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The unlimited version of Ranga now has increased health and damage, permanent Blood Kain, and has some new moves that makes him more threatening.
Soul Eater allows Ragna to steal his opponent's life on certain attacks. This mechanic offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Because of this, Soul Eater attacks have heavy chip damage, doing chip damage equal to their lifesteal value.
Soul Eater also has a mechanic that increases lifesteal in long combos. Different lifesteal percentages are applied to Soul Eater hits depending on how many Soul Eater hits have already connected within the same combo. 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 following list out the universal changes for Unlimited Ragna:
- Health increases from 10000 to 15000.
- Combo rate increases from 60% to 70%.
- Has now faster movements and can double airdash.
- Initial dash velocity increases from 16000 to 19200.
- Air dash velocity increases.
- Ragna will continue accelerate after dashing.
- Now has 3 air movement actions, meaning:
- Can now triple jump.
- Can now double airdash.
- Can jump after dash or dashafter jump.
- C moves now lifesteals and counts in the Soul Eater count.
- Has constant Overdrive activated, meaning all his moves are automatically the Overdrive ones.
- Fixed amount of Overdrive time regardless of health (600F).
Normal Moves
- We have collapsed the original descriptions to make a clear view on the changes. Note that the descriptions are copy-pasted; just bear in mind that the Unlimited changes will overwrite the original move.
5A
Unlimited changes
No main functional changes.
- Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).
- Jump cancelable on hit or block.
- Throw cancelable on hit or block.
- 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 netted from this 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 and it's cancelable into other normals. You'll want to use this for a quick anti-air poke or if a twitch reaction is required, reserving the other for the hard callouts.
5B
Unlimited changes
No main functional changes.
- 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 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, such as against opponents who jump without dashing a lot. 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 Overdrive combo can result in over 4000 damage that provides a respectable amount of corner carry as well.5C
Unlimited Changes
- Lifesteal: 100 both on hit and on block
C moves are a common move in Ragna's combo and strings. With all his move getting Soul Eater property, this very greatly improves his healing.
- 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 vice versa. 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). Moreover, 5C seems to have a smaller hitbox, making it harder to connect on airborne opponents, although including slight delays 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 it connected near max range. Counter Hit 5C combos into 6D at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals.2A
Unlimited changes
No main functional changes.
- 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, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.
The key feature to the pressure ability of 2A is its ability to slightly late chain into itself and other moves. The late chain into itself allows less predictable blockstrings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups.2B
Unlimited changes
No main functional changes.
- 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 string has no gaps for the opponent to exploit, even when 2B is instant blocked.2C
Unlimited Changes
- Lifesteal: 100 both on hit and on block
- Crumples opponent on Counter Hit.
- Plus on normal block, but negative on Instant Block.
The +1 frame advantage and 13f recovery make 2C a very popular move for Ragna players, and for good reason too. This is Ragna's only normal that is plus on block, making it his easiest and safest access to plus frames. Additionally, because of its fast recovery, if you space 2C to whiff, you can potentially reset pressure against an unwary opponent. This is risky versus characters that can match your range and speed, and not overly abusable, as you are quite minus. Regardless, if 2C is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, 2C is extremely safe against Overdrive, and you are likely plus if you whiff through it.
On Counter Hit, Ragna can combo directly into any of his grounded normals or specials, giving a plethora of route options (focus on damage, Heat Gain, lifesteal, side switch mid-combo etc.). For combo routes that don't require an immediate special cancel, the high hitstop and hitstun makes it easy to hit confirm.6A
Unlimited Changes
- Startup increases from 12 to 13.
Slight increase on startup, no actual impact.
- Head invincible on frames 4~13.
- Higher hitbox during later active frames.
- Jump cancelable on hit.
- Launches opponent on hit.
The slow start-up of this move makes it easily disrespectable by many moves that change the opponent's aerial momentum. Moreover, because of its small hitbox, heavy recovery, and limited cancel options (into only Drives and specials), it is very easy to bait and punish, and should be reserved for hard reads on aerial approaches. It is generally preferable to use 5A to anti-air with Ragna, but if the opponent is coming down on you with a big, active air normal, you'll have to rely on 6A's head invulnerability to do the trick.
If 6A is blocked, it's cancel options are extremely limited, with most options being unsafe (e.g. Hell's Fang, Gauntlet Hades) or disrespectable (e.g. 6D, Blood Scythe, Dead Spike). 5D is your safest option, but even this can be unsafe, as the opponent can backdash the second hit at proper ranges and whiff punish. Just like with knowing when to use 5B and 5C, knowing when to use 6A over 5A (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 this.
Using 6A in combos is the most stable way of getting damage on standing characters. However, it has very poor horizontal range, so the move should only 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 Not Over Yet or Overdrive Cancel, etc.)6B
Unlimited Changes
- Hitstun decreases from 19 to 16
This breaks some strings like the common 6B > 6D, so 6B > 2D or 5D becomes the alternative when in combos.
- Forces crouching state on ground hit.
- Cannot emergency tech on air 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 Revolver Action into C normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using 6B should be handled with care and not thrown out too frequently. Mix things up with Ragna's other options instead of defaulting to this and/or Gauntlet Hades as to make them more vulnerable to Ragna's offense and potentially enable big Counter Hits with stagger pressure.
If 6B is blocked, almost every Revolver Action option after 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 cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for 6D will allow him to maintain his offense, however this is a risky option as 6D is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.
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 heavy punishes.6C
Unlimited Changes
- Lifesteal: 2*100 both on hit and on block
- Hits twice.
- Second hit is jump cancelable on hit or block.
- Second hit launches and pulls the opponent on hit.
3C
Unlimited Changes
- Hard knockdowns on both normal and counter hits.
3C now has revert back to it's CS1 counterpart where it is untechable on any hit, making it extremely easy to confirm into. If you didn't cancel 3C into anything that is comboable afterwards, you can still do 2B > 5B pickup to continue.
3C okizeme still works, but the timing will vary by a lot.
- Jump cancelable on hit or block.
Staple launcher when Heat is available for Rapid Cancels and Overdrive Cancels, 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.
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, Heat Gain, and lifesteal. 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 > Aerial Gauntlet Hades
- Low → Empty jump, 2B/3C/6C
- Throw → Empty jump, Forward/Back Throw
- Safe jump → Jump, j.B or j.C
j.A
Unlimited changes
No main functional changes.
- Jump cancelable on hit or block.
j.B
Unlimited changes
No main functional changes.
- Jump cancelable on hit or block.
j.C
Unlimited Changes
- Lifesteal: 100 both on hit and on block
- Jump cancelable on hit or block.
Drive Moves
5D
Unlimited Changes
- Defaults to Overdrive version.
- Second hit has even larger hitbox.
- Hits twice.
- Second hit gains a larger hitbox.
- Second hit ground bounces into knockdown on hit.
- Dash cancelable on hit or block.
- Frame advantage after earliest Dash Cancel: -2
- Fatal Counter property on Counter Hit.
- Lifesteal: 150
5D is an 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 or Dead Spike, both of which provide much more modest damage. Due to this, Fatal Counter 5D sees more use in punishes where the first hit is guaranteed to be a Counter Hit.
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 on block, so if used either at the end of a blockstring 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 Guard but very punishable on whiff, so try to only use it once the opponent has exhausted their air actions.
The Overdrive version's properties allow 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
Unlimited Changes
- Defaults to Overdrive version.
- Gains even larger hitbox.
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 blockstring finisher. Canceling 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.
- Dash cancelable on hit or block.
- Frame advantage after earliest Dash Cancel: -2
- Knocks the opponent down on hit.
- Launches into knockdown on Counter Hit.
- Lifesteal: 150
6D
Unlimited Changes
- Defaults to Overdrive version.
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet 6D does have some big weaknesses. Any move that cancels 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 Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.
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.
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.
- 6D > delay j.D allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from 6D.
- The overhead is from j.D. There is absolutely no gap between 6D and j.D, even on Instant Block, 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 mix-up 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.
- 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 (5B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.
Overdrive Version
- Foot attribute invincible on frames 4~20.
- Gains larger hitbox (and smaller hurtbox).
- Launches opponent high into the air on air hit.
- Jump cancelable on hit or block.
- Crumples opponent on grounded hit.
- Fatal Counter property on Counter Hit.
- Bonus 110% proration.
- Lifesteal: 150
j.D
Unlimited Changes
- Defaults to Overdrive version.
This is Ragna's only air normal that hits above him, so it's a decent option as an air-to-air when your opponent is higher than you, made even better by the high counter hit hitstun. However, your options on block are rather limited, and it is quite slow, so it may be more prudent to wait for the opponent to lose height, then contest them with j.A, 6A, or air throw, 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 lifesteal becomes more worthwhile.
- Gains larger hitbox.
- Has faster startup.
- Notably more hitstun.
- Jump cancelable on hit or block.
- Launches opponent on Counter Hit.
- Lifesteal: 150
Universal Mechanics
Forward Throw
5B+C
Unlimited Changes
- Lifesteal: 100
- Launches opponent on hit.
- 100% minimum damage: 1500
Back Throw
4B+C
Unlimited changes
No main functional changes.
- Launches opponent on hit.
- 100% minimum damage: 1500
Air Throw
j.B+C
Unlimited changes
No main functional changes.
- Wall bounces opponent on hit.
- 100% minimum damage: 1500
Counter Assault
6A+B while Blocking
Unlimited changes
No main functional changes.
- 180F Heat Gauge Cooldown.
- Knocks opponent away on hit.
Crush Trigger
5A+B (Chargeable)
Unlimited Changes
- Follows Overdrive version.
- Uncharged version now has Long starter rating.
- 180F Heat Gauge Cooldown.
- Guard breaks on regular block, drains Barrier on Barrier Guard.
- Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.
- Crumples opponent on standing hit. Knocks the opponent down on air hit.
- Lifesteal: 200
Ragna's Crush Trigger has relatively mediocre range making it difficult to use in longer blockstrings. Guard breaking an opponent with the uncharged version can only lead into a full combo in the corner, and even then Ragna must be at close range and start with 5A/2A, or throw at point blank range. 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 Heat 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 to use Crush Trigger unless a huge damage opportunity presents itself or if the ensuing combo would win the round.Taunt
AP
Unlimited changes
No main functional changes.
- Not an attack taunt.
- 100% minimum mental damage.
Special Moves
Hell's Fang
214A
Unlimited Changes
No main functional changes.
- Crumples opponent on Counter Hit.
- When the attack connects, recovery begins immediately.
Additional Attack (Hell's Fang)
214D after Hell's Fang
Unlimited Changes
- Follows Overdrive version.
Overdrive Version
- Wall bounces opponent on hit.
- Dash cancelable on hit or block.
- Frame advantage after earliest Dash Cancel: -4
- 200% Heat Gain.
- Lifesteal: 300
Gauntlet Hades
214B (Air OK)
Unlimited Changes
- Untechable decreases from 30 to 28.
The decreased untech doesn't affect much, as you mostly still use its follow-up.
- Ground version stuns grounded opponents on hit.
- Ground version hits grounded opponents on frame 24.
- Air version launches opponent on hit.
- Air version hits grounded opponents on frame 18 at minimum height.
- Air version is -9 on block at minimum height.
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 Rapid Cancels 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 Instant Air Dash j.C > j.D. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th active frame; however, when doing this as quickly as possible from the ground, because of 4 frame jump start-up + 1 forced air frame of inaction after jumping, the earliest it can hit is frame 23. This makes its use over the grounded version as a mix-up quite niche.
Used as a combo part in nearly every non-Overdrive 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
Unlimited Changes
- Follows Overdrive version.
- Cannot hit crouch state.
- Jump cancelable on hit or block.
- Launches opponent high into the air on hit.
- Lifesteal: 150
Inferno Divider
623C/D (Air OK)
Unlimited Changes
- Follows Overdrive version.
- Lifesteal: 75 on both hit, all versions.
- 623D: Damage remains 600*2 instead of 660*2.
- 623D: Is fully invul from 1-11.
Both version has no changes except D version is now also a frame 1 DP. So yes, you can now trash Ground C Inferno Divider and opt for the more rewarding D version.
- Hits twice.
- Launches the opponent on any hit.
623C
- Ground version is fully invulnerable on frames 1~13.
- Air version is fully invulnerable on frames 1~9.
Ragna's meterless DP. The C version of this move is a fully invulnerable reversal that can be used to exploit holes in an opponent's pressure, anti-air obvious approaches, or interrupt unsafe okizeme 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). Rapid 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 Heat or Overdrive.
623D
- Lacks invulnerability of any kind.
- Lifesteal: 50×2 [75×2]
The D versiondeals more damage, has better proration, more range (due to moving you farther forward), and steals life. 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.
With 50 Heat, Instant Airdash j.623D > Rapid Cancel is a fast crossup mid that is difficult to react to. It can be difficult to apply due to Ragna's limited on-block jump cancels, but use it when the opponent isn't expecting it and it can be a deadly tool. Be wary that this technique can be called out by some low-profile moves, such as Izanami 2BGuardLowStartup9Recovery24Advantage-16, which will make j.623D whiff, leaving Ragna open for a massive punish.
Uppercut
236C after Inferno Divider
Unlimited changes
No main functional changes.
- Puts opponents into a spin state on hit.
- Can only be canceled into on hit.
Straight Punch
236C after Uppercut
Unlimited changes
No main functional changes.
- Knocks opponent away on hit. Wall sticks in corner.
Ax Kick
214D after Uppercut
Unlimited Changes
- Follows Overdrive version.
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 okizeme.
Overdrive Version
- Ground bounces on hit.
- Lets Ragna act before touching the ground.
- Lifesteal: 75
Dead Spike
236D
Unlimited Changes
- Life steal: 150 on hit and block
One of the major changes, Dead Spike now reverts back to the CS version where he summons a large Dead Spike that doesn't move. Slightly negative on block so it is not your best pressure options, but with Dash Cancel it becomes at best +2, which is good enough for continuing pressuring and baiting stuffs. Moves like 2D, 3C always leads to this move with no problems. Unfortunately itself doesn't lead to anything except the follow-up on normal hit; on counter hit you can follow by 5C.
Dash cancel/Follow up input available from frame 28 to 45; Earliest Dash cancel/Follow comes out at frame 33.
Dead Spike Follow-up 1
236D after Dead Spike
Unlimited Changes
- Life steal: 150 on hit and block
- Wall bounces, in corner Wall sticks.
Ragna does a Hell's Fang follow-up but has huge hitbox. In midscreen, with Dead Spike starting with a knockdown (3C > DS for example) or a raw counter hit you will have enough height to combo into 5B > 5C and afterwards. Be careful that on low combo time this can completely whiff and you will feel bad.
In the corner it wall sticks, allows for any kind of attacks you can imagine.
Do note that Dead Spike into this is not a true block string, so do not use this to pressure anyone that has invincible moves.
Follow up input available from frame 9 to 58; Earliest Follow-up comes out at frame 46.
Dead Spike Follow-up 2
236D after Dead Spike Follow-up 1
Unlimited Changes
- Life steal: 200 on hit and block
- Guard Breaks.
- Wall Sticks in the corner, Wall Bounce anywhere else.
Ragna does the final hit of Seed Of Tartarus that travels about three-quarters of the screen. Despite it Guard Breaks, it is so negative on block that you might as well forget it; even if it breaks, you can't follow-up unless you are in the very corner, or use 50 meter to RC or do supers. Just don't swing unless in combos.
On hit it causes massive wall bounce (wall stick) and untech, allow for a variety of follow-ups, such as 5C or supers.
Blood Scythe
214D (Air OK)
Unlimited Changes
- Follows Overdrive version.
- All the invincibility is removed.
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 Dead Spike 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 usually unsafe on block and is less rewarding on hit. Aerial Blood Scythe is safe on normal block at minimum height, making it a fairly safe option when spaced well. 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 Aerial Blood Scythe's max vertical range.
- Ground bounces the opponent on hit.
- Ground version gains more blockstun.
- Air version is -4 on block at best.
- Fatal Counter property on Counter Hit (ground version only).
- Lifesteal: 150
Belial Edge
j.214C
Unlimited Changes
- Life steal: 100, only once on any hits
Replaces Nightmare Edge. A return of good ol' Ragna moves, where Ragna does a sliding down sword attack that deals multiple hits and float them. Now no more weird behaviors on some weird angles; if you hit in any place in the air, it will always get the final hit (the spin).
Combos from any Air C/D attacks or you can do j.214C from 6A. After the spin, you can do 5C or 5B, depend on combo time.
Not Over Yet
22C near downed opponent
Unlimited changes
No main functional changes.
- Can only be used when the opponent is knocked down.
- Ground slides the opponent on hit.
- Wall splats the opponent in the corner.
- Dash cancelable on hit.
- Special cancelable on hit.
Distortion Drives
Carnage Scissors
632146D
Unlimited Changes
- Follows Overdrive version.
- Lifesteal: 100, 200, 100*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 Rapid Cancel 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.
Overdrive Version
- 180F Heat Gauge Cooldown.
- Fully invincible on frames 1~18.
- First hit stuns grounded opponents, ground bounces airborne opponents.
- Follow-up attack hits 5 times, launches opponent away.
- Follow-up doesn't occur on whiff. Hold D to prevent the follow-up from happening.
- First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.
- 20% minimum damage: 1146
Devoured by Darkness
214214D
Unlimited Changes
- Follows Overdrive version.
- Has 150 P1.
- Lifesteal increases to 2000.
So yes, you can completely use this move as a starter and RC to get a 50% boosted damage combo, just for the meme purposes if any.
- 180F Heat Gauge Cooldown.
- Fully invincible on frames 1~16.
- First hit is unblockable.
- Final hit launches opponents away on hit.
- Only the final hit counts towards Soul Eater progression.
- 25% minimum damage: 1250
- Lifesteal: 1000
The Overdrive version is where this move shines, as the high hitstun of Overdrive attacks allows Devoured by Darkness to be used at the end of highly scaled combos, beating out Carnage Scissors in terms of damage and lifesteal. This is Ragna's de-facto Overdrive combo ender so use it whenever doing so would end the round or give him enough health to turn the tides of a match.
Devoured by Darkness also becomes unblockable in Overdrive, though it can still be interrupted if used predictably. To setup a guaranteed unblockable hit, use (OD) Dead Spike, Rapid Cancel the first hit, then activate Devoured by Darkness, trapping the opponent in blockstun until it connects. Note that this costs 100 Heat and Overdrive, and can still be beaten by Counter Assaults and Overdrive Raids on reaction to the super flash, so your opponent must have under 50 meter and no Overdrive in order to execute this. Still, under the right circumstances it can be a powerful checkmate tool to close out the round.
EX Hell's Fang
236236A
- BBCS Ragna HellsFang.png
Unlimited Added
- 1F hitstop on initial 5 hits
- Minimal damage: 80*n + 1000
Newly added into Unlimited version, Ragna rushes to his opponent and if it hits, grab them into the blood hand and crushes them. Has slightly better damage but no lifesteal, making it quite bad as an ender compared to Carnage Scissors. On fewer hits however, it has better damage than Scissors.
Combos from almost everything with enough height as it is active after the superflash ends, except a complete knockdown.
EX Inferno Divider
236236C
- BBCS Ragna BlackOnslaught.png
Unlimited Added
- Life steal: 200, 50*14
- 20% minimal damage: 1600
Ragna does the first hit of Astral; if it hits, he launches the opponents with a long Inferno Divider elevator. Very excellent minimal and lifesteal, makes it one of the better supers in the book. Also connects from almost all attacks.
Also serves you as a reversal since it's invincible on startup, but you are better off to keep this 50 for an Inferno Divider RC unless you sure that it will hit and kill and wants anti-burst.
Exceed Accel
Seed of Tartarus
A+B+C+D during Overdrive
Unlimited Changes
- EA is back to its CF1 counterpart, where it is relatively safe but has no minimum damage.
Ragna performs a head splitter on the opponent (the same animation as 5D's second hit). 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, most typically character's C buttons. Note that while this move has a large amount of push back on block, it is still unsafe and cannot be Rapid Canceled, so with 50 Heat you are usually better off using C Inferno Divider. However, some characters with stubby or slow buttons can have a tough time punishing EA on block, so consider using it more against these characters.
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 okizeme, so only use it if it will win the round. The Active Flow version is actually useful as it deals good damage for no Heat 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 Heat (notably for a charged Crush Trigger or after a corner (OD) Carnage Scissors > 5A or 5B link).
Astral Heat
Black Onslaught
2141236C
Say goodbye to your opponent.
- 180F Heat Gauge Cooldown.
- Fully invincible on frames 1~19.
- Hits only once on block.
- Opponent leaves hitstop 6 frames before Ragna on block.
- 100% minimum damage: 30000
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Click [★] for character's full frame data
Essentials
• HUD •
Controls •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Universal Strategy •
Detailed & Advanced Information
• Damage/Combo •
Attack Attributes •
Frame Data & System Data •
Misc •
Archived Information
• Patch Notes • Tier Lists •
- Active Flow
- Advanced Input
- Attack Attributes
- Attack Level
- Astral Heat
- Auto Heat Gain
- Burst
- Barrier Block
- Barrier Gauge
- Bonus Proration
- Clash
- Combo Rate
- Counter Assault
- Counter Hit
- Counter Hit Carry
- Crush Trigger
- Danger State
- Distortion Drive
- Exceed Accel
- Fatal Counter
- Guard Cancel Overdrive
- Guard Crush
- Guard Bonus
- Hard Knockdown
- Heat Gauge Cooldown
- Instant Barrier
- Instant Block
- Negative Penalty
- Overdrive
- Overdrive Cancel
- Purple Throw
- P1, P2
- Rapid Cancel
- Same Move Proration (SMP)
- Starter Rating
- Super Flash Buffer
- Throw Reject Miss (TRM)
- Ukemi/Tech (Air)
- Ukemi/Roll/Emergency Tech
- Untechable State