version of Inferno Divider is not so great compared to C Inferno Divider in terms of using it outside of combos. There is absolutely no invincibility and the hitbox doesn't hit high enough to be a good anti-air. The primary use of this move should mostly be during combos. When using the D version in combos, 623D(1) is advised. This is where you cancel into Upper just before the second hit of the Inferno Divider lands on the opponent. If done correctly, you will not go into the second hit and will go straight into Upper. This is done so that you get more damage compared to 623C(1) and get a little health gain back.

A neat little trick that requires a bit of execution is the "crossup divider." To perform this, you must first airdash above the opponent. Once you right behind the opponent, perform the aerial Inferno Divider. This will cross the opponent up, but in order to follow up you must have at least 50 heat in order to Rapid Cancel the hit. It's suggested that if you're in the corner yourself, you use D Inferno Divider since it is a better starter, and use C Inferno Divider anywhere else. It may be a little hard to get used to, but the crossup divider is probably one of Ragna's best mixup options that he has or will ever have.


Upper (236C after Inferno Divider)

File:Ragna623CC.png
Absolutely no use for this other than as a followup to Inferno Divider.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
310
100
92
all
4
14
3
19L
--
42
Click!

Forces aerial state on opponent.

The only use for this is if you end up getting an aerial combo and want to get more damage by going into Belial Edge via Rapid Cancel. However, in most cases, the reward off of the spent 50 heat will not be good enough (unless off of 6D starter or similar), so it's rarely used anyways. Outside of this one use, this move is nearly useless.


Straight Punch / Yoko Fukitobashi (236C after Upper)

File:Ragna623CCC.png
Provides a wallbounce in the corner, and adds enough hitstun so that you can dash underneath and followup to retain the corner.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
400
100
70
all
4
15
3
12L
--
18
Click!

Punch to the gut. Creates corner bounce. Adds 55F of untechable on corner bounce.

This particular move is made for setting up oki after a corner combo is nearly done. The move has enough hitstun on corner bounce so that you can actually run underneath the opponent and use certain moves against the opponent. It is particularly easy to set up the 3C oki using this move. If using Inferno Divider early in a combo, there would still be enough hitstun to follow up with something other than 3C, for instance 5C or 2C. Keep in mind that if any sort of repeat proration has occurred, then this move will most likely not apply enough hitstun to the opponent to the point where cross under 3C will work. If that happens, it is better to just end in Ax Kick.


Ax Kick / Kakato Otoshi (214D after Upper)

File:Ragna623CCD.png
Not the best move Ragna has in terms of oki, but is still pretty good in creating it.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
480
100
50
all
4
19
4
13L
--
50
Click!

Drop kick that sends opponents to the ground. Ground bounces opponent on hit. Steals 100 on hit or block. Cannot perform any actions during falling unless Rapid Cancel is used.

This particular move is decent in terms of oki. It's not the best that Ragna has (3C oki would take that position), but it's available in any combo and is the common way to end aerial combos midscreen.

In terms of when to use Ax Kick, the general rule is that you should always use it whenever you are in a midscreen aerial combo. In those specific combos, if you have landed both hits of 5D sometime in the combo, then the air combo should go as j.C > j.D > 623D >> 236C >> 214D. If 6C > 214D was used in a combo, then the air combo should go as j.C > j.D > jc j.C > 623D >> 236C >> 214D. The reasons the air combos are like this are so that when Ax Kick is done, the height would be low enough where the untechable lasts until the second time the opponent hits the ground. Otherwise, the opponent would be able to air tech out of the first ground bounce and absolutely all oki would be lost.


Gauntlet Hades (214B, j.214B)

File:Ragna214B.png
The other overhead. Because it only has one followup which is unsafe, this move should only be used when having 50 meter.

Ground Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
800
90
88
HA
4
20
7
14+14L
-11
35
Click!

Aerial Version

Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
700
90
92
HA
4
12
9
15L
-9
35
Click!

Ragna's other overhead. Both versions ground bounce opponent on hit. Ground version hits crouching opponents on frame 24, and is in the air from frame 12. Aerial version hits crouching opponents on frame 23 when the jump startup is as low as possible (4 frames). If one version has been used twice, 70% repeat proration will occur.

The aerial version is often used in midscreen combos after 6A. It is character specific, and it requires a bit of execution to pull off consistently, so it is not highly recommended. Still, if you can pull it off and remember who it works on, there is no reason not to do it in match.

Compared to 6B, this overhead is much worse. It does less damage than 6B without heat, is punishable regardless of whether you followup or not, and is as slow as 6B. While Gauntlet Hades can be done from most of Ragna's normals, it's not a very hard move to react to. Gauntlet Hades should be used sparsely, and for all of those times, 50 heat should be ready to spare. This is to Rapid Cancel the move so that whether the attack lands or not, the heat will be made to use.


Spin Kick / Keri Age (214D after Gauntlet Hades)

File:Ragna214BD.png
Followup to Gauntlet Hades, but not much practical use as a move in itself.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
550
100
60
all
4
9
3
20L
-12
51
Click!

Followup to Gauntlet Hades. Forces aerial state on opponent. Breaks 1 guard primer. 60% repeat proration. If the Blood Kain version was done in the same combo as this move, repeat proration will not occur. Frame advantaged listed in the table is when the move is done 1 frame from landing, in other words at the latest point possible. Steals 100 on hit or block.

Using the followup to Gauntlet Hades is just about as dangerous as using Gauntlet Hades itself. Like with its antecedent, the followup should only be done when you have 50 heat, and even then it should never be used. The damage is not very good (despite having optimal P1) and the risk/reward ratio is more risk than reward. In other words, there should be no time where you should resort to this move, unless you can make it safe.


Dead Spike (214D)

File:Ragna214D.png
Arguably Ragna's scariest move. The safe frame advantage as well as high combo and damage potential makes this move a fearsome weapon.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1000
100
96
all
4
28
12
54T
+3
36
Click!

Ragna's move of death. Launches opponent back on aerial hit. Breaks 1 guard primer. 60% repeat proration. If the Blood Kain version was done in the same combo as this move, repeat proration will not occur. If Ragna is hit out of the move, the attack will lose its hitbox. Has a taller hitbox on last 8 active frames. Steals 100 on hit or block.

There are very many good things about this move that make it very dangerous. It is the best starter for a combo that Ragna has, and always leads to at least 3k damage, even when the combo is short and sweet. It also has the best frame advantage that any of Ragna's moves have, and can be even better when using any active frame other than the first. Despite all of its good qualities, there are very many ways around it. The slow startup of this move makes it so that any special cancel from a normal into this move would create a frame gap for the opponent to escape. During this frame gap, they can jump out of the attack, use an invincible reversal, or even just clean beat the move out of startup. You are free to use the move however you would like or feel that it is best for, but keep in mind that being predictable with the move will result in getting punished hard. For example, 2A > 2A > Dead Spike is not as predictable as 5B > 5C > Dead Spike.


Belial Edge (j.214C)

File:Ragna214C.png
Should only be used for corner combos because of its launching nature.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600, 100*N
75
90(1)
all
4
15
till L(1)1
16
+1
44
Click!

Down-forward aerial dive with sword pointed forward. Launches opponents down forward on aerial hit, where the last hit launches opponent backwards. 10% repeat proration.

The last attack launches the opponent all the way to the other side of the screen. Because of this, there are only two ways to follow the move up when outside the corner: Hell's Fang and Carnage Scissors. Belial Edge into Hell's Fang requires a dash that is a 1-frame link, and due to how the input is laid out (214A), it is incredibly hard to perform consistently, so it is rarely done. When the 1-frame link isn't performed correctly, all oki is lost, so it is better to use D Inferno Divider into Ax Kick for midscreen oki. Carnage Scissors is a very good alternative in terms of creating oki and still retaining corner (as well as being easy to perform), but the use of 50 heat should be well spent. In the Carnage Scissors excerpt, it is advised that Carnage Scissors should only be performed if the resulting attacks will end up defeating the opponent; otherwise the heat would have been better off spent on something else.

In other words, Belial Edge should by all means only be used around the corner area (i.e. if Belial Edge will cause the opponent to fly into the corner, so that you can follow up with something like 5C), unless you know for sure that Carnage Scissors will kill.


Not Over Yet / Mada Owarija Ne Zo (22C)

File:Ragna22C.png
An easy but highly disrespectable option for oki.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 400
100
92
all
4
7
3
16
+5
12, 19
Click!

Another punch to the gut, although this one is from a special command throw. Frame advantage listed in table is actually the static difference of Ragna and the opponent when the attack lands. 120% bonus proration. 5% repeat proration.

There are only certain moves that will allow the usage of 22C. Those moves are 3C, 2D, 5D(1) in Blood Kain, Ax Kick, and Carnage Scissors(1).

This move is normally cannot (and intended not to be) followup-able in most situations. The actual use for this move is to make a combo stronger at the expense of 50 heat. On certain starters, this would make the heat worth spending, such as off of raw 3C and FC 2C > 2D. However, you can actually followup after 22C using a dash and 5A, but only on certain characters. The characters that 22C > dash 5A work on are Hakumen, Hazama, Lambda, Mu, Tager, and other Ragnas. You can also easily perform a reset off of these characters after using a 22C > dash 5A maneuver, as long as you have 50 heat. Simply perform another 22C after the first one (often after using Inferno Divider > Straight Punch), and then Rapid Cancel it. Perform 5A, and either perform a throw or a jump. Because the extra 22C will have undergone 5% repeat proration, 5A's hitstun will be very near 0. That means if you choose to throw, it will be green, and most people will either be mashing through the frame gap or not expect the throw at all. Of course, if you expect the opponent to know about the reset and punish properly, you can simply jump away and block any reversal the characters would do.

Many players like to use this move for easy oki. However, this move is only just as respectable as Dead Spike, and is almost as easy to disrespect as Dead Spike. There are other methods of oki that are far better than using 22C (one of the more notable methods being 3C oki), and a wrong guess can lead to disastrous results against certain characters (like Hazama). The oki is better than other certain moves in certain situations, and is encouraged in those situations. Just keep in mind that it will not always go as planned when using the move.

A very powerful option select that forces opponents to neutral tech in certain situations is the 22A~C option select. The option select is almost like inputting 22C regularly, but instead of pressing C, all it requires is a simple plink of A, then C. This option select works by making it so that it forces the opponent to either neutral tech or eat 400 base damage and cause the Ragna player to have good oki. To make this option select work, it must be in a combo where 22C is enabled (read the second paragraph if you don't know how you can enable 22C). Common examples would be either after 3C > Hell's Fang or after any Ax Kick aerial combo ender. If the opponent emergency techs, using the option select will result in Ragna performing 2A. Even after 2A's recovery, Ragna will still be able to perform any action before the opponent fully recovers, still giving you an opportunity to manage oki. If the opponent does not tech, they will not be able to perform any actions for a set amount of frames. During this time, they are still prone to being picked up by 22C. When the option select is used, 2A will not come out and instead 22C will override the 2A input, due to the way BlazBlue handles inputs (this is called a kara cancel if you are curious about terminology). Rolls are impossible if the option select is used due to the fact that 22C is guaranteed on people who do not tech. It is very important to master this option select as it will force the opponent to respect your oki game.


Distortion Drives

Carnage Scissors (632146D)

File:Ragna632146D.png
Should only be used when either in the corner or when it will finish a match.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1000, 2300
85
92
all
4
9+(7~12)
2(48)4
64
-49
90, 80
Click!

Ragna's go-to combo finisher. Fully invincible from frame 1 till the end of superflash. Strike invincible from frame 1 until 8 frames after superflash ends. First attack ground bounces opponent on hit. Second attack launches opponent back on hit, breaks 2 guard primers, and has 20% repeat proration. If the Blood Kain version of this move is used, repeat proration will not occur. Able to cancel the second attack by holding down D. 180F heat gain cooldown. 30% minimum damage to both attacks (300 + 690). Second attack steals 300 on hit or block.

Because the use of 50 heat only adds about at least 990 damage, this move should only be used when you know for sure the two attacks will finish the opponent off. The reason for this is that with 50 heat, you can do a lot more things that are far better, such as making special moves (mostly Inferno Divider) safe, using Counter Assault to prevent taking damage (for the most part), and maximizing combo potential. Carnage Scissors will, in most cases, cause you to lose a big percentage of oki (though not all), since the opponent will end up at the opposite side of the screen when outside the corner.

As an invincible reversal, this move sometimes does the job. Because Carnage Scissors is not projectile invincible, it doesn't serve as an omnipotent reversal. The success for this move depends on what the opponent is doing, where the opponent is, and how high the opponent is. Any one of these three factors could skew the result and cause some catastrophes. Because of this, Carnage Scissors is highly recommended only as a combo ender, but not as a reversal or even any kind of utility tool in match.


Blood Kain (214214D)

File:Ragna214214D.png
Should only be used in combos, not as a ghetto DP.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
--
--
--
--
--
--
--
(19+1)T
--
--
Click!

Transformation super that augments all of Ragna's D moves. Fully invincible throughout the whole animation. Duration of augments lasts for 600 frames or 10 seconds (522 frames after superflash ends). Timer stops whenever in hitstop or superflash. Ragna loses 100 HP per 20 frames, resulting in total loss of 3000 HP. Ragna's HP does not decrease while getting hit by the opponent. 450F heat gain cooldown.

Because each move has very different changes compared to one another, a table for each move's specific data and properties has been outlined below.

5D
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
750, 1000
100
92, 80
HL, all
4, 5
17
5(12)1
44
-24
30, 50
Click!
First attack forces aerial state on opponent. Dash cancellable on block or hit for both attacks. The second attack ground bounces, steals 150 life on hit and 120 on block, and has 50% repeat proration. If the regular version of the second attack was done before, repeat proration will occur.
2D
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1050
90
75
L
5
18
2
23
-4
54
Click!
Ground bounces on hit. Cannot emergency tech. Steals 150 on hit and 120 on block.
6D
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1000
100
89
HL
5
22
3
16+16L
-14
40
Click!
Forces aerial state on opponent. Invincible to foot attacks from frame 1. In the air from frame 16. Steals 150 on hit and 120 on block.
j.D
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
900
90
80
HA
3
11
4
20
--
36
Click!
Landing recovery is 3F if move is interrupted at any point by landing. Steals 50 on hit or block.
Additional Attack / Tsuika Kogeki
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1200
100
100
all
4
25
3
25
-9
80
Click!
Wall bounces on hit. Breaks 1 guard primer. 60% repeat proration. Steals 400 on hit and 200 on block.
D Inferno Divider
Ground Version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650*2
100
92
HL
4
7
2(4)12
27+19L
-39
42
Click!
Forces aerial state on opponent. Breaks 1 guard primer. In the air from frame 10. 60% repeat proration. If the regular (both ground and aerial) or aerial BK version of this attack was done before, repeat proration will not occur. Steals 100*2 on hit and 60*2 on block.
Aerial Version
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
650*2
100
92
all
4
7
2(3)12
19L
-9
42
Click!
Forces aerial state on opponent. Breaks 1 guard primer. 60% repeat proration. If the regular (both ground and aerial) or ground BK version of this attack was done before, repeat proration will not occur. Steals 100*2 on hit and 60*2 on block.
Ax Kick / Kakato Otoshi
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1000
100
90
all
4
19
4
11
-9
60
Click!
Ground bounces on hit. 60% repeat proration. If the regular version of this attack was done before, repeat proration will not occur. Can perform moves while falling. Steals 250 on hit and 200 on block.
Spin Kick / Keri Age
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1100
100
90
all
4
9
3
20L
-12
70
Click!
Forces aerial state on opponent. Breaks 1 guard primer. Frame advantage listed in table is when move was done 1 frame from landing. 60% repeat proration. If the regular version of this attack was done before, repeat proration will not occur. Steals 400 on hit and 200 on block.
Dead Spike
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
600*3
100
96(1)
all
4
28
12
54T
+5
50
Click!
Launches opponent back on aerial hit. Breaks 1 guard primer. Projectile will disappear if hit during startup. Higher hitbox on last 8 active frames. 60% repeat proration. If the regular version of this attack was done before, repeat proration will not occur. Steals 100*3 on hit or block.
Carnage Scissors
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
1000, 2300
85
92
all
4
9+(7~12)
2(48)4
64
-49
90, 80
Click!
Invincible from frame 1 until superflash ends. Invincible to strike-property attacks from frame 1 until 8 frames after superflash ends. Able to hold down D in order to cancel second attack (frame advantage is -30 when this is performed). First attack ground bounces on hit. Second attack launches oppponent back on hit, breaks 2 guard primers, and has 20% repeat proration. If the regular version of the second attack was done before, repeat proration will not occur. 30% minimum damage. 180F heat gain cooldown. Steals 400 on hit and 200 on block.

A lot of new players love to use Blood Kain as a reversal, sometimes as a DP because of its invincibility throughout its animation. This isn't a good idea whatsoever because while it may punish some of the opponent's bad meaties on your wakeup, it only creates a guessing game. Even if they decide to block during the move's animation, it will only become an even bigger guessing game at that point. The risk/reward factor may be good enough to actually use in battle, but the move takes about 3000 health. The chance that you'll land no hits on the opponent is just about as good as landing a single hit on an opponent.

On the other hand, using it mid-combo is probably the best thing any Ragna player can do with Blood Kain. There is a certain way to use Blood Kain mid-combo effectively, but it isn't very inconvenient to abide by, and the rules are within good reason.

  1. Blood Kain should be used in the corner.
    • It is common knowledge amongst Ragna players that Blood Kain combos do the most damage when done in the corner. The idea is that if you are going to spend 50 heat, you might as well make the most out of the 50 heat as possible. The combo and damage potential increases heavily when at the corner compared to when at midscreen, due to more options opening up. Inferno Divider, Gauntlet Hades, and j.D are the only moves available in midscreen Blood Kain combos, and damage deteriorates very quickly when these moves are used often. When at the corner, however, new options such as Dead Spike and Belial Edge will become available, thus give more room for damage.
  2. Blood Kain should be used when the opponent has no bursts.
    • This one is pretty easy to see why. Bursts can automatically ruin any sort of combo, and Blood Kain combos are no exception. What makes it worse is that once you get hit by an opponent's burst, the health drain from Blood Kain will start coming into noticeable effect, and hitting the opponent will become even harder.
  3. Certain starters have certain ways to setup into Blood Kain so that the most damage can be done.



Devoured by Darkness / Yami ni Kuwarero (214214D during Blood Kain)

File:Ragna214214DD.png
Don't treat this as a guaranteed throw, the invincibility off of this isn't very good.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
0, 6000
100
92, 5
UNB
4
16+14
3
56
--
19, 100
Click!

Followup to Blood Kain. Immediately ends Blood Kain on superflash. Will consume another 50 heat after Blood Kain is used. Fully invincible from frame 1 until 3 frames after superflash ends. 180F heat gain cooldown. 25% minimum damage (1500). Steals 1500 on hit.

The minimum damage off of this move is incredibly good, and is well worth using, considering that it deals 1500 and gives back 1500. While it also has good base damage (actually around 4400 when used raw), it's mostly incredibly hard to actually land this move on a person, since after superflash, the move is only invincible for 3 frames, which is not enough with the 14 frame startup after superflash. In fact, any move or throw will be able to be Ragna out of the startup. It would be very detrimental if that were to happen, as about 50 heat would have gone to waste.

In Blood Kain combos, the most common setup into Devoured by Darkness is using two or more Hell's Fang while in Blood Kain. The reason for this is that since each Tsuika / Hell's Fang Followup gains about 10 heat per hit, the chances of getting 50 heat after about 2 hits is pretty high, and the reward off of Devoured by Darkness is too good to pass up.


Astral Heat

Black Onslaught(2141236C)

File:Ragna2141236C.png
Quite a silly move with its invincibility and whatnot.
Damage P1 P2 Guard Atk Level Startup Active Recovery Frame Adv Untech Hitbox
death
--
--
all
5
3+25
2
25
-12
--
Click!

Ragna's badass astral. Fully invincible from frame 1 until frame 29 (first active frame). 180F heat gain cooldown.

Able to combo into astral from Gold Burst, CH 6A above a specific height (must directly cancel into astral), 6C > dc (must cancel right after dash cancel is done, and cannot have severe hitstun reduction), 5D on aerial hit, 5D(1) on aerial hit (no hitstun reduction), Straight Punch (no hitstun reduction and cannot be done directly in corner), and back throw.

Strategy

Offense

Playing Ragna at midscreen is making good use of the range of his 5B, 5C, 2D, controlling airspace with 6A, while trying to push the opponent into the corner. 5B and 5C have different uses but should be used depending on distance and opponent's tendencies. Having a good footsie game with Ragna is important if you want to secure corner carry. Dead Spike can be used to force opponents to move in certain ways that would limit their options out of fear of getting hit with it, and can be used in certain matchups to stop approaches if used sparringly and correctly. 6C can be used in some matchups from midscreen to net a damaging combo and corner carry.


Defense

C Inferno Divider can be used between gaps but opponents can leave gaps intentionally to bait this. Instant Blocking can create a gap to C Inferno Divider during blockstrings. Defense with Ragna is in a sentence: There are things you have to and don't have to block.


Combos

Notations

- = normal gatling or perform the move after preceding move's recovery
> = cancel into followups of the special move
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
CU = cross-under (mainly for 3C after Straight Punch)
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(text) = whatever's listed in the parentheses is optional
Blue text = opponent must be crouching for combo to work
Red text = requires 50 heat in order to use the combo
Purple text = requires both crouching opponent and 50 heat
Green text = combo is character specific; check the notes to see who it works on
Turquoise text = requires crouching and is character specific
Yellow text = Fatal Counter combo
Orange text = requires Fatal Counter and 50 heat

Midscreen

5B - (5C) - (2C) - 3C - 214A
Damage: 1363, Heat Gain: 8

+ 5C = Damage: 1712, Heat Gain: 11
+ 2C = Damage: 1671, Heat Gain: 10
+ 5C, 2C = Damage: 1996, Heat Gain: 13
Notes: Gives the most + frames out of any midscreen option, able to apply 22A~C OS easily for better oki.


5B - (5C) - (2C) - (3C) - 623D > 236C > 214D
Damage: 1319~1618, Heat Gain: 7~10

+ 5C = Damage: 1672~1949, Heat Gain: 10~13
+ 2C = Damage: 1631~1897, Heat Gain: 10~13
+ 3C = Damage: 1661~1924, Heat Gain: 10~13
+ 5C, 2C = Damage: 1959~2204, Heat Gain: 13~16
+ 5C, 3C = Damage: 1986~2228, Heat Gain: 13~16
+ 2C, 3C = Damage: 1936~2171, Heat Gain: 13~16
+ 5C, 2C, 3C = Damage: 2226~2454, Heat Gain:16~19


5B - 6A - jc j.C - j.D - jc j.C - 623D > 236C > 214D
Damage: 2312, Heat Gain: 20

5B - 6A - j.214B - 5B - 5D - dc 5C - hjc j.C - j.D - 623D > 236C > 214D
Damage: 2866, Heat Gain: 31

Notes: Works on Ragna, Jin, Noel, Rachel, Taokaka, Bang, Carl, Hazama, Makoto and Platinum. j.214B is TK GH. Not advised because of execution and sacrificing some oki.


5B - 6A - 214B - 5A - 5B - 5D - dc 6A - hjc j.C - j.D - 623D > 236C > 214D
Damage: 2518, Heat Gain: 29

Notes: For when j.214B didn't come out in the above combo, which takes precedence over this one.


6C - dc (dash 5D(1)) 214D - dash 5C - hjc j.C - j.D - jc j.C - 623D > 236C > 214D
Damage: 3479~3603, Heat Gain: 27~29

(5B/6B) - 5C - 6C - dc (dash 5D(1)) 214D - dash 5C - hjc j.C - j.D - jc j.C - 623D > 236C > 214D

- 5B, 5C starter = Damage: 3532~3627, Heat Gain: 32~34
- 6B, 5C starter = Damage: 3265~3348, Heat Gain: 33~35
- 5C starter = Damage: 3756~3870, Heat Gain: 30~32
Notes: If you think the second hit of 6C will whiff, you can cancel the first hit into 214A > 214D for a shorter but still complete combo.


2C - 6D - j.D - dash (5B) 5C - 6C - dc (dash 5D(1)) 214D - dash 5C - hjc j.C - j.D - jc j.C - 623D > 236C > 214D
Damage: 4532~4628, Heat Gain: 38~42

Notes: 6D - j.D is optional; as alternatives, you can either cancel 2C into 5C or perform 5B - 5C after 2C's recovery.


5B - 3C - 22C - RC 6C - dc dash 5D(1) - 214D - dash 5C - hjc j.C - j.D - jc j.C - 623D > 236C > 214D
Damage: 4198, Heat Gain: 24

(5B - 5C) - 2D RC - 5C - 5D - dc dash 5B - 5D(1) - 214D - dash 5C - hjc j.C - j.D - jc j.C 623D > 236C > 214D

- 5B, 5C starter = Damage: 3823, Heat Gain: 26
- 5C starter = Damage: 4104, Heat Gain: 24
- 2D starter = Damage: 3921, Heat Gain: 21


(5B - 5C) - 2D RC - dash 6C - late dc dash 5D(1) - 214D - dash 5C - hjc j.C - j.D - jc j.C 623D > 236C > 214D

- 5B, 5C starter = Damage: 3884, Heat Gain: 25
- 5C starter = Damage: 4175, Heat Gain: 23
- 2D starter = Damage: 4002, Heat Gain: 20


214B > 214D - dash 5D - dc 5C - hjc j.C - j.D - 623D > 236C > 214D
Damage: 2364, Heat Gain: 24

214B RC - 5C - 5D - dc dash 5B - 5D(1) - 214D - dash 5C - hjc j.C - j.D - jc j.C - 623D > 236C > 214D
Damage: 3873, Heat Gain: 23

j.214B - dash 5A - 5B - 5D - dc dash 5B - 5D(1) - 214D - dash 5C - hjc j.C - j.D - jc j.C - 623D > 236C > 214D
Damage: 3366, Heat Gain: 38

CH 6A - 5C - 5D - dc dash 5B - 5D(1) - 214D - dash 5C - hjc j.C - j.D - 623D > 236C > 214D
Damage: 3016, Heat Gain: 35

CH 5A - 5D - dc dash 5B - 5D(1) - 214D - dash 5C - hjc j.C - j.D - 623D > 236C > 214D
Damage: 2535, Heat Gain: 30

5B+C RC - dash 5D(1) - 214D - dash 5C - hjc j.C - j.D - j.C 623D > 236C > 214D
Damage: 3145, Heat Gain: 13

5B+C - dash 5B - 5C - hjc j.C - j.D - j.C 623 > 236C > 214D
Damage: 2786 - Heat Gain: 26

Note: Works on Noel and Tsubaki.


4B+C - dash 5D(1) - 214D - dash 5C - hjc j.C - j.D - jc j.C - 623D > 236C > 214D
Damage: 2445, Heat Gain: 27

j.B+C - dash 5C - 5D - dc (dash) 5C - hjc j.C - j.D - 623D > 236C > 214D
Damage: 3105, Heat Gain: 30

j.B+C - dash 6C - late dc dash 5D(1) - 214D - dash 5C - hjc j.C - j.D - jc j.C - 623D > 236C > 214D
Damage: 3510, Heat Gain: 35

Notes: Works on Jin, Mu, Platinum, and Makoto.

Corner

5B - 5C - 3C - 214A > 214D
Damage: 2037, Heat Gain: 18

5B - 5C - 3C - 623D > 236C > 236C - 5D(1) - 214D - 6A - j.214C - 5D - 214A > 214D
Damage: 3257, Heat Gain: 44

5B - 6A - jc j.C - j.D - jc j.C - j.214C - 5D(1) - 214D - 5C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 3300, Heat Gain: 39

6C - dc (dash) 6D - jc j.C - j.214C - 5D(1) - 214D - 5C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 4068, Heat Gain: 37

(5B/6B) - 5C - 6C - dc 6D - jc j.C - j.214C - 5D(1) - 214D - 5C - 5D - 623D(1) > 236C > 236C - CU 3C

- 5B, 5C starter = Damage: 3532~3627, Heat Gain: 32~34
- 6B, 5C starter = Damage: 3265~3348, Heat Gain: 33~35
- 5C starter = Damage: 3756~3870, Heat Gain: 30~32
Notes: If you think the second hit of 6C will whiff, you can cancel the first hit into 214A > 214D for a shorter but still complete combo.


(5B/6B) - 5C - 6C - dc (dash) 6D - jc j.C - j.214C - 5D(1) - 214D - dash 3C - 22C - dash 5A - 5B - 5C - 623D(1) > 236C > 236C - CU 3C

- 5B, 5C starter = Damage: 4388, Heat Gain: 44
- 6B, 5C starter = Damage: 4052, Heat Gain: 45
- 5C starter = Damage: 4701, Heat Gain: 42
Notes: Works on Ragna, Tager, Hakumen, Hazama, Lambda, and Mu. Tager requires no dash before 5A.


2C - 6D - j.D - dash (5B) 5C - 6C - dc 6D - jc j.C - j.214C - 5D(1) - 214D - 5C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 4924~4979, Heat Gain: 48~50

5B - 3C - 22C RC - 6C - dc (dash) 6D - jc j.C - j.214C - 5D(1) - 214D - 5C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 4574, Heat Gain: 31

(5B - 5C) - 2D RC - 5C - 5D(1) - 214D - (dash) 5C - hjc j.C - j.D - j.214C - 5C - 5D - 623D(1) > 236C > 236C - CU 3C

- 5B, 5C starter = Damage: 4282, Heat Gain: 30
- 5C starter = Damage: 4653, Heat Gain: 27
- 2D starter = Damage: 4525, Heat Gain: 25


(5B - 5C) - 2D RC - 6C - late dc (dash) 5D(1) - 214D - dash 5C - hjc j.C - j.D - j.214C - 5C - 5D - 623D(1) > 236C > 236C - CU 3C

- 5B, 5C starter = Damage: 4278, Heat Gain: 35
- 5C starter = Damage: 4649, Heat Gain: 33
- 2D starter = Damage: 4512, Heat Gain: 30
Notes: Mainly used when starting from midscreen and ending in corner at around dash 5C.


214B RC - 5C - 5D(1) - 214D - 5C - hjc j.C - j.D - j.214C - 5C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 4326, Heat Gain: 25

214B RC - 5C - 5D - dc dash 5B - 5D(1) - 214D - 5C - hjc j.C - j.D - j.214C - 6B - 623D(1) > 236C > 236C - CU 3C
Damage: 4055, Heat Gain: 30

214B > 214D - dash 5D(1) - 214D - dash 5C - hjc j.C - j.D - j.214C - 2C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 3136, Heat Gain: 40

623C > 236C > 236C - CU 5C - 5D(1) - 214D - 6A - j.214C - 5D - 214A > 214D
Damage: 2302, Heat Gain: 37

Notes: The j.214C is actually a TK Belial Edge, meaning the input is j.2147C.


CH 6A - 5C - 5D(1) - 214D - dash 5C - hjc j.C - j.D - j.214C - 5C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 3472, Heat Gain: 40

CH 5A - 5D - dc 5B/5C - 5D(1) - 214D - 5C - jc j.C - j.214C - 6B - 623D(1) > 236C > 236C - CU 3C
Damage: 2711/2826, Heat Gain: 35

CH 5B - 5D - dc dash 5B - 5D(1) - 214D - 5C - hjc j.C - j.D - j.214C - 6B - 623D(1) > 236C > 236C - CU 3C
Damage: 3466, Heat Gain: 39

j.214B - dash 5A - 5B - 5D(1) - 214D - dash 5C - hjc j.C - j.D - j.214C - 5C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 3758, Heat Gain: 40

4B+C - 5D(1) - 214D - 5C - hjc j.C - j.D - j.214C - dash 2C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 2773, Heat Gain: 37

4B+C - dash 6D - jc late j.C - j.214C - 5D(1) - 214D - dash 3C - 22C - dash 5A - 5B - 5C - 623D(1) > 236C > 236C - CU 3C
Damage: 3144, Heat Gain: 37

Notes: Works on Ragna, Tager, Hakumen, Hazama, Lambda, and Mu. Tager requires no dash before 5A.


5B+C - 5C - 5D(1) - 214D - 5C - hjc j.C - j.D - j.214C - dash 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 3496, Heat Gain: 40

5B+C - 5C - hjc j.C - j.D - j.214C - 5D(1) - 214D - 3C - 22C - dash 5A - 5B - 5C - 623D(1) > 236C > 236C - CU 3C
Damage: 3809, Heat Gain: 43

Notes: Works on Ragna, Tager, Hakumen, Hazama, Lambda, and Mu. Tager requires no dash before 5A.


5B+C RC - 5D(1) - 214D - dash 5C - hjc j.C - j.D - j.214C - 2C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 3473, Heat Gain: 26

j.B+C - 5C/2C - 5D(1) - 214D - 5C - hjc j.C - j.D - j.214C - dash 2C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 3824/3738, Heat Gain: 43

Notes: Use 5C if you are about 2 character-width's away from the corner. Any closer to the corner requires 2C.


j.B+C - 5C - hjc j.C - j.D - j.214C - (dash) 5C - 5D(1) - 214D - dash 2C - 5D - 623D(1) > 236C > 236C - CU 3C
Damage: 3715, Heat Gain: 43

Notes: Mainly used when starting from midscreen. Dash before 5C is for catching opponent in corner with 5C.

(5B/6B) - 5C - 6C - (dash) 214D - 5C - 5D(1) - 214214D - (dash) 5B - 5D(1) - 214D - dash 6D - j.D whiff - 5D(1) - 214B > 214D - dash 6D - 623D > 236C > 214D - j.D - j.214C - 5D - 214A > 214D - 214A > 214D - 214214D

- 5B, 5C starter = Damage: 7064, Heat Gain: 62 - 50
- 6B, 5C starter = Damage: 6504, Heat Gain: 63 - 50
- 5C starter = Damage: 7686, Heat Gain: 60 - 50


5B+C - 5C - 5D(1) - 214214D - 5B - 5D(1) - 214D - dash 6D - 623D > 236C > 214D - j.214B > 214D - dash 6D - jc late j.214C - 5D - 214A > 214D - dash 3C - 214A > 214D - 214214D
Damage: 5966, Heat Gain: 50 - 50

4B+C - 5D(1) - 214D - 5C - 5D(1) - 214214D - 5B - 5D(1) - 214d - dash 6D - 623D > 236C > 214D - j.214B > 214D - dash 6D - jc late j.214C - 5D - 214A > 214D - dash 3C - 214A > 214D - 214214D
Damage: 5488, Heat Gain: 55 - 50

CH 6A - 5C - 5D(1) - 214D - 5C - 5D(1) - 214214D - 5B - 5D(1) - 214D - dash 6D - j.D whiff - 5D(1) - 214B > 214D - dash 6D - 623D > 236C > 214D - j.D - j.214C - 5D - 214A > 214D - 214A > 214D - 214214D
Damage: 6427, Heat Gain: 60 - 50

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special
5B 6A 2B 5C, 2C, 3C 5D, 2D, 6D Special
5C 6A - 2C, 6C, 3C 5D, 2D, 6D Jump, Special
5D - - - - Special, Dash
2A 5A, 2A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special
2B - 5B, 6B 5C, 2C, 3C 5D, 2D, 6D Special
2C 6A 6B 5C, 6C, 3C 5D, 2D, 6D Special
2D - - - - -
6A - - - - Jump, Special
6B - - 5C, 2C, 3C 5D, 2D, 6D Special
6C - - - 2D, 6D Jump on 2nd Hit, Special, Dash
6D - - - j.D Jump, Special
3C - - - 2D Jump, Special
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Throw, Jump, Special
j.B - - j.C j.D Jump, Special
j.C - - - j.D Jump, Special
j.D - - - - Jump, Special
Red = On Hit only
Green = Available on whiff
Blue = Only once per spring
Special = Specials and Supers
Super = Supers only

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