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===<span style="visibility:hidden;font-size:0">Key Moves</span>===
===<span style="visibility:hidden;font-size:0">Key Moves</span>===


{{Card
===Key Moves===
|header=Key Moves
 
|content=
Extremely basic write-up. Formatting will be updated in the future.
TBW
 
}}
Normals
* 5B: The fabled Jesus Kick, 5B is an incredibly versatile footsie tool with considerably large application, such as counter-poking, checking opponents, and a bit of anti-airing due to its air-unblockable property.
* 5C: Despite having five extra frames of startup, 5C is both safer and hits farther than 5B at the cost of it being more punishable.
* 2A: Ragna's fastest low jab. Due to its +0 on block property, 2A allows for Ragna to pressure and condition the opponent, while also giving a safe-on-block chain into 2C.
* 2B: Ragna's fastest low, and the tool you'll be using the most for opening them up if they're blocking high.
* 2C: A plus-on-block poke that can be easily used to pester opponents at a distance.
* 6A: A grounded anti-air with limited range, but with its head invulnerability lasting from Frame 4-13, it has enough of a use to not be entirely outclassed by Inferno Divider.
* 6B: Ragna's only grounded normal overhead, 6B can be cancelled into 6A to provide an easy juggle combo into reasonable damage.
* j.A: Air jab.
* j.B: Crossup.
* j.C: Primary jump-in attack.
 
Specials
 
* Gauntlet Hades: Forward-moving lariat that is either -4 or -19 depending on if you use the followup or not.
* Inferno Divider: A reversal, anti-air, and combo ender all in one. 623C provides better invulnerability, while 623D provides better damage and lifesteal.
 
Drives
 
* 5D: Due to its high pushback on block and good lifesteal + damage, but low reward in neutral, 5D is moreso used in combos rather than pressure.
* j.D: The only air normal that hits above Ragna.
 
Distortion Drives
 
* Carnage Scissors: The God of the Neutral Skip. Comically large hitbox, easy damage from up to 80% of the screen, far more versatile than Devoured by Darkness.
* Devoured by Darkness: Only really outshines Carnage Scissors while in overdrive, dealing more damage and giving more lifesteal at the cost of being harder to land.


===<span style="visibility:hidden;font-size:0">Neutral</span>===
===<span style="visibility:hidden;font-size:0">Neutral</span>===

Revision as of 15:58, 26 March 2024

 Ragna the Bloodedge




Should you be playing  Ragna the Bloodedge?

You should pick Ragna if

  • You like having strong neutral buttons that convert at basically any range.
  • You want a strong, fast, and reliable meterless reversal.
  • Having above average damage that gets even higher with Overdrive and/or meter is something that sounds like fun.

You Should Avoid Ragna if

  • You want to play a character with a focused identity instead of an all-rounder.
  • You dislike strike/throw mixups and conditioning-based high/lows and need an exceptionally quick overhead.
  • You absolutely need a projectile to lean on in neutral.

Key Moves

Key Moves

Extremely basic write-up. Formatting will be updated in the future.

Normals

  • 5B: The fabled Jesus Kick, 5B is an incredibly versatile footsie tool with considerably large application, such as counter-poking, checking opponents, and a bit of anti-airing due to its air-unblockable property.
  • 5C: Despite having five extra frames of startup, 5C is both safer and hits farther than 5B at the cost of it being more punishable.
  • 2A: Ragna's fastest low jab. Due to its +0 on block property, 2A allows for Ragna to pressure and condition the opponent, while also giving a safe-on-block chain into 2C.
  • 2B: Ragna's fastest low, and the tool you'll be using the most for opening them up if they're blocking high.
  • 2C: A plus-on-block poke that can be easily used to pester opponents at a distance.
  • 6A: A grounded anti-air with limited range, but with its head invulnerability lasting from Frame 4-13, it has enough of a use to not be entirely outclassed by Inferno Divider.
  • 6B: Ragna's only grounded normal overhead, 6B can be cancelled into 6A to provide an easy juggle combo into reasonable damage.
  • j.A: Air jab.
  • j.B: Crossup.
  • j.C: Primary jump-in attack.

Specials

  • Gauntlet Hades: Forward-moving lariat that is either -4 or -19 depending on if you use the followup or not.
  • Inferno Divider: A reversal, anti-air, and combo ender all in one. 623C provides better invulnerability, while 623D provides better damage and lifesteal.

Drives

  • 5D: Due to its high pushback on block and good lifesteal + damage, but low reward in neutral, 5D is moreso used in combos rather than pressure.
  • j.D: The only air normal that hits above Ragna.

Distortion Drives

  • Carnage Scissors: The God of the Neutral Skip. Comically large hitbox, easy damage from up to 80% of the screen, far more versatile than Devoured by Darkness.
  • Devoured by Darkness: Only really outshines Carnage Scissors while in overdrive, dealing more damage and giving more lifesteal at the cost of being harder to land.

Neutral

Neutral
TBW

Offense

Offense
TBW

Defense

Defense

TBW

Combos

Combos

TBW

Consult the Combos section in the combo page for more details.

Post-Knockdown

Post-Knockdown

TBW

For a more in-depth view of Ragna's options on okizeme, it is best to consult the Okizeme section on the strategy page.

Overdrive Utilisation

Overdrive Utilisation

TBW

Overdrive as a general mechanic is very versatile due to its varied and very powerful uses, most notably as a very strong defensive option or simply as a way to extend combos.

For more precise strategy scenarios and ways to extend combos with Overdrive, it is best to check the respective Strategy and Combo pages.

Navigation

 Ragna the Bloodedge


System Pages
Mechanics
Application & Advanced Information
Archived Information