BBCF/Ragna the Bloodedge

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Overview
Overview

Ragna is a very beginner friendly rushdown character. He has tools to deal with many situations, with strong midrange pokes. Ragna's Drive uniquely works as a life steal mechanic. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the life steal, increasing his survivability when used well. Ragna shines at the midrange where he can flex his strong pokes. Once he's up close, he has solid mixups and pressure.

Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.


Lore:The main character of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a Church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church and sever Ragna's right arm, kidnapping his sister in the process. Ragna is saved by Rachel Alucard when she gives him the Azure Grimoire (the titular "BlazBlue") to replace the arm that had been sliced off. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.
Playstyle
BBCF Ragna the Bloodedge Icon.png Ragna the Bloodedge is a rushdown character with a unique life steal mechanic and great midrange pokes.
Pros Cons
  • Soul Eater gives him great effective health pool
  • Great footsies that can be hit confirmed easily
  • Consistent mid-high combo damage
  • Decent Heat Gain off most combos
  • Great beginner character
  • Great DP
  • Powerful Overdrive
  • Few safe and reliable mix-up options make most offensive approaches easy to read
  • High risk, moderate reward
  • Struggles against zoners and fullscreen options
Drive: Soul Eater
Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic offsets Ragna's low starting health. 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. More specifically, the lifesteal increases depending on how many Soul Eater hits landed on the opponent before using the move. The formula is as follows:
  • 1st to 5th Soul Eater hit = 100% lifesteal
  • 6th Soul Eater hit = 110% lifesteal
  • 7th Soul Eater hit = 120% lifesteal
  • 8th Soul Eater hit = 130% lifesteal
  • 9th Soul Eater hit = 140% lifesteal
  • 10th Soul Eater hit = 150% lifesteal
The scaling remains at 150% for any Soul Eater hit beyond the 10th.
Overdrive: Blood Kain IDEA
Ragna's Overdrive 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.


Normal Moves

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 5 3 9 0 B -

  • Jump cancelable on hit or block.
  • Throw cancelable on hit or block.
  • Whiffs on all characters' crouching hitboxes, except Tager.
  • Can late chain.

Staple standing jab that is faster than most 5A's by 1 frame. 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 start-up and high hitbox.

Combos from 5A are generally weaker than combos from 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 cancelable into other normals, making it a safer option (compared to 6A only being drive and special cancelable).

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
660 Mid 8 8 16 -7 B -

  • Hitbox fully extends on frame 10.
  • Can late chain.

Ragna's standard and most used poke. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, 5B alone often does not merit a lot of damage when used as a footsie, requiring other resources to maximize the reward off a maximum distance hit. While 5B is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral.

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 hurtbox, a trade or even a counter will likely happen.

Combos into 6D or Gauntlet Hades on counter hit, the former for max damage punishes at close range and the latter for max range conversions. Even without a counter hit, max range 5B can be hit confirmed into Overdrive. With the proper combo route, the ensuing OD combo can result in over 4000 damage that provides a respectable amount of corner carry as well.

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 Mid 13 4 20 -5 B -

  • Jump cancelable on hit.
  • Can late chain.

Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. 5C's attack hitbox does not overlap with Ragna's character hitbox at all, compared to 5B which does, making it harder to whiff punish or trade with this attack.

In some ways, 5B is better than 5C, and in other ways, 5C is better than 5B. 5B is quicker and has plenty of Revolver Action options, but its long recovery provides more risk. 5C is slower and has limited Revolver Action 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.

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, although including slight delays into 5C may help when using in combos. Combos into 6C on crouching hit or counter hit, allowing for high damage meterless combos that work even if 5C connected near max range. Close range counter hit combos into 6D which leads to extreme damage so use this route to punish whiffed or blocked reversals.

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
300 All 7 2 10 0 F -

  • Throw cancelable on hit or block.
  • Can late chain.

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 slightly late chain into itself and other moves. The late chain into itself allows less predictable block strings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups.

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
550 Low 9 2 15 -3 F -

  • Can late chain, although time window is smaller.

In terms of pressure, 2B is not quite as effective as 2A, but it is one of the most useful tools in mix-up. However, chains into and from 2B tend to have gaps where the opponent can reversal, so be wary of how often you're using it.

A common chain that serves as not only a safe option to go to, but also a good way to hit confirm into a combo when 2B lands is 2B > 5B. If canceled on the earliest frame possible, this Revolver Action actually has no gaps for the opponent to exploit, even when 2B is instant blocked.

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 Mid 12 3 13 +1 F -

  • Stuns opponent on counter hit.
  • Plus on normal block, but negative on Instant Block.

The +1 frame advantage makes 2C a very popular move for Ragna players, and for good reason too. In a pressure game that is severely limited by multiple unsafe moves, 2C is one of the only moves in Ragna's moveset that is positive. If used properly, you can utilize effective guessing games with the opponent and keep them alert. 2C also has very fast recovery, making it very safe againt OD.

On counter hit, Ragna can combo directly into any of his grounded normals or specials, giving a plethora of route options (focus on damage, metergain, or lifesteal, sideswitch mid-combo, etc.). For combo routes that don't require an immediate special cancel, the high hit-stop and stun time makes it easy to hit confirm.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
700 Mid 12 4 24 -11 B 4~14 H

  • Jump cancelable on hit.
  • Launches opponent on hit.
  • Higher hitbox during later active frames
  • Head invincible on frames 4-14

The slow start-up of this move makes it easily disrespectable by many moves that change the opponent's aerial momentum. Moreover, because this move only gatlings into D moves and specials, this should only be reserved for hard reads on aerial approaches. Note that even the gatling into 5D can be unsafe, as the opponent can backdash the second hit of 5D at proper ranges, which will result in being whiff punished. Just like with knowing when to use 5B and 5C, knowing when to use 5A over 6A (and sometimes not using it at all) really depends on the situation and the nuances of the matchup. Be sure to study the matchup when deciding on using 6A.

Using 6A in combos is the most stable way of getting damage on standing characters. However, 6A has very poor horizontal range, so the move must be used in situations where you know it will hit. It also has somewhat poor damage scaling so avoid using it if better scaling launchers are available (like 6C, 3C into RC or ODc, etc.)

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 High 24 4 19 -6 B -

  • Cannot emergency tech on aerial hit.
  • Forces crouching state on grounded hit.
  • Bonus 110% proration.

Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as 6B lacks any chains into C normals, it doesn't have a completely safe block string. Thus, almost every Revolver Action option after 6B is either unsafe (e.g. 6A, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). 6B > 5D is the hardest gatling option to punish, as it only punishable on IB, but this will end Ragna's turn. Going for 6D after 6B will allow him to maintain his offense, however this is a risky option as 6D is very vulnerable to mashing (on IB), reversals, and Overdrive Raids. Due to its limited gatlings, using 6B within a block string is not as effective as using it as a shock tactic move. Find obscure situations where the opponent will not expect an overhead.

The bonus damage proration that applies the first time 6B is used in a combo, along with its knockdown on air hit, makes this attack incredibly powerful in combos. However, using it almost always requires either a counter hit, rapid cancel, or overdrive, so it is usually reserved for big punish combos.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
700×2 Low, Mid 20 2(4)2 33 -16 F, B -

  • Hits twice.
  • Second hit is jump cancelable on hit or block.
  • Second hit launches and pulls the opponent on hit.

The first hit's mix-up potential is not very high due to none of its gatlings or cancels being lows, but due to its jump cancel, it is not unsafe. The main purpose of this move is to maximize damage on crouching opponents, generally by canceling the second hit into Gauntlet Hades mid-screen or into Blood Scythe in the corner.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 Low 12 3 27 -11 F -

  • Jump cancelable on hit or block.
  • Knockdown on hit.

3C proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up. However, this is limited by Ragna's combo routes as 3C cannot be used to end mid-screen combos (at least not without losing out on damage and corner carry) and cannot be performed after every corner combo. The few cases where 3C okizeme can be performed are after Dead Spike > Dash Cancel, intentionally whiffing the landing hit of Nightmare Edge, and instant air Blood Scythe at maximum height. However, the latter two options cut combo potential very early, and as a result will miss out on damage, meter gain, and health drain. Fortunately, even if Dead Spike was used very late in a combo, 3C will still connect and thus serves as a very viable okizeme option. In this case, the loss in damage and resources for not using either Hell's Fang or D Inferno Divider is negligible while providing significantly better oki.

As for the options after 3C okizeme, here are a few. Of course, you are free to experiment and find your own mix-ups:

  • Double/triple overhead → jump, delayed air dash j.C > j.D > j.214B
  • Low → Empty jump, 2B/3C/6C
  • Throw → Empty jump, forward/back throw
  • Safe Jump setup → jump, j.B or j.C

Staple launcher when meter is available for RC's and ODc, leading into higher damage than either 6A or 6C. The knockdown is greatly extended on counter hit, giving Ragna both stronger and easier to execute combo routes than what Not Over Yet provides. One particular route (which sadly isn't universal) makes him burst-safe after the initial hit by jump canceling, air blocking, then using j.C before touching the ground.

j.A

j.B

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 High/Air 12 4 26 - H -

This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. j.C is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's 5A). Against most matchups, you will most likely stay grounded for the majority of the match, but in the few cases where you're in the air, j.C will serve as your main weapon in aerial battles.


Drive Moves

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
500, 600
[500, 660]
Mid, All 15 5(12)3 29 -11 B -

  • Fatal Counter.
  • Second hit knocks down on air hit.
  • Lifesteal: 100

5D doesn't see much use in pressure or neutral, though note that this move is somewhat safe compared to past iterations thanks to its high pushback, so if used either at the end of a gatling or at certain spacings most characters should struggle to punish it despite its poor frame advantage. It can also be used as a high risk, high reward anti-air thanks to its high vertical hitbox, resulting in 3.5k to 4k damage without a counter hit and 4k to 4.5k damage with one. Its still safe on air barrier block but very punishable on whiff so try to only use it once the opponent has exhausted their air actions.

Very important combo part, so much so that it is used in almost every combo in Ragna's arsenal. The first hit allows him to combo into Gauntlet Hades while the second hit goes into Dead Spike or Not Over Yet. Most fatal counter combo routes require an immediate special cancel, usually into either Blood Scythe or Crush Trigger, resulting in massive damage. The only routes that can be hit confirmed (i.e. both hits of 5D connect) are either a grounded hit into Gauntlet Hades or an air hit into Not Over Yet, both of which provide much more modest damage so FC 5D sees more use in punishes where the first hit is guaranteed to be a counter hit.


Overdrive Version
  • Fatal Counter.
  • Second hit ground bounces and will hard knockdown on hit.
  • Dash cancelable during Overdrive.
  • Frame advantage after earliest Dash Cancel: -2
  • Lifesteal: 150

Overdrive version's properties allows the second hit to combo into any of Ragna's normals or special moves, save for 6D which only works on counter hit. Keep in mind that the first hit will not combo into the second at the end of heavily prorated combos.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 [880] Low 17 2 23 -6 F -

  • Knockdown on hit.
  • Launches opponents and will hard knockdown on counter hit.
  • Lifesteal: 100

As a footsie, 2D's range is second only to 5C, but its practicality only applies to certain situations. The hurtbox does not extend past the hitbox, so against Distortion Drives that have long active frames, you can use 2D for a free, decent combo. The move is also very safe when spaced correctly, so it acts as a good gatling finisher. Chaining into this move from a Level 4 normal or less will leave a gap on regular block, so be careful when going into this move at close range.

In combos, 2D is very useful thanks to its hard knockdown on hit. At close range mid-screen or at any range in the corner, it's possible to combo 2D into Dead Spike and into a full combo. The launch on counter hit gives Ragna new combo routes, usually into 5C mid-screen or into 6D in the corner.


Overdrive Version
  • Knock down on hit.
  • Launches opponents and will hard knockdown on counter hit.
  • Dash cancelable during Overdrive.
  • Frame advantage after earliest Dash Cancel: -2
  • Lifesteal: 150

This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, 2D doesn't see much use in optimal OD combos due to its mediocre damage scaling and follow-up options in comparison to Ragna's other drives and specials, notably 5D and Hell's Fang.

6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 [1100] Mid 21 3 30 -12 H 4~20F

  • Fatal Counter.
  • Jump cancelable on hit or block.
  • Stuns opponent on grounded hit.
  • Foot attribute invincible on frames 4-20.
  • Bonus 110% proration.
  • Lifesteal: 100

Despite only being cancelable to j.D, 6D serves as one of Ragna's more ambiguous mix-up options. The special characteristics of j.D allow for a couple of mindgames, notably its incredibly short landing recovery. Overheads, lows, and throws can be performed from 6D, but it's sometimes tricky to be able to pull it off consistently.

The overhead is from j.D. There is absolutely no gap between 6D and j.D, even on IB, no matter how late you perform j.D (unless you land before j.D comes out), so if you are close enough when 6D lands, the overhead is almost guaranteed. The only time j.D can whiff is when 6D hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if j.D does not hit, due to the frame advantage. Note that if the opponent blocks j.D, you are quite plus, and can dash back in to pressure reset.

The low is performed slightly differently. To perform the low, use j.D just before landing, so that you land before it becomes active so it will whiff, then input 2B. Note that when whiffing j.D at the earliest possible time, Ragna is +1, so most character's fastest moves will stuff out any mixup attempt. Your best bet for landing 2B in this situation is to condition the opponent to block high after 6D (using j.D), and then surprise them with 2B. You can also frame trap them with 2A after whiffing j.D to condition them to block, and once they're respecting you start mixing up from there.

Performing the throw is similar to performing the low, but it is riskier. To perform the throw, use j.D just before landing so it will whiff, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw (B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.

While it is a good pressure tool, 6D does have some big weaknesses. Gatlings into it will always have a gap, making it very vulnerable to reversals, so be careful about using it too frequently or in the same spot multiple times. Additionally, 6D can be easily Overdrived through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.

Separately, 6D also has foot invulnerability from frame 4 up until the last frame before becoming active. It also becomes airborne after frame 4, thus it can also go through grounded throws. As a result, this move can be used against players who tend to use lows or throws as a wake-up option or mix-up. Almost every unsafe low can be punished with a correctly timed 6D.

For combos, 6D is used to optimize the damage of counter hit starter combos as the bonus proration greatly increases combo damage while draining health (which is rare as most Soul Eater attacks usually harm a combo's damage scaling). Also used in corner combos after a launcher to combo into air Blood Scythe. The stun on grounded counter hit allows Ragna to combo into essentially any attack so routes off of it are very flexible.


Overdrive Version
  • Fatal Counter.
  • Jump cancelable on hit or block.
  • Stuns opponent on grounded hit.
  • Foot attribute invincible on frames 4-20.
  • Bonus 110% proration.
  • Lifesteal: 150

Outside of combos, 6D in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal 6D, and has more untechable time. Rarely sees use in optimal OD combos, though it can loop 6D > Air Blood Scythe if it hits an airborne opponent close to the ground.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
740 [814] High/Air 13 4 20 - H -

  • Launches opponent on counter hit.
  • Lifesteal: 100

This is Ragna's only air normal that has a hitbox above him so it's his only safe choice for catching airborne opponents while he is also in the air (all other options are very laggy special moves). It may be more prudent to wait for the opponent to lose height, then contest them with j.A or 6A rather than try to snipe them with j.D.

However, j.D is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than j.C, even very late into a combo. The move's lifesteal also makes it useful to gain a bit of life and increase the Soul Eater rate. While the poor damage scaling makes it a sub-optimal choice at the beginning of a combo, by the end the damage loss is negligible and the health steal becomes more worthwhile.


Overdrive Version
  • Launches opponent on counter hit.
  • Lifesteal: 150

Same properties as the regular version except it has more damage and hitstun. This even allows it to combo into itself. At the end of longer combos, you can combo into Blood Scythe with j.D.


Universal Mechanics

Forward Throw

5B+C or 6B+C

Back Throw

4B+C

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 1500 Throw(90) 7 3 23 - T -

  • 100% minimum damage: 1500
  • Wallbounces opponent on hit.

This is Ragna's main move to keep opponents grounded. In order to condition the opponent to stop jumping out of Ragna's comfort zone, you will sometimes need to hard punish the opponent, and the best way to do that is to air throw. For combo routes, use 5C > 5D > Gauntlet Hades mid-screen, Aerial Blood Scythe in the corner.

Counter Assault

When blocking 6A+B

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
Uncharged 1000 Guard Break 32/Barrier 20 1 25 0 B -
Charged 1000 Guard Break 60/Barrier 30~60 1 25 0 B -

  • 180F Heat Gauge Cooldown.
  • Guard breaks if normal blocked, drains Barrier if barrier blocked.
  • Can be charged. Partial or full charge improves frame advantage on guard break, drains more barrier, and improves damage scaling.
  • Hard knockdown on air hit. Staggers on standing hit.
  • Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.

Ragna's Crush Trigger has relatively mediocre range making it difficult to use in longer block strings. Guard breaking an opponent with the uncharged version can only lead into a full combo in the corner, and even then Ragna must be near point-blank range and start with 5A or 2A. A charged guard break allows Ragna to start a punish combo with any grounded normal and all specials except Blood Scythe.

The uncharged version actually negatively impacts a combo's final damage and eats up a good chunk of hitstun, thus resulting in the combo ending prematurely. The charged version meanwhile greatly increases a combo's damage and opens up new routes. Can be combo'd into from a normal hit 6C and Not Over Yet (corner only), air hit 5D, and counter hit 6A, 3C, 5D, 6D, j.D, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with 6D, 6C, and 5C usually being the optimal follow-ups. Using this move when the opponent is higher in the air will result in longer untechable, allowing moves with slower start-up to combo properly, such as 6C.

Remember that Ragna generally prefers to save meter for rapid cancels as it makes his DP safer to use and improves his damage off footsies and mix-ups without the need of counter hits or overdrive. Thus, try not use Crush Trigger unless a huge damage opportunity presents itself or if the ensuing combo would win the round.


Specials

Hell's Fang

214A

Additional Attack (Hell's Fang)

214D after Hell's Fang

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1000 [1100] All 19 3 35 -19 B -

  • 200% Heat Gain.
  • Launches opponent on hit, wall bounces in Overdrive.
  • Dash cancelable during Overdrive.
  • Frame advantage after earliest Dash Cancel: -4
  • Lifesteal: 200 [300]

Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash 5B or dash 5C mid-screen though it is generally more optimal to cancel the first part of Hell's Fang for better damage.

The overdrive version is dash cancelable on hit or block and wall bounces on hit, extending the combo from anywhere on screen. Follow-up options become more limited if used against an airborne opponent in the corner, but 3C or 5D should still connect properly in this situation.

Inferno Divider

623C/D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
623C 600×2 Mid 9 5, 8 39 -28 B 1~13 All
j.623C 600×2 All 5 5, 8 Until L+19 - H 1~9 All
623D 600×2 [660×2] Mid, All 7 5, 8 48 -37 B -
j.623D 600×2 [660×2] All 7 5, 8 Until L+19 - H -
  • Both hits launch the opponent on hit.
  • D version launches significantly higher on counter hit.
  • D versions have Lifesteal: 50*2 [75*2]

Ragna's meterless DP. The C version of this move is a fully invincible reversal that can be used to exploit holes in an opponent's pressure, anti-air obvious approaches, or interrupt unsafe oki on wake-up. Highly punishable on block or whiff so only use it if 50 heat is available for a Rapid Cancel and if there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). RC-canceling the first hit leaves Ragna on the ground while canceling the second hit leaves him airborne, setting-up a potential high-low mix-up. Has a short combo length property and atrocious damage scaling as a starter, so a successful hit will give extremely low damage even with meter or Overdrive.

The D Version has no invulnerability whatsoever but it deals more damage, has better proration, more range, and steals health. The extremely fast start-up and high launch on counter hit means it can be used as a risky starter, though it leans more towards high risk and only moderate reward. Generally used as a combo ender mid-screen and as a combo part when approaching the corner or while Overdrive is active.

Upper

236C during Inferno Divider

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
460 All 14 3 Until L+19 - H -

  • Puts opponents into a spin state on hit.

Rekka follow-up from Inferno Divider. Leads into either Straight Punch for corner carry mid-screen, combo extension in the corner or Ax Kick for okizeme with no resources or a combo extension in Overdrive. Can whiff after Inferno Divider if it connected in unusual circumstances, such as hitting an opponent's extended hitbox at max range or if ID caught an opponent attempting to do a cross-up. Incredibly long recovery if not canceled into a follow-up (either from the previous situation or a mis-input) resulting in a bigger punish than just landing after Inferno Divider so don't auto-pilot into this attack.

Straight Punch

236C after Upper

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
500 All 15 3 Until L+17 - H -

  • Knocks opponent away on hit. Wall sticks in corner.

Ragna's Straight Punch can only be used after Upper, so it's exclusively utilized in combos. Use it mid-screen for corner carry (at the cost of oki) or for extending combos when approaching the corner. The wall stick has a short duration and the entire sequence from Inferno Divider burns a good portion of the combo timer, limiting this route's potential. However, it's a good option to keep in mind if you're just close enough to the corner for the wall stick but not close enough for other options.

Ax Kick

214D after Upper

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1400 [1540] All 19 4 Until L+19 - H -

  • Knockdown on hit, ground bounces during Overdrive.
  • Lifesteal: 50 [75]

Inferno Divider rekka ender used to gain decent okizeme and good damage anywhere on the screen. Strong combo ender mid-screen but is somewhat lacking in the corner where both Hell's Fang and Nightmare Edge grant stronger oki. Can be used as a combo extender during Overdrive, often followed-up with Gauntlet Hades or Blood Scythe for high damage and life steal.

Gauntlet Hades

214B (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
214B 800 High/Air 20 7 28 -13 H -
j.214B 700 High/Air 12 9 Until L+15 -13 H -

  • Ground version stuns grounded opponents on hit.
  • Air version launches opponent on hit.
  • Ground version hits standing opponents on frame 22, crouching on frame 24.
  • Air version hits standing opponents on frame 18, crouching on frame 20.

Somewhat slow overhead used for high/low mix-ups whenever 6B isn't a viable option (such as after 5B which cannot gatling into it). Higher damage starter than 6B that has higher mix-up potential with RC's but is unsafe on block and has only one also unsafe cancel option (Spin Kick). The ground version puts Ragna into an airborne state, useful for beating throws and some lows. The air version can be used for a triple overhead mix after an IAD j.C > j.D. Used as a combo part in nearly every non-OD mid-screen combo and many corner combos. On counter hit, the stun of the ground version is greatly extended and can combo into every grounded normal and special except Blood Scythe.

Spin Kick

214D after Gauntlet Hades

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
800 [880] All 9 4 Until L+12 - H -

  • Double jump cancelable on hit or block while in Overdrive.
  • Whiffs against crouching opponents.
  • Launches opponent on hit, launch height increases in Overdrive.
  • Lifesteal: 100 [150]

Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with 6A, 6C, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack. The Overdrive version has much more combo potential thanks to its increased hitstun and double jump cancel, granting much more damage, life steal, and corner carry.

Dead Spike

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
900 [900, 300×2] All 26 13 [19] Total 57 -1 [+9] P1 -

  • Dash cancelable, even on whiff.
  • Hits once normally, hits 3 times in overdrive.
  • Launches opponent away on hit.
  • Frame advantage after earliest hit into Dash Cancel: +2 (+12 in OD)
  • Lifesteal: 100 [50*3]

Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.

Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.

Not Over Yet

22C near downed opponent

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 1110 - 11 8 11 - T -

  • Dash cancelable on hit.
  • Special cancelable on hit.
  • Ground slides the opponent on hit.
  • Wall splats the opponent in the corner.

Ragna picks up a downed opponent and punches them away. Versatile combo part with good damage and excellent scaling. Used in almost every corner combo thanks to its high hitstun, wall splat, and myriad cancel options. If hitstun hasn't decayed much, a dash cancel can be used to follow it up with a micro-dash 5C jump cancel combo mid-screen or with a 5B juggle in the corner. It can also go into Dead Spike for a combo extension in the corner even if done fairly late into a combo. The special cancel makes this a strong tool at the end of long combos as it can go into most of Ragna's best combo enders, notably all his distortion drives save for Devoured by Darkness.

Blood Scythe

214D (air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
214D 1250 [1375] All 37 3 15 +3 [+7] H 5~16 BFP
j.214D 1000 All 21 4 Until L+14 - H -

  • Ground slides the opponent on hit, ground bounces during Overdrive.
  • Lifesteal: 100 [150]

Jump attack that is advantageous on block. The grounded version is Ragna's slowest attack, which makes it easy for opponents to react to and punish with an anti-air. However, it can catch opponents off guard if the opponent was expecting to jump over Deadspike instead. Deals high damage and has good scaling making it a strong combo part. Note that it's slow start-up means only a few moves can combo into it such as normal hit 6C and throw, counter hit 6A, 2C, 3C, and 2D, or fatal counter 5D. After it hits, follow up with dash 5C mid-screen or 3C into Not Over Yet in the corner.

The air version has faster start-up and travels further forward but is unsafe on block and is less rewarding on hit. Used in neutral to move quickly through the air and catch opponents who constantly jump. In combos, its used to convert stray air hits near the corner into a full combo, usually 3C into Not Over Yet, though only if the opponent was hit at air Blood Scythe's max vertical range.

In Overdrive, Blood Scythe ground bounces which allows for full combo extensions, even at mid-screen. The ground version gains stronger follow-ups while also being much easier to combo into thanks to 5D and 2D's ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.

Nightmare Edge

j.214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
480*N All 17 2, [4]*N(2)2 20 -5 H -

  • Number of hits is dependent on Ragna's height from the ground.
  • Initial hits ground bounce the opponent on air hit.
  • Landing hit knockdowns the opponent on hit.

Falling slash that acts as Ragna's main air combo ender. Grants good oki mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash 5B for a combo extension though this isn't optimal and is very inconsistent. On counter hit the landing hit's knockdown is greatly extended which allows Ragna to combo into 5C or even 6C. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.

Additional Attack (Nightmare Edge)

214D after Nightmare Edge

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1200 [1320] All 12 3 33 -17 B -

  • Launches opponents away on hit, wall bounces during Overdrive.
  • Dash cancelable during Overdrive.
  • Frame advantage after earliest Dash Cancel: -4
  • Lifesteal: 200 [300]

Nightmare Edge follow-up, used to maximize damage and life steal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice oki there. Extremely powerful combo part during Overdrive as it deals high damage, has high life steal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process so only do so if it will K.O. the opponent.


Distortion Drives

Carnage Scissors

632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
1250, 3200
[1250, 3200, 320×4]
All 9+(40 Flash)+4~12 2(38)4
[2(38)4,1,1,1,1]
58 -43 [-40] B 1~19 All

  • 20% minimum damage: 890 [1146]
  • Hits 2 times, 5 times in Overdrive.
  • Follow-up doesn't occur on whiff. Hold D to prevent the follow-up from happening.
  • First hit stuns grounded opponents, ground bounces airborne opponents.
  • Follow-up attack launches opponent away.
  • Lifesteal: 300 [200+50*4]

Ragna dashes forward up to 80% of the screen before slashing his sword which he follows-up with a Soul Eater enhanced strike if the initial attack hit or was blocked. Fast, far reaching, and highly damaging super used to close out rounds and can be tacked on to the end of just about any combo. Start-up invincibility allows Ragna to go through projectiles and long range pokes, which is good considering how he struggles to deal with zoning. It can be used as a reversal, but it's generally better to RC Inferno Divider instead so that Ragna isn't punishable on block. On a grounded counter hit, the initial hit's stun lasts long enough for Ragna to get a full combo if the follow-up is canceled by holding D. Its okizeme is comparable to Hell's Fang, being somewhat poor mid-screen but quite good in the corner. Frame advantage improves the higher the opponent was in the air before the attack hit such that it can potentially provide safe-jump oki.

In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into 5A, 5B, or D Inferno Divider in the corner depending on the opponent's height from the ground. The extra Soul Eater hits gives the following combo extremely high life steal, perfect for staging a comeback. This should be done as early into a combo as possible to maximize damage and preserve hitstun for more Drive attacks.

Devoured by Darkness

214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 4000 [0, 5000] All [Unblockable] 13+(30 Flash)+12 3 55 -39 B 1~16 All

  • 25% minimum damage: 1000 [1250]
  • Hits 1 time on block, 29 times on hit, 94 times in Overdrive.
  • First hit is unblockable in Overdrive.
  • Final hit launches opponents away on hit.
  • Only the final hit counts towards Soul Eater progression.
  • Lifesteal: 500 [1000]

Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more health than non-OD routes using Devoured By Darkness. The start-up invulnerability doesn't last until the active frames so a wide variety of attacks can interrupt on reaction.

The Overdrive version is where this move shines as the high hitstun of OD Drive attacks allows Devoured By Darkness to be used at the end of highly scaled combos, beating out Carnage Scissors in terms of damage and life steal. This is Ragna's de facto OD combo ender so use it whenever doing so would end the round or give him enough health to turn the tides of a match. It also becomes unblockable, though it can still be interrupted if used predictably. The most consistent set-up is to use Deadspike, rapid cancel it, then use the super, trapping the opponent in blockstun until it connects. Note that this costs 100 heat and can still be beaten by Counter Assaults and Overdrive Raids on reaction to the super flash.


Exceed Accel

Seed of Tartarus

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
600, 2450 {600, 700×4, 2450} All 20 [10] 3 34 -10 B 1~22 All
[1~12 All]

  • 10% minimum damage: 305 (585 (+58) in Active Flow)
  • Fully invincible on frames 1-23 (frames 1-13 if canceled into).
  • Does not cost Heat, but immediately ends Overdrive if used.
  • Activates Active Flow on hit if not previously activated that round.
  • Functions like all other Exceed Accels.

On start-up, Ragna performs a headsplitter on the opponent. If it hits, he will activate his scythe and release three crimson waves, blowing the opponent away. Used on defense or in neutral as a fast and powerful reversal that is much harder to punish than Inferno Divider. Buffering it after an Overdrive Raid can allow Ragna to punish the opponent for using attacks that rely on long blockstun or cancels to stay safe. Note that while this move has a large amount of push back on block, it is still usafe and cannot be Rapid Canceled.

The frame advantage on hit depends on Ragna's screen position and whether or not he is in Active Flow. The longer it takes for the opponent to reach the corner, the greater the advantage. Thus, Ragna is plus when he is cornered, is even at mid-screen, and is negative if the opponent is cornered. The Active Flow version is better as it is even on hit against a cornered opponent and plus everywhere else.

The low minimum damage of the regular version makes it a sub-optimal combo ender in nearly every combo, both in terms of damage and oki so only use it if it will win the round. The Active Flow version is actually useful as it deals good damage for no meter cost. It's especially powerful if Ragna has other resources ready, such as having control of the corner, a counter hit starter, high overdrive time, and/or some spare meter (notably for a charged Crush Trigger or after a corner OD Carnage Scissors > 5A or 5B link).


Astral Heat

Black Onslaught

2141236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independant Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
Inv.Attribute and Hitbox Invincibility information.
0, 2100×6, 300×8, 15000 All 3+(75 Flash)+15 2 24 -11 B 1~19 All

  • 100% minimum damage: 30000
  • Hits 1 time on block, 16 times on hit.

Ragna does an uppercut with his sword, followed multiple scythes slashes on hit. Fast start-up and fairly long range makes this very easy to combo into. Can be used as a risky all-or-nothing reversal thanks to its start-up invulnerability. Instantly grants Ragna victory on hit, preventing opponents from making a comeback after surviving a combo that even with 100 heat couldn't K.O. them (like starting a combo with 5A or 2A) or to send them home with their burst.


External References


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Ambox notice.png To edit frame data, edit values in BBCF/Ragna the Bloodedge/Data.