BBCSE/Ragna the Bloodedge

From Dustloop Wiki

Overview

Ragna the Bloodedge is a wanted criminal with an extraordinarily large bounty on his head (well in the trillions) for attempting to destroy the NOL, and is Jin and Saya's older brother. He is a playable character in Calamity Trigger and Continuum Shift and is the main protagonist of the series.
Drive: Soul Eater

Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where the more Soul Eater moves that are used in a combo, the more health drain the following Soul Eater attack will have. For example, using 5D (200 drain) then D Inferno Divider (50×2 drain) will result in more health drain (315 drain) than with 5D's and D Inferno Divider's health drain base values added together (300 drain).

  • 1st Soul Eater hit = 100% drain
  • 2nd Soul Eater hit = 110% drain
  • 3rd Soul Eater hit = 120% drain
  • 4th Soul Eater hit = 130% drain
  • Subsequent Soul Eater hits = 150% drain
Ragna has a Distortion Drive called "Blood Kain" that augments all of his Soul Eater moves. Not only do all of his Soul Eater moves have higher damage, but some also have different move properties and different hitboxes.
Ragna the Bloodedge

BBCSE Ragna Portrait.png

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

 Ragna the Bloodedge is a footsies based character

Pros
Cons
  • Great footsies that can be hitconfirmed easily
  • Very high damage output with basic BnBs
  • Very good meter gain off of basic BnBs, extraordinarily good in certain setups
  • Easy to understand combos, making him easy to pick up
  • One of the best DPs in the game
  • Decent and dependable anti-air
  • Very effective fatal counter, can be used to punish certain moves and obtain good damage from it
  • Blood Kain combos greatly increase damage potential
  • Weak pressure and mixup
  • Poor meterless damage output at maximum footsie range
  • Most moves in arsenal are unsafe and minus on block
  • Midscreen combos often require a rapid cancel (uses 50 heat)
  • Bad matchups against zoners
  • Effective play requires some knowledge on proration, creativity with mixup, matchup knowledge, and some sense of yomi

Move List

See also: Ragna Full Frame Data

Normal Moves

5A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 5 3 9 ±0 Click!
  • Staple standing jab.
  • Whiffs on all characters' crouching hitboxes.
  • Can combo into 5D on aerial CH.


Because of the fact that 5A whiffs on every character's crouching hitbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame startup and high hitbox.

Combos from 5A are generally weaker than combos from 6A, but out of the two, 5A is safer since its quick recovery makes it hard to punish (compared to 6A's 18 frame recovery).

5B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
660 273 85 89 8 8 16 -7 Click!
  • Ragna's standard run-of-the-mill poke.
  • Has a large amount of priority due to its range, hitbox, and startup.
  • Longer hitbox on last three active frames.
  • Can late-chain.


This move is good as a pressure tool, but it is only truly safe when used a distance away from the opponent. The use of 5B is optimal when used at maximum range.

5B can be used as an anti-air due to its speed and hitbox, and can lead into big damage when used so. However, 5B's attack hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be when at a considerable distance away from the opponent. Morever, because Ragna's attack hitbox overlaps his character hitbox, it's likely that the move will either trade or get beaten out flat. This makes it a weaker anti-air than either 5A or 6A, but can be considered an option for anti-airs.

5C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
800 331 90 92 13 4 20 -5 Click!
  • Another one of Ragna's standard run-of-the-mill poke.
  • Not as fast as 5B, but is longer and has better combo potential.
  • Can late-chain.
  • Useful as combo fodder.
  • Can be followed up with 6C on CH.


When used at maximum range, 5C is extremely hard to punish, even on IB. 5C's attack hitbox does not overlap with Ragna's character hitbox at all, compared to 5B which does, making it a better footsie in certain situations.

In some ways, 5B is better than 5C, and in other ways, 5C is better than 5B. When you compare the two, 5B is quicker but riskier, and 5C is slower but more efficient. Deciding between the two in various situations will require an understanding of the game's flow as well as the matchup that you're up against. This is not something that can be learned overnight; it requires experience and practice to master the proper way to use this move.


2A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 80 84 7 2 10 ±0 Click!
  • Staple crouching jab.
  • Can late-chain.
  • Throw cancellable.
  • Added hitbox beneath armpit, now able to hit some low profile attacks.


The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being 2A > 2C.

The key feature to the pressure ability of 2A is its ability to late-chain into itself and other moves. The late-chain into itself allows you to be a lot less predictable with your blockstrings, and can level up your pressure from a character whose pressure is only sub-par. Its ability to cancel into throw also allows for deeper mind games. A common example would be causing throw reject miss against the Throw Option Select, though other uses for its cancel into throw can be found.

2B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500 207 80 86 9 2 15 -3 Click!
  • Staple crouching low.
  • Mostly safe when it is not cancelled into another normal, however it is unsafe when it is.
  • Can late-chain, although time window is smaller than the rest of Ragna's moves.


In terms of pressure, 2B is not quite as effective as 2A, but it certainly helps keep the opponent to respect pressure. Always keep in mind though that usage of this move should be dependent on how your opponent deals with pressure (i.e. is he respecting pressure? Is he mashing a DP?) so that you can utilize the move without getting punished too often.

A common gatling that serves as not only a safe option to go to, but also a good way to hitconfirm into a combo when 2B lands is 2B > 5B. If cancelled on the earliest frame possible, this gatling actually has no pressure hole in it to utilize, even when 2B is instant blocked. Keep in mind however that 2B has less range than 5B. If you read 5B's description in this wiki, you'll know that 5B is truly only safe when used at long ranges. Thus, if you end up using the gatling, 5B will hit at best at the middle of Ragna's leg, which is still not entirely safe without a cancel. Therefore, you must cancel 5B into another normal (preferably 2C but you can do whatever) if you want to avoid getting punished.


2C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 298 100 89 12 3 13 +1 Click!
  • Ragna's only Fatal Counter attack, but is one of the quickest and deadliest.
  • Serves as a great and convenient punish due to its relatively quick startup and maximum P1.
  • Burst-safe when standalone.
  • Safe on block, but pressure afterwards can be easily disrespected.


On paper, 2C looks like a completely solid move, in which it is. However, since 2C's feature of being safe of block has been around since BB:CS, many players have been using it a lot more often since it is very useful. This has resulted in a lot of players, Ragna and non-Ragna players alike, to be accustomed to 2C being left alone in order to create a "safe" situation. Due to this, these exact players know ways around it and can punish it without any effort. Fortunately, there is a frame trap that specifically adheres to these situations. By using the 2C > 5C gatling, you can cause the opponent to expect the standalone 2C, and then use 5C to catch their attempt to hit you out of 2C.

6A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 80 80 13 4 18 -5 Click!
  • Staple anti-air.
  • Invulnerable to aerial attacks from frame 5.
  • Forces aerial state on opponent.
  • Higher hitbox during later active frames.
  • If this move does not counter hit, the move can still be followed up with 5A after 6A recovers.


The slow startup of this move makes it easily disrespectable to certain moves, good examples being Hakumen's Hotaru and Noel's Bullet Storm. Just like with knowing when to use 5B and 5C, knowing when to use 5A over 6A and vice versa (or using no anti-air whatsoever) really depends on the situation and the nuances of the matchup. It should then be treated the same way.

Using 6A in combos is the best way to get damage on standing characters. However, it has very poor horizontal range, so you have to use the move early on. Make sure you hit confirm into 6A, as it is a terrible move to have blocked by a grounded opponent. If blocked, you can only hit them with a special move or jump cancel, which makes what you do next very predictable.

6B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 298 75 89 24 4 19 -4 Click!
  • Run-of-the-mill overhead.
  • Cannot emergency tech on aerial hit.


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

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

The new changes to 6B now allow it to be a legitimate combo tool. Its hitstun on untechable knockdown allows any move, including Dead Spike, to be used afterwards, even with slightly high hitstun reduction. 6B can be used after 6C, Belial Edge with only a slight hitstun reduction (-2 at most), and a late Dead Spike (not as common as the other setups).

6C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
512, 608 211, 251 90 92 20 5(11)2 33 -16 Click!
  • Combo tool that usually leads into high damage combos from anywhere on screen.
  • Frame advantage is -4 off of earliest dash cancel after either hit.
  • On aerial CH, opponent is in hitstun until contact with ground.
  • The only gatling that leads into 6C that works without meter and without a counter hit is 5C > 6C on crouchers.


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

3C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
720 298 90 88 12 3 17 -11 Click!
  • Causes emergency tech.
  • One of Ragna's moves that enables the usage of 22C afterwards.


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

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

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

j.A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
300 124 90 84 7 3 9 -- Click!


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

j.B

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
500 207 90 86 10 9 12 -- Click!
  • Lots of active frames as well as a crossup hitbox makes it a good move for approaches.


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

j.C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
620 256 90 89 12 3 24 -- Click!
  • Primary non-combo use is for approaches from the air to the ground.


You can followup j.C with 5B for an easy hitconfirm that's also very airtight on block. Keep in mind that while this move may have a quick startup and large hitbox, most characters have anti-airs, so they can easily answer back to Ragna's j.C.

In Continuum Shift Extend, the area below the previous hitbox now has hurtbox properties, meaning the attack has more downward range. This makes jump-ins with this move a lot easier. Fuzzy setups with this move are also easier (albeit hard to combo after without meter).

Counter Assault

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0 0 50 92 7 19 23 -23 Click!
  • Fully invincible from frames 1-20.
  • Longer hitbox on last three active frames.
  • 180F heat gain cooldown.


In Continuum Shift Extend, counter assaults now deplete a primer. Now that both bursts and counter assaults take away primers, there is even better reason to improve on defensive play, as guard crushes still hurt a lot.

Ragna's particular counter assault is good for what it's worth; it is actually the second fastest counter assault in the game (next to Arakune's 4 frame throw counter assault), and it also has a lot of active frames, making this move have a lot better chances to land than other characters'. This still doesn't mean that you should use the move whenever you want, but it's still good to keep in mind.

Drive Moves

5D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
544, 760 225, 314 100 92, 80 17 5(12)1 44 -24 Click!
  • Second attack ground bounces on aerial hit, steals 200 life on hit or block, and has 50% repeat proration.
  • Both attacks are dash cancellable on block or hit.
  • Usually followed up by Dead Spike in one form or another.


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

2D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 310 90 94 18 2 23 -4 Click!
  • Downs opponent on hit with enough hitstun to last through 2D's animation.
  • Ground bounces opponent on CH; hitstun is vastly increased to give a sizable amount of time to combo off of it.
  • On non-counter hit, can only be followed up with a Rapid Cancel.
  • Steals 150 on hit, 120 on block.


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

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

6D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
750 310 90 94 26 3 16+16L -14 Click!
  • Can only normal cancel into j.D.
  • Forces aerial state on opponent.
  • Invulnerable to lows from frame 10.
  • In the air from frame 20.
  • Steals 200 life on hit or block.


In Continuum Shift Extend, 6D now forces the opponent into an aerial state. You can use 6D off of CH 5C, [[#Hell's Fang (214A)|Hell's Fang]] RC, and CH 2D.

6D is a good way to continue pressuring your opponent. If it's blocked, you can cancel into j.D to create a gapless blockstring that gives ample room to restart your pressure. 6D can also be used to create mixup by whiffing j.D to reduce landing recovery, but this tactic should only be used when you know for certain that the opponent will not try to beat you out of it, especially with 6D's slow startup and frame disadvantage (-1) when you whiff j.D.

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

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

j.D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
590 244 90 89 13 4 20 -- Click!
  • Very useful combo tool; able to combo into Belial Edge in most cases.
  • Landing recovery is 3F if move is interrupted at any point by landing.
  • Steals 30 on hit or block.


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

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

In Continuum Shift Extend, j.D now has a large increase in untechable time. This allows for new combos, particularly allowing the use of Belial Edge in almost any combo, regardless of high hitstun reduction. You can even follow up j.D on aerial hit even after landing with certain moves. Counter Hit j.D also has significantly more untechable time and forces the opponent into the air on a grounded hit, giving Ragna almost a second to confirm the hit into damage.

Throws

Forward Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 0, 579 90 100, 55 7 3 19 -- Click!
  • Causes wallbounce in corner.
  • Now special cancellable in Continuum Shift Extend.


Use Gauntlet Hades to follow up when in midscreen, Inferno Divider D when located a screen away from the corner (not close enough for the wallbounce, but close enough for Straight Punch to wallbounce), dash 6B when close to the corner, and 5C when immediately in the corner (when the throw causes a wallbounce). If you are in the corner and would like to perform a Blood Kain combo from this, delay special cancel into Dead Spike.

When performing the throw combo immediately in the corner on Tager, use 5B instead of 5C. When performing the throw combo immediately in the corner on Hakumen, use 2C instead of 5C.

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

Back Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 579 90 100, 55 7 3 19 -- Click!
  • Launches opponent behind Ragna.
  • Now special cancellable in Continuum Shift Extend.


Use Gauntlet Hades to follow up when in midscreen, Inferno Divider D when located a screen away from the corner (not close enough for the wallbounce, but close enough for Straight Punch to wallbounce), dash 6B when close to the corner, and Dead Spike when in the corner.

Air Throw

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 1400 579 100 100, 55 7 3 15 -- Click!
  • Causes wallbounce anywhere on screen.
  • Can be followed up anywhere on screen, but combos from this move do a lot more damage in the corner.


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

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

Special Moves

Hell's Fang

214A

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
730 302 75 70 15 13 33 -4 Click!
  • Upon hit or block, remaining active frames are skipped and the animation goes straight into recovery.


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

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

Additional Blow / Tsuika Kougeki

214D after Hell's Fang

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
950 786 100 92 23 3 40 -24 Click!
  • Launches opponent to the corner on hit.
  • Steals 100 on hit or block.


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

In Continuum Shift Extend, the recovery of this move has been significantly decreased, thus allowing for better and easier setups for oki. In certain cases, moves can be used after it to followup, but there are certain setups that have to be used against certain characters in order for the setup to work consistently. While these combos do end up netting more damage, they are incredibly hard to pull off consistently, and it's far more efficient to follow normal combo paths. Unless your execution is godlike, steer clear from combos that utilize this.

Inferno Divider

623C/D, j.623C/D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground C 420, 460 173, 190 70 92 7 2(4)6 24+19L -30 Click!
Air C 420, 460 173, 190 85 92 5 2(4)6 until landing + 19 -- Click!
Ground D 600×2 248×2 100 92 7 2(4)12 27+19L -39 Click!
Air D 600×2 248×2 100 92 7 2(4)12 until landing + 19 -- Click!
  • C version on both ground and air is fully invincible from frame 1.
  • All DP versions force aerial state on opponent.
  • Both ground versions of Inferno Divider are in the air from frame 10.
  • D version only on ground breaks 1 guard primer.
  • D version on both ground and air steals 50×2 on hit or block.


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

The D version of Inferno Divider is not so great compared to C Inferno Divider in terms of using it outside of combos. There is absolutely no invincibility and the hitbox doesn't hit high enough to be a good anti-air. The primary use of this move should mostly be during combos. When using the D version in combos, 623D(1) is advised. This is where you cancel into Upper just before the second hit of the Inferno Divider lands on the opponent. If done correctly, you will not go into the second hit and will go straight into Upper. This is done so that you get more damage compared to 623C(1) and get a little health gain back. Keep in mind however that 623D(1) - CU 3C will not work in heavy proration. In this case, use 623C(1).

A neat little trick that requires a bit of execution is the "crossup divider." To perform this, you must first airdash above the opponent. Once you right behind the opponent, perform the aerial Inferno Divider. This will cross the opponent up, but in order to follow up you must have at least 50 heat in order to Rapid Cancel the hit. It's suggested that if you're in the corner yourself, you use D Inferno Divider since it is a better starter than C Inferno Divider. It is only worth using in the corner, since the midscreen combo only nets about 2.7k damage, which won't be worth the 50 heat used for the crossup. It may be a little hard to get used to, but the crossup divider is probably one of Ragna's best mixup options that he has or will ever have, so it is worth learning.

Upper

236C after Inferno Divider

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
310 128 100 92 14 3 till L+19 -- Click!
  • Forces aerial state on opponent.


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

Straight Punch / Yoko Fukitobashi

236C after Upper

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
400 165 100 70 15 3 till L+12 -- Click!
  • Creates corner bounce.
  • Adds 55F of untechable on corner bounce.


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

Ax Kick / Kakato Otoshi

214D after Upper

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
480 198 100 50 19 4 till L+13 -- Click!
  • Ground bounces opponent on hit.
  • Steals 100 on hit or block.
  • Cannot perform any actions during falling unless Rapid Cancel is used.


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

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

Gauntlet Hades

214B, j.214B

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
Ground 800 331 90 88 20 7 14+14L -11 Click!
Air 700 289 90 92 12 9 till L+15 -9 Click!
  • Both versions ground bounce opponent on hit.
  • Ground version hits crouching opponents on frame 24, and is in the air from frame 12.
  • Aerial version hits crouching opponents on frame 23 (including jump startup) when the jump startup is as low as possible (4 frames).
  • If one version was used twice, 70% repeat proration will occur.


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

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

Spin Kick / Keri Age

214D after Gauntlet Hades

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
550 227 100 60 9 3 till L+20 -12 Click!
  • Followup to Gauntlet Hades.
  • Forces aerial state on opponent.
  • 60% repeat proration.
  • If the Blood Kain version was done in the same combo as this move, repeat proration will not occur.
  • Frame advantaged listed in the table is when the move is done 1 frame from landing, in other words at the latest point possible.
  • Steals 100 on hit or block.


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

Dead Spike

214D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000 414 100 96 28 12 54T +3 Click!
  • Launches opponent back on aerial hit.
  • Breaks 1 guard primer.
  • 60% repeat proration.
  • If the Blood Kain version was done in the same combo as this move, repeat proration will not occur.
  • If Ragna is hit out of the move, the attack will lose its hitbox.
  • Has a taller hitbox on last 8 active frames.
  • Steals 100 on hit or block.


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

In Continuum Shift Extend, the opponent trajectory from Dead Spike aerial hit has increased horizontal distance, and as a result primarily cannot be followed up in midscreen without heat. There are very few exceptions, however, but the setups are very picky and inefficient; you would be better off using a different combo.

Belial Edge

j.214C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
600, 100×N 248, 41×N 75 90(1) 15 till L(1)1 16 +1 Click!
  • Grounds opponents on aerial hit.
  • Last hit launches opponent backwards on aerial hit.
  • 10% repeat proration.


The last attack launches the opponent all the way to the other side of the screen. Because of this, there are only two ways to follow the move up when outside the corner: Hell's Fang and Carnage Scissors. Belial Edge into Hell's Fang requires a dash that is a 1-frame link, and due to how the input is laid out (214A), it is incredibly hard to perform consistently, so it is rarely done. When the 1-frame link isn't performed correctly, all oki is lost, so it is better to use D Inferno Divider into Ax Kick for midscreen oki. Carnage Scissors is a very good alternative in terms of creating oki and still retaining corner (as well as being easy to perform), but the use of 50 heat should be well spent. In the Carnage Scissors excerpt, it is advised that Carnage Scissors should only be performed if the resulting attacks will end up defeating the opponent; otherwise the heat would have been better off spent on something else. In other words, Belial Edge should by all means only be used around the corner area (i.e. if Belial Edge will cause the opponent to fly into the corner, so that you can follow up with something like 5C), unless you know for sure that Carnage Scissors will kill.


Not Over Yet / Mada Owari Ja Ne Zo

22C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 400 0, 165 100 92 7 3 16 +4 Click!
  • Frame advantage listed in table is actually the static difference of Ragna and the opponent when the attack lands.
  • 120% bonus proration.
  • 5% repeat proration.


There are only certain moves that will allow the usage of 22C. Those moves are 3C, 2D, 5D(1) in Blood Kain, Ax Kick, and Carnage Scissors(1). In Continuum Shift Extend, 6B on aerial hit also works.

As of Continuum Shift Extend, the frame advantage from 22C has been reduced to +4, and makes any typical meterless followup impossible. Fortunately, you can still follow up from 22C on certain characters in a Fatal Counter combo, but now the move's only use in combos is as a combo ender for oki purposes only.

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

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

Distortion Drives

Carnage Scissors

632146D

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
1000, 2300 -- 85 92 9+(7~12) 2(48)4 64 -49 Click!
  • Ragna's go-to combo finisher.
  • Fully invincible from frame 1 till the end of superflash.
  • Strike invincible from frame 1 until 8 frames after superflash ends.
  • First attack ground bounces opponent on hit.
  • Second attack launches opponent back on hit, breaks 2 guard primers, and has 20% repeat proration.
  • If the Blood Kain version of this move is used, repeat proration will not occur.
  • Able to cancel the second attack by holding down D.
  • 180F heat gain cooldown.
  • 30% minimum damage to both attacks (300 + 690).
  • Second attack steals 300 on hit or block.


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

In Extend, Carnage Scissors is fully invincible for 6 frames after the super flash. This new invincibility allows him to punish some character's projectiles, like a poorly spaced sword from Lambda. However, the invincibility only lasts 6 frames after the super flash, so opponents can reaction throw you out of Carnage Scissors. Because of this, it is still recommended to use this move as a combo finisher.

Blood Kain

214214D

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
-- -- -- -- -- -- -- (19+1)T -- Click!
  • Transformation super that augments all of Ragna's D moves.
  • Fully invincible throughout the whole animation.
  • Duration of augments lasts for 600 frames or 10 seconds (522 frames after superflash ends).
  • Timer stops whenever in hitstop or superflash.
  • Ragna loses 100 HP per 20 frames, resulting in total loss of 3000 HP.
  • Ragna's HP does not decrease while getting hit by the opponent.
  • 500F heat gain cooldown.


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

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

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

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

Version Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
5D 750, 1000 310, 414 100 92, 80 17 5(12)1 44 -24 Click!
2D 1050 434 90 75 18 2 23 -4 Click!
6D 1000 414 90 89 22 3 16+16L -14 Click!
j.D 900 372 90 80 11 4 20 -- Click!
Tsuika Kougeki / Additional Attack 1200 993 100 100 25 3 25 -9 Click!
D Inferno Divider (ground) 650×2 269×2 100 92 7 2(4)12 27+19L -39 Click!
D Inferno Divider (aerial) 650×2 269×2 100 92 7 2(4)12 19L -- Click!
Ax Kick / Kakato Otoshi 1000 414 100 90 19 4 11 -9 Click!
Spin Kick / Keri Age 1100 455 100 90 9 3 20L -12 Click!
Dead Spike 600×3 248×3 100 96(once) 28 12 54L +5 Click!
632146D 1000, 2300 0 85 92 9+(7~12) 2(48)4 64 -49 Click!


Devoured by Darkness / Yami ni Kuwarero

214214D during Blood Kain

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
0, 6000 -- 100 92, 5 16+14 3 56 -- Click!
  • Can only be performed while in Blood Kain
  • Immediately ends Blood Kain on superflash.
  • Will consume another 50 heat after Blood Kain is used.
  • Fully invincible from frame 1 until 3 frames after superflash ends.
  • 180F heat gain cooldown.
  • 25% minimum damage (1500).
  • Steals 1500 on hit.


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

Astral Heat

Black Onslaught

2141236C

Damage Heat Gain P1 P2 Startup Active Recovery Frame Adv Hitbox
death -- -- -- 3+25 2 25 -12 Click!
  • Fully invincible from frame 1 until frame 29 (first active frame).
  • 180F heat gain cooldown.


It is possible to combo into Black Onslaught from the following moves:

  • Gold Burst
  • CH 6A
  • CH 5C
  • FC 2C
  • CH 3C
  • CH j.D
  • 6C > dc - Must perform the Dash Cancel and Astral as quickly as possible.
  • 5D(1) - Counter Hit OR high aerial hit, high proration only.
  • 5D - Close range aerial hit only.
  • CH 6D - Max height aerial hit only. Must whiff a j.D during recovery and immediately Astral on landing.
  • Forward Throw - Works in corner, works mid-screen on Lambda and all male characters except for Jin, Arakune and Carl.
  • Back Throw - Cornered or near cornered only.
  • Straight Punch - Near corner (but not in corner) only. High proration only.
  • Dead Spike - Counter Hit on grounded opponent OR corner only, meaty aerial hit.

Strategy

Offense

Ragna's offensive game isn't anything particularly special; his damage potential may be one of the best in the game (if not the best), but his methods of achieving it are not as powerful. His mixup options and ability to retain pressure onto the opponent is considerably weaker than the other characters, and has to work harder than most to land a hit. Despite his flaws, Ragna can still be a scary, formidable, and powerful opponent against most characters, as his tools can lead to incredible damage and manageable oki, creating advantages from just about anything. Just keep in mind however that solid Ragna play will require more player effort than anything, even if he's considered top tier.

Mixup/Pressure
Ragna's straightforward gatling options give him a weak mixup game. Most Ragna players who start out tend to use gatling paths that not only have pressure gaps everywhere, but are also sluggish and easy to punish. This often creates situations in where you have to judge for yourself whether to retain pressure on the opponent, or to try and bait attempts to punish holes in your pressure. This sense mostly develops from experience, especially since this is mostly based on what tendencies you notice from the opponent. There is no actual easy way to approach this other than to play matches and learn from mistakes.

  • Any mixup game takes overheads into account, and there are only two in Ragna's moveset: 6B and Gauntlet Hades. Both of them are comparatively and can be easily blocked if the opponent watches for them. Of the two, 6B is by far the better tool to use than Gauntlet Hades. Not only is Gauntlet Hades slow at 24F, but it is also easily punishable on block by a good portion of the cast. You can followup with Spin Kick/Keri Age to try and catch the opponent's punish, but it fails a lot more often than it works, and leads to small damage anyways. Plus, Spin Kick is even more negative on block than Gauntlet Hades, which creates an even bigger risk factor. In other words, Gauntlet Hades is a huge risk/small reward move that shouldn't be used in general. The only times you should use Gauntlet Hades is if you have 50 meter to Rapid Cancel the move. Whether the move hits or is blocked, you'd still be better off than if you had no heat.
  • 6B, however, is very valuable. While it is just as slow as Gauntlet Hades (24F), it is a little harder to see than Gauntlet Hades and can also lead into good damage without spending meter. A combo with Gauntlet Hades starter nets at least 2.2k anywhere without using any meter, but a combo with 6B starter can break at least 3k anywhere with no meter, which is about standard corner combo damage. Using 6B in gatlings is certainly a viable option that has its merits, but there's not a whole lot of moves that can gatling into 6B, so these kinds of strings tend to be easy to block. Standalone 6Bs are a lot stronger tool for mixup than gatlinged 6Bs, and are best used when the opponent doesn't expect it. Common uses for 6B would be after the opponent fully recovers from a neutral tech, after a jump-in (can be empty), and after Dead Spike RC.
  • A neat mixup trick that is also incredibly useful is the 50/50 mixup off of 6D - j.D whiff. Normally, when 6D - j.D is performed, the opponent expects to block high after 6D since j.D cannot be blocked low. However, you can perform j.D just before you land to cancel the move and reduce the landing recovery to 3F, enabling you with better mixup options. From 6D - j.D whiff, you can either go into a low using 2B or 3C, an overhead (primarily 6B), a throw, or even a TRM setup. This particular trick is especially useful against people who tend to block a lot. Keep in mind that this maneuver works best when people are respecting your pressure; Ragna's static difference after j.D's landing recovery is -1, so any move whose startup is 6 frames or less will beat out just about every option you have, except Inferno Divider (but why would you ever do that). Against those people, 6D - j.D whiff should be used scarcely but effectively.
  • 2A and 2B are special kinds of moves in that any gatling after it will have a pressure hole, but are safe when there is no gatling afterwards, even on IB. If you mix these two options around when you apply mixup, you can force the opponent into a guessing game and easily take advantage of any wrong guesses by the opponent.
  • Dead Spike and 2C are the most reliable moves in terms of providing pressure, as they are accessible from just about everything in Ragna's arsenal and are plus on block. Not only that, but they are also his best combo starters, i.e. combos from these moves usually end up dealing severe damage. While these two moves are scary and reliable, they are by no means amazing. 2C ends up being -2 on IB which allows any character to punish easily regardless of what move you perform afterwards, and opponents can also jump over Dead Spike if they see if early enough. tl;dr there's no harm in using Dead Spike and 2C for pressure, but keep in mind the opponent's options.
  • 6A, 3C, 6C, and 5D should never be used in mixup and pressure. All of them have either few to no gatlings afterwards, which only leave specials and jump/dash to cancel into. The gatlings that do exist after these moves aren't very useful anyhow since they don't provide any better mixup opportunities. Because of this, it's incredibly easy to punish these moves. If you ever perform these moves during mixup on accident, the safest action would be to instant air dash away. A reset back to neutral is far better than a momentum shift towards your opponent caused by punishing a bad mixup tool.
  • 5B, 2B, 5C, and 2C all possess "late-chain" capabilities, which allow you to cancel into a normal on a frame other than the one immediately after hitstop. Late-chain can be used to create very effective frame traps. Keep in mind that frame traps have pressure holes, so they shouldn't be abused.

tl;dr Ragna's mixup game excels when you force the opponent to keep guessing. You have to be wary about all your available options so that you don't repeat any tendencies yourself for the opponent to take advantage of. While this can be said for just about any mixup character in any fighting game, Ragna takes particular note on this ideal and is imperative to get acquainted with this idea to play solidly.

Okizeme
When it comes to creating oki, Hell's Fang Additional Attack, Ax Kick, and Not Over Yet are the most common setups. To make the most out of oki, certain setups should take dominance over others.

  • For midscreen, Not Over Yet is probably the best setup possible, since the stagger mixup often prevents the opponent from using DPs. However, you'll more often find yourself not being close enough for Not Over Yet to connect. The alternative solution to this is to use 3C - Hell's Fang for oki. Ragna is able to move as soon as the opponent touches the ground, which gives you about 32 frames to do whatever you want. Regardless of how the opponent techs, you will still end up in advantage. If the opponent techs, 22C will whiff, but you will still end up with some plus frames left, so oki is still possible. If the opponent doesn't tech, 22C will land, and even better mixup options can be done at this point.
  • For corner, if the combo permits Straight Punch into 3C, then the best oki option after is jump cancelling 3C into three-way mixup. Refer to 3C's description for more info on how this mixup works. However, if you know for sure you cannot use 3C after Straight Punch, you can simply use Hell's Fang Additional Blow. It has just a low enough recovery to be able to imitate the three-way mixup after 3C, but it gives opponents more time to react, thus proving this method to be less effective.
  • A neat option select that's easy as well as effective is the 22A~C plink option select. You can read up in better detail for how this works in the description of Not Over Yet, but in short this OS encourages the opponent to emergency tech. If the opponent does not emergency tech, then performing 22A~C when close enough will kara cancel the input and 22C will come out, which will be guaranteed to land. If the opponent does emergency tech, then 22C will not come out and instead 2A will. The short recovery of 2A will still allow you to deal mixup against the opponent.

Defense

Ragna's defense game is quite literally deciding when to use Inferno Divider. His DP is among the fastest in the game, and it also leads into decent damage and a complete reversal of momentum. While this may encourage you to abuse this move, keep in mind that it is just as unsafe to use as any other DP. It's not advised to try and DP out of absolutely every blockstring, even with 50 heat. The only time when this move should be used is either when the move will absolutely work or when you have 50 heat, in which you can use a Rapid Cancel. Because of this, you'll often find yourself blocking, but good blocking will shut down any person's offensive game regardless of what character they play.

tl;dr DPs can go a far way if used correctly, but good blocking will always accomplish more than what DPs can do, no questions asked.


Neutral

Ragna's neutral game is a lot stronger comparatively than his offense game, but it requires a good, deep understanding of Ragna's moves and how each should be used in what situation.

  • Ragna's primary footsies (5B, 5C, 2D) are all very powerful. They can lead to good combos on hit and are relatively safe when used outside of point-blank range. 5B is also incredibly easy to hitconfirm into damage and good oki afterwards. Be sure to use these moves a lot; Ragna isn't called a footsie character for nothing.
  • Ragna's anti-air game is decent. It works well for the capabilities that he is given, but it's nothing particularly special. Regardless, it will still give opponents who try to approach you from the air a problem.
    • 6A is considered to be Ragna's official anti-air, and its range and time frame of head invulnerability makes this move work a lot of the time. However, the move has quite a lengthy recovery, and a few characters can take advantage of that, a prime example being Hakumen's Hotaru (j.214B). Because of this, you're often discouraged to use 6A as an anti-air, it's still good to keep in mind that you have the option.
    • 5A is also a very powerful anti-air given for its quick speed and easy hitconfirm off of it. Compared to 6A, 5A leads into slightly less damaging combos, but it is much more safer to use in neutral. Additionally, 5A can gatling into absolutely any move, so you can go straight into mixup if you catch the opponent blocking your 5A in the air (it is also safe as well so you can bait any reversals that you expect).
    • Although not officially an anti-air, 5B surprisingly serves well as an anti-air. It's faster than 6A, the hitbox is decent, the combos from this move output a lot of damage, and it's incredibly easy to hitconfirm into a combo on CH. Keep in mind however there is also an attack hitbox at his foot, so using the move when close to the opponent will often result in the opponent beating your move out (since the opponent will be able to hit your head at this range). Because of this, use at maximum footsie distances, just like you would on ground.
  • Air-to-ground approaches are a lot stronger this time around, thanks to j.C's hitbox buff. While this may give you an easier time when in the air, anti-airs will still be able to beat your air approaches out, and j.C doesn't make Ragna's aerial game that much stronger to the point where you should be in the air all the time. It's still important to stay grounded as much as possible.


Combos

Combo Notation Guide:
> = normal gatling or perform the move after preceding move's recovery
>> = cancel into followups of the special move
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
CU = cross-under, requires running underneath the opponent (for moves after Straight Punch)
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional

Midscreen

5B Starter
Notes: These combos will still work if you use low-prorate starters like 2A and 2B. For heavy prorate starters like 2A > 2A > 2A, remove the sections that are contained in brackets. You can also remove the 5B starter.

  • 5B > 5C > (2C) > (3C) > ender

Hell's Fang Ender

Requirements: --
Damage: 1900, Heat Gain: 12
+ 2C + 3C = Damage: 2217, Heat Gain: 15
Notes: Gives the most + frames out of any midscreen option, able to apply 22A~C OS easily for better oki.

Inferno Divider Ender

Requirements: --
Damage: 2137, Heat Gain: 14
+ 2C = Damage: 2425, Heat Gain: 17
+ 3C = Damage: 2416, Heat Gain: 17
+ 2C + 3C = Damage: 2675, Heat Gain: 20
Notes: If you perform 5C > 3C on Jin, make sure that you delay 623D. Otherwise, it will whiff, and Jin will be able to punish with anything.
  • 5B > 5C > 6C > dc 6B > 2C > [5C >] 5D > [dc 6A > jc j.C > jc j.C >] 623D >> 236C >> 214D
Requirements: Crouching opponent
Damage: 3776, Heat Gain: 41
Notes: If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo (Damage: 2141, Heat Gain: 19).
  • 5B > 5C > 6C > dc 6B > 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
Requirements: Crouching opponent, character specific
Damage: 4202, Heat Gain: 44
Notes: Works on Jin, Rachel, Arakune, Tager. Easy on Arakune and Jin. If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo.
  • 5B > 5C > 2D RC > dash (6B > 2C >) 5C > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
Requirements: 50 heat
Damage: 3796, Heat Gain: 16
+ 6B > 2C = Damage: 3961, Heat Gain: 18
Notes: 2D doesn't have a whole lot of hitstun (30F), so 6B > 2C should be used when 2D is used at point-blank range. If 6B > 2C was used, replace hjc j.C > j.D with jc j.C.
  • 5B > 5C > 2D RC > dash 6C > late dc dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
Requirements: 50 heat
Damage: 4115, Heat Gain: 26
Notes: Not advised because of the difficulty of connecting 5C after 214D midscreen.


Aerial Starter
Notes: These combos use j.dash j.C > j.D primarily (unless stated otherwise), but will also work off of j.A, j.B, and j.C starter.

  • j.dash j.C > j.D > dash 5B > 6A > hjc j.C > j.D > jc j.C > j.D > 623D >> 236C >> 214D
Requirements: Standing opponent
Damage: 2969, Heat Gain: 28
  • j.dash j.C > j.D > dash 5B > 6A > jc j.214B > land 5B > 5D > dc 5C > 6A > jc j.C > jc j.C > 623D >> 236C >> 214D
Requirements: Standing opponent, character specific
Damage: 3280, Heat Gain: 37
Notes: Works on Ragna, Jin, Noel, Rachel, Taokaka, Bang, Carl, Hazama, Makoto and Platinum. jc j.214B is a TK motion, which means the move must be done as soon as you are in the air. The second 6A can be omitted if you start with just j.B or j.C. This combo is not suggested to perform, as the execution is tricky. Works best on Ragna, Jin, Noel, Taokaka, Bang, Carl, Makoto, and Platinum.
  • j.dash j.C > j.D > dash 5B > 5C > 6C > dc 6B > 2C > 5C > 5D > dc 6A > hjc j.C > 623D >> 236C >> 214D
Requirements: Crouching opponent
Damage: 3919, Heat Gain: 43


6B Starter

  • 6B > 5C > 6C > dc 6B > 2C > 5C > 5D > dc 6A > hjc j.C > 623D >> 236C >> 214D
Requirements: Crouching opponent
Damage: 3402, Heat Gain: 38
Notes: If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo.
  • 6B > 5C > 6C > dc 6B > 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
Requirements: Crouching opponent
Damage: 3662, Heat Gain: 39
Notes: Works on Jin, Rachel, Arakune, Tager. Easy on Arakune and Jin. If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo.


FC 2C Starter

  • FC 2C > 214D > dash 5B > 5C > 6C > dc 6B > 2C > 5C > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
Requirements: Fatal Counter
Damage: 5208, Heat Gain: 51
Notes: Remove 214D to obtain the burst-safe version of this combo. If opponents burst right when you hit FC 2C, the amount of hitstop coupled with the burst startup will be enough time to react.
  • FC 2C > 214D > dash 5B > 2D > 22C > dash 5A > 5C > 6C > dc 6B > 2C > 5C > 5D > dc (dash) 5C > jc j.C > jc j.C > 623D >> 236C >> 214D
Requirements: Fatal Counter, character specific
Damage: 5761, Heat Gain: 55
Notes: Works on Ragna, Tager (dash 5A can be simply 5A for Tager only), Lambda, Hakumen, Hazama, and Mu. Remove 214D to obtain the burst-safe version of this combo. If opponents burst right when you hit FC 2C, the amount of hitstop coupled with the burst startup will be enough time to react.


Anti-Air Starter
Notes: These combos will either start off with 6A or 5A, both done with the opponent is in the air, as to replicate when you use it as an anti-air.

  • 6A > (dash) 5C > 5D > dc (dash) 5C > jc j.C > jc j.C > 623D >> 236C >> 214D
Requirements: Counter hit
Damage: 2709, Heat Gain: 27
  • 5A > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.C 623D >> 236C >> 214D
Requirements: Counter hit, aerial opponent
Damage: 2331, Heat Gain: 25
  • 6A > (dash) 5A > 6A > hjc j.C > jc j.C > 623D >> 236C >> 214D
Requirements: --
Damage: 1924, Heat Gain: 22


Gauntlet Hades Starter
Notes: These combos will include both ground and aerial version as starters.

  • 214B >> late 214D > dash 5D > dc (dash) 5C > jc j.C > jc j.C > 623D >> 236C >> 214D
Requirements: --
Damage: 2503, Heat Gain: 27
Notes: The dash before 5D is a microdash, meaning it must be inputted right before 5D, all the while leaving no space between late 214D > 5D. If done right, you will not see any animation frames of the dash.
  • 214B RC > 2C > 5C > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
Requirements: 50 heat
Damage: 3666, Heat Gain: 13
Notes: The combo is the same if you replace 214B with j.214B. If using j.214B starter, you may need a dash before 2C.
  • j.214B > dash 5A > 5B > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
Requirements: 50 heat
Damage: 3134, Heat Gain: 31
Notes: The dash before 5A is a microdash, meaning it must be inputted right before 5D, all the while leaving no space between late j.214B > 5A. If done right, you will not see any animation frames of the dash.


Throw Starter

  • (5B+C/4B+C) > 214B >> 214D > dash jump j.D > jc j.C > 623D >> 236C >> 214D
Requirements: --
Damage: 2439, Heat Gain: 24
  • (5B+C/4B+C) > 214B >> 214D > dash 5D > 623D >> 236C >> 214D
Requirements: --
Damage: 2437, Heat Gain: 24
Notes: This combo will still work even if using a low prorate starter like 2A > 5B+C (sometimes it happens when you go for TRM setups).
  • j.B+C > airdash late j.D > 5C > 5D > dc (dash) 5C > jc j.C > jc j.C > 623D >> 236C >> 214D
Requirements: --
Damage: 3256, Heat Gain: 33
  • j.B+C > dash 6C > late dc (dash) 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
Requirements: Character specific
Damage: 3546, Heat Gain: 35
Notes: Works on Jin, Mu, Makoto, Platinum, and Relius.


Misc. Starter
Notes: These particular starters won't happen very often, but they're still worth knowing since they do happen.

  • (dash) 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > j.C > 623D >> 236C >> 214D
Requirements: --
Damage: 3865, Heat Gain: 31
  • 2D > dash 6B > 2C > 5C > 5D > dc 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
Requirements: Counter hit
Damage: 3960, Heat Gain: 36
Notes: 2C may whiff on some characters if you perform 6B too late.
  • 2D > dash 6C > dc (dash) 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > 623D >> 236C >> 214D
Requirements: Counter hit
Damage: 4185, Heat Gain: 35
Notes: Good for switching P1/P2 (player 1, player 2) position.
  • 214A > dash 5C > 6C > dc 6B > 5C > 5D > dc 6A > hjc j.C > 623D >> 236C >> 214D
Requirements: Counter hit
Damage: 2735, Heat Gain: 33
Notes: lol hell's fang

Midscreen to Corner

Notes: For these combos, (C) will be used to notate the latest point that notates when the opponent should be in the corner, to give a sense of how the combos work.
5B Starter

  • 5B > 5C > 3C > 623D >> 236C >> 236C > (C) dash 6B > 214D > 5C > 6A > jc/hjc j.D > jc j.D > j.214C > 5D > 214A >> 214D
Requirements: --
Damage: 3714, Heat Gain: 55
  • 5B > 5C > 6C > dc 5D > dc dash 5C > 5D(1) > 214D > (C) dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
Requirements: Crouching opponent
Damage: 4198, Heat Gain: 60
Notes: Use this combo if you aren't close enough to the corner where 214D > dash 5C will not work after 6C > dc. If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo.
  • 5B > 5C > 6C > dc 6B > 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > (C) 5D > 623C(1) >> 236C >> 236C > CU 3C
Requirements: Character specific
Damage: 4541, Heat Gain: 57
Notes: Works on Jin, Rachel, Arakune, Tager. If you think the second hit of 6C will whiff, you can cancel the first hit into 214A >> 214D for a shorter but still complete combo.
  • 5B > 5C > 2D RC > (dash) 5C > 5D > dc (dash) 5C > 5D(1) > 214D > (C) dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
Requirements: 50 heat
Damage: 4493, Heat Gain: 48
  • 5B > 5C > 2D RC > (dash) 6C > (late) dc (dash) 5D(1) > 214D > dash 5C > hjc j.C > j.D > (C) j.214C > (dash) 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: 50 heat
Damage: 4601, Heat Gain: 39
Notes: If you're not at the corner after the first j.C > j.D, you can add another rep before j.214C, but in turn you must go straight into 5D after j.214C.


Aerial Starter
Notes: These combos use j.dash j.C > j.D primarily (unless stated otherwise), but will also work off of j.A, j.B, and j.C starter.

  • j.dash j.C > j.D > dash 5B > 6A > hjc j.C > j.D > j.214C > (C) dash 5C > 5D(1) > 214D > dash 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Standing opponent, character specific
Damage: 3750, Heat Gain: 45
  • j.dash j.C > j.D > dash 5B > 5C > 623D >> (late) 236C >> (late) 236C > (C) dash 6B > 214D > 5C > 6A > hjc j.D > jc j.D > j.214C > 5D > 214A >> 214D
Requirements: Standing opponent, character specific
Damage: 3845, Heat Gain: 57
Notes: On paper, this combo seems superior to the previous one, but keep in mind that this sacrifices 3C oki for more damage, more heat gain, and being able to work farther away from the corner. It's honestly a fair trade, so the choice of which to use is up to you.
  • j.dash j.C > j.D > dash 5B > 6A > jc j.214B > 5B > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
Requirements: Standing opponent, character specific
Damage: 4032, Heat Gain: 53
Notes: Works on Ragna, Jin, Noel, Rachel, Taokaka, Bang, Carl, Hazama, Makoto and Platinum. jc j.214B is a TK motion, which means the move must be done as soon as you are in the air. The second 6A can be omitted if you start with just j.B or j.C. This combo is not suggested to perform, as the execution is tricky. Works best on Ragna, Jin, Noel, Taokaka, Bang, Carl, Makoto, and Platinum.


6B Starter

  • 6B > 5C > 6C > dc 6B > 2C > 5C > 5D > dc 6A > jc j.D > jc j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
Requirements: Crouching opponent
Damage: ----, Heat Gain: --
Notes: Best used when 6C > dc doesn't put you inside the corner (i.e. when there's space between you and the corner).


FC 2C Starter

  • FC 2C > 214D > dash 5B > 2C > 5C > 6C > dc 6B > 2C > 5C > hjc j.C > j.D > jc j.C > j.214C > (C) 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Fatal Counter
Damage: 5501, Heat Gain: 62
  • FC 2C > dash 5B > 5C > 6C > dc 6B > 5C > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
Requirements: Fatal Counter
Damage: ----, Heat Gain: --
Notes: Burst safe version of the above combo. If opponents burst right when you hit FC 2C, the amount of hitstop coupled with the burst startup will be enough time to react.
  • FC 2C > 214D > dash 5B > 2D > 22C > dash 5A > 5C > 6C > dc 6B > 2C > 5C > hjc j.C > j.D > jc j.C > j.214C > (C) 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Fatal Counter, character specific
Damage: 6036, Heat Gain: 65
Notes: Works on Ragna, Tager (dash 5A can be simply 5A for Tager only), Lambda, Hakumen, Hazama, and Mu.


Anti-Air Starter
Notes: These combos start with the opponent in the air, so as to replicate when you use it as an anti-air.

  • 6A > (dash) 5C > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
Requirements: Counter hit
Damage: 3488, Heat Gain: 55
  • 5A > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
Requirements: Counter hit, aerial opponent
Damage: 3111, Heat Gain: 50
  • 5B > 5D > dc dash 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > j.214C > 6B > 3C > 623D(1) >> 236C >> 236C > CU 3C
Requirements: --
Damage: 3904, Heat Gain: 47
Notes: If the first 5B is an aerial counter hit, you can add another (dash) 5B after the first one for an easy hitconfirm. This combo route is advised as it's hard to hitconfirm 5B into 5D and 5D is bad on whiff and block.


Gauntlet Hades Starter
Notes: These combos will include both ground and aerial version as starters.

  • 214B >> late 214D > dash 5D > dc 5C > hjc j.C > j.D > jc j.D > j.214C > 5D > 623D >> 236C >> 214D
Requirements: --
Damage: ----, Heat Gain: --
Notes: The dash before 5D is a microdash, meaning it must be inputted right before 5D, all the while leaving no space between late 214D > 5D. If done right, you will not see any animation frames of the dash.
  • 214B RC > 2C > 5C > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214 >> 214D
Requirements: 50 heat
Damage: 4424, Heat Gain: 43
Notes: The combo is the same if you replace 214B with j.214B. If using j.214B starter, you may need a dash before 2C.
  • 214B RC > late j.dash j.C > j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > (C) dash 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: 50 heat
Damage: 4391, Heat Gain: 33
  • j.214B > dash 5A/2A > 5B > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
Requirements: 50 heat
Damage: 3852, Heat Gain: 56
Notes: The dash before 5A is a microdash, meaning it must be inputted right before 5D, all the while leaving no space between late j.214B > 5A. If done right, you will not see any animation frames of the dash.


C Inferno Divider Starter

  • 623C >> 236C >> 236C > (C) dash 6B > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
Requirements: --
Damage: 2627, Heat Gain: 48
Notes: Cannot be directly in the corner for this combo to work.
  • 623C RC > dash 5C > 5D > dc (dash) 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
Requirements: 50 heat, counter hit
Damage: 3309, Heat Gain: 40


Throw Starter

  • (5B+C/4B+C) > 623D >> 236C >> 236C > (C) dash 6B > 214D > (dash) 5C > 6A > jc/hjc j.D > j.D > j.214C > 5D > 214A >> 214D
Requirements: --
Damage: 3047, Heat Gain: 49
  • j.B+C > airdash late j.D > 5C > hjc j.C > j.D > j.214C > (C) 6B > 214D > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Cannot be in the corner
Damage: 3683, Heat Gain: 44
  • j.B+C > dash 6C > late dc (dash) 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > (C) (dash) 5D > 623C(1) >> 236C >> 236C > CU 3C
Requirements: Character specific
Damage: 3899, Heat Gain: 48
Notes: Works on Jin, Mu, Makoto, Platinum, and Relius.


Misc. Starter
Notes: These particular starters won't happen very often, but they're still worth knowing since they do happen.

  • (dash) 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > j.C > j.D > j.214C > (C) 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: --
Damage: 4708, Heat Gain: 49
  • 2D > dash 6B > 2C > 5C > 5D > dc 5C > 5D(1) > 214D > (C) (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
Requirements: Counter hit
Damage: 4677, Heat Gain: 61
Notes: 2C may whiff on some characters if you perform 6B too late.
  • 2D > dash 6C > dc (dash) 5D(1) > 214D > dash 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > (C) 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Counter hit
Damage: 4852, Heat Gain: 52
Notes: Not advised for switching sides. If your back is near the corner and you would like to switch sides, simply run under/jump over them and use 5C instead of 6C.
  • 214D > dash 5B > 5C > 623D >> 236C >> 236C > (C) dash 6B > 2C > 5C > hjc j.C > j.D > jc j.D > j.214C > 5D > 214A >> 214D
Requirements: --
Damage: 4763, Heat Gain: 55
  • 214D > dash 5B > 5C > 6C > dc 6B > 2C > 5C > 5D > dc (dash) 5C > hjc j.C > j.D > jc j.D > j.214C > (C) (dash) 5D > 214A >> 214D
Requirements: Crouching opponent
Damage: 5348, Heat Gain: 61
  • 214A > dash 5B > 5C > 623D >> 236C >> 236C > (C) dash 6B > 214D > (dash) 5C > 6A > hjc j.D > jc j.D > j.214C > 5D > 214A >> 214D
Requirements: Counter hit
Damage: 2823, Heat Gain: 55

Corner Only

Ground Starter
Notes: Ragna's corner combo options on standing opponents vary depending on how high the proration value is in certain points of the combo, which all varies depending on what starters you use. To go about notating these combos, I will list the minimum proration value required to make the listed combo work. If you do not understand what these proration values mean, read this article for more info or search the Dustloop forums.

  • (Proration: >64%) > 623D >> 236C >> 236C > CU 5C > 5D(1) > 214D > 5C > 6A > hjc j.D > jc j.D > j.214C > 5D > 214A >> 214D
Requirements: --
Damage: 3719, Heat Gain: 55 (5B > 5C starter)
Notes: You can use this combo with a starter like 5B > 5C. If the proration before D Inferno Divider is above 72%, you can replace 5C > 6A > hjc j.D > jc j.D with 5C > hjc j.C > j.D > jc j.C > j.D; in this case, you can use this combo with a starter like 2C > 5C > 3C.
  • (Proration: >49%) > 623D >> 236C >> 236C > CU 2C > 5D > 214D > dash 6A > hjc j.D > jc j.D > j.214C > 5D > 623C(1) >> 236C >> 214D
Requirements: --
Damage: 2815, Heat Gain: 50 (2A > 5B > 5C starter)
Notes: You can use this combo with a starter like 2A > 5B > 5C.
  • (Proration: <49%) > 623D >> 236C >> 236C > CU 5C > 6A > jc/hjc j.D > jc j.D > j.214C > 5D > 214A >> 214D
Requirements: --
Damage: 2505, Heat Gain: 47 (2A > 2A > 5B > 5C starter)
Notes: You can use this combo with a starter like 2A * 2 > 5B > 5C.
  • (Proration: >57%) > 5C > 6C > dc 6B > late 5C > 5D(1) > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
Requirements: Crouching opponent
Damage: 4514, Heat Gain: 54 (5B starter)
Notes: This is also the combo used when going from midscreen to corner. If the proration before 5C > 6C is 50~57%, replace 5C > hjc j.C ~ j.214C with 5C > 6A > jc j.D > jc j.D > j.214C.
  • (Proration: <48%) > 5C > 6C > dc 6B > 214D > 5C > 6A > jc j.D > jc j.D > j.214C > 5D > 623D >> 236C >> 214D
Requirements: Crouching opponent
Damage: 2781, Heat Gain: 50 (2A > 2A > 2A > 5B starter)
  • (Proration: >66%) > 5C > 2D RC > 5C > 5D(1) > 214D > 5C > [hjc j.C > j.D] > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: 50 heat
Damage: 4664, Heat Gain: 37 (5B > 2C starter)
Notes: You can interchange the segment in brackets depending on the proration value. For values >66%, you can use [hjc j.C > j.D]; >74%, use [jc j.C > j.D > jc j.C]; >83%, use [hjc j.C > j.D > jc j.C > j.D]. If the proration value is 45~66%, use hjc j.C > j.D > jc j.C > j.D for the air combo, and omit 6B > 2C before the 5D.


Aerial Starter
Notes: These combos use j.dash j.C > j.D primarily (unless stated otherwise), but will also work off of j.A, j.B, and j.C starter.

  • j.dash j.C > j.D > dash 5B > [6A > jc j.C > j.214C] > 6B > 5C > 5D(1) > 214D > (dash) 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Standing opponent
Damage: 3779, Heat Gain: 46
Notes: On Arakune, you can replace the bracketed segment with [3C > jc j.C > j.D > late j.214C].
  • j.dash j.C > j.D > dash 5B > 5C > 6C > dc 6B > late 5C > 5D(1) > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
Requirements: Crouching opponent
Damage: 4600, Heat Gain: 59


FC 2C Starter
Notes: The combos for these are pretty much the same as Midscreen to Corner versions.

Anti-Air Starter
Notes: These combos start with the opponent in the air, so as to replicate when you use it as an anti-air.

  • 6A > (dash) 5C > 5D(1) > 214D > (dash) 5C > hjc j.C > j.D > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Counter hit
Damage: 3669, Heat Gain: 44
  • 5A > 5D(1) > 214D > (dash) 5C > jc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Counter hit, aerial opponent
Damage: 3405, Heat Gain: 42
  • 5B > 5D(1) > 214D > (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: --
Damage: 4232, Heat Gain: 47
Notes: If the first 5B is an aerial counter hit, you can add either another (dash) 5B or 5C after the first one for an easy hitconfirm. This combo route is advised as it's hard to hitconfirm 5B into 5D and 5D is bad on whiff and block. What's better is that the combo will still work even after adding another 5B.


Gauntlet Hades Starter
Notes: These combos will include both ground and aerial version as starters.

  • 214B >> late 214D > 5D(1) > 214D > late 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
Requirements: --
Damage: 3220, Heat Gain: 43
Notes: The timing on late 214D > 5D(1) > 214D is a bit tricky to pull off. If your execution on this isn't consistent, you can always use the Midscreen to Corner version.
  • 214B RC > 5C > 5D(1) > 214D > (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: 50 heat
Damage: 4720, Heat Gain: 33
Notes: The combo is the same if you replace 214B with j.214B.
  • j.214B > dash 5A/2A > 5B > 5D(1) > 214D > (dash) 5C > jc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: --
Damage: 4116, Heat Gain: 48
Notes: The dash before 5A is a microdash, meaning it must be inputted right before 5D, all the while leaving no space between late j.214B > 5A. If done right, you will not see any animation frames of the dash.


C Inferno Divider Starter

  • 623C >> 236C >> 236C > CU 5C > 5D(1) > 214D > 5C > 6A > hjc j.C > j.D > jc j.D > j.214C > 5D > 214A >> 214D
Requirements: --
Damage: 2658, Heat Gain: 50
  • 623C > 5A > 5B > 5D(1) > 214D > (dash) 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C >> 236C >> 236C > CU 3C
Requirements: Counter hit
Damage: 2993, Heat Gain: 45
  • 623C(1) RC > jump j.C > jc j.C > j.214C > 6B > 5C > 5D(1) > 214D > 5C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Counter hit
Damage: ----, Heat Gain: --
Notes: If both hits of 623C land on the opponent, change the air combo to hjc j.C > j.D.
  • 623C(1) RC > 5C > 5D(1) > 214D > (dash) 5C > jc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Counter hit
Damage: 3568, Heat Gain: 33
Notes: If both hits of 623C land on the opponent, change the air combo to hjc j.C > j.D.


Throw Starter

  • 5B+C > 5C > 5D(1) > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
Requirements: --
Damage: 3697, Heat Gain: 46
Notes: If directly in the corner, combo will not work on Tager, Valkenhayn, and Hakumen. If you are not directly in the corner and the throw still wallbounces, then this combo will work on anyone. In this case, you can even add 6B before the first 5C for slightly more damage.
  • (5B+C/4B+C) > 214D > 6B > 2C > 5C > hjc j.C > j.D > jc j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
Requirements: Throw puts opponent directly in corner
Damage: 3616, Heat Gain:44
Notes: If using this combo on Valkenhayn, make sure that 2C > 5C is actually 2C > late 5C, otherwise 5C will whiff.
  • j.B+C > 5C > 5D(1) > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 623C(1) >> 236C >> 236C > CU 3C
Requirements: --
Damage: 3962, Heat Gain: 46
Notes: If you start this combo when directly in the corner, use 2C instead of 5C to start the combo.


Misc. Starter
Notes: These particular starters won't happen very often, but they're still worth knowing since they do happen.

  • (dash) 6D > late j.D > dash 5D(1) > 214D > dash 5C > hjc j.C > j.D > j.C > j.D > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: --
Damage: 4708, Heat Gain: 49
Notes: This combo is the same 6D combo for Midscreen to Corner.
  • 2D > dash 6B > 5C > 5D(1) > 214D > 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Counter hit
Damage: 4982, Heat Gain: 53
  • 214A > dash 6A > jc j.C > j.214C > 6B > 214D > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Counter hit
Damage: 2549, Heat Gain: 35
Notes: lol hell's fang
  • 214D > dash 5B > 5C > 623D >> 236C >> 236C > CU 5C > hjc j.C > j.D > jc j.C > j.D > j.214C > 5D > 214A >> 214D
Requirements: --
Damage: 4670, Heat Gain: 52
  • 214D > dash 5B > 5C > 6C > dc 6B > 2C > 5C > hjc j.C > j.D > jc j.C > j.214C > 6B > 2C > 5D > 623D(1) >> 236C >> 236C > CU 3C
Requirements: Crouching opponent
Damage: 5527, Heat Gain: 56


BK Combo Routes
Notes: BK combos should only be used in the corner, unless you are very familiar with how BK's moves work in terms of proration and range.

  • (Proration: >60%) > 5C > 6C > late 214D > 6B > 214214D > 5C > 5D(1) > 214D > 5C > 5D(1) > 214B >> 214D > dash 6D > jc late j.214C > 5D > dc 6D > 623D >> 236C >> 214D > j.214B >> j.214D > 5D > (22C/214214D)
Requirements: (before BK) 50~70 heat for 22C ender, 71~ heat for 214214D ender
Damage: 5909, Heat Gain: 46 (5B starter)
Notes: Regular Dead Spike must hit late on its active frames, thus it's best used when in the corner. The damage values are from the combos before 22C or 214214D are done; if 22C was used, add 400 to the damage value, and if 214214D was used, add 1500 to the damage value.
  • (Proration: >30%) > 5C > 6C > late 214D > dash 6B > 214214D > 22C RC > dash 6D > j.D whiff > 5D(1) > 214D > 6D > j.D whiff > 5D(1) > 214B >> 214D > dash 6D > 623D >> 236C >> 214D > j.D > j.214C > 5D > dc 5D > 214214D
Requirements: (before BK) 100 heat
Damage: 8050, Heat Gain: 68 (5B starter)
Notes: Because of how low the required proration value is, you can pretty much use just about any starter and this combo is guaranteed to work. Regular Dead Spike must hit late on its active frames, thus it should be used in the corner. 623D must hit twice in order for 214214D to be used in the end; if it did not, you won't have enough heat so you'll be force to end with 22C.
  • (Proration: >55%) > 5D(1) > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > [6D/5C] > 5D(1) > 214B >> 214D > dash 6D > jc late j.214C > 5D > dc 6D > 623D >> 236C >> 214D > j.214B >> j.214D > 5D > (22C/214214D)
Requirements: (before BK) 50~70 heat for 22C ender, 71~ heat for 214214D ender
Damage: 5072, Heat Gain: 47 (CH 6A > 5C starter)
Notes: The opponent must be in the air at the start of this combo. Using 6D over 5C will result in more damage, but 6D will only work if the opponent is high enough after 214D in BK. In order for that to work, all three attacks must at least hit. The damage values are from the combos before 22C or 214214D are done; if 22C was used, add 400 to the damage value, and if 214214D was used, add 1500 to the damage value. If the proration value is 46~55%, replace 6D/5C with 2C.
  • 5B+C > 214D > 6B > 214214D > 5C > 5D(1) > 214D > 5C > 5D(1) > 214B >> 214D > dash 6D > jc late j.214C > 5D > dc 6D > 623D >> 236C >> 214D > j.214B >> j.214D > 5D > (22C/214214D)
Requirements: (before BK) 50~70 heat for 22C ender, 71~ heat for 214214D ender
Damage: 4905, Heat Gain: 42
Notes: The damage values are from the combos before 22C or 214214D are done; if 22C was used, add 400 to the damage value, and if 214214D was used, add 1500 to the damage value.
  • 4B+C > 214D > 5C > 5D(1) > 214214D > 5B > 5D(1) > 214D > 5D(1) > 214B >> 214D > dash 6D > jc late j.214C > 5D > dc 6D > 623D >> 236C >> 214D > j.214B >> j.214D > 5D > (22C/214214D)
Requirements: (before BK) 50~70 heat for 22C ender, 71~ heat for 214214D ender
Damage: 4790, Heat Gain: 41
Notes: Useful for when your back is touching the corner. The damage values are from the combos before 22C or 214214D are done; if 22C was used, add 400 to the damage value, and if 214214D was used, add 1500 to the damage value.
  • j.B+C > (dash) 5C > 5D(1) > 214D > (dash) 5C > 5D(1) > 214214D > (dash) 5B > 5D(1) > 214D > (dash) 2C > 5D(1) > 214B >> 214D > dash 6D > 623D >> 236C >> 214D > j.D > j.214C > 5D > 214A >> 214D > dash 3C > 214A >> 214D > (22C/214214D)
Requirements: (before BK) 50~66 heat for 22C ender, 67~ heat for 214214D ender
Damage: 5174, Heat Gain: 54
Notes: The damage values are from the combos before 22C or 214214D are done; if 22C was used, add 400 to the damage value, and if 214214D was used, add 1500 to the damage value.

Navigation

BlazBlue: Continuum Shift Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement /CancelingOffenseThrowsDefenseGuard PrimerDamage/ ComboHeat Gauge UsageMisc