BBCP/Ragna the Bloodedge

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Ragna the Bloodedge
BBCP Ragna Portrait.png

Health: 10,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 22

Backdash Invincibility: 1-5

Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, Footsies
Full Frame Data
BBCP/Ragna the Bloodedge/Frame Data

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 all iterations of BlazBlue thus far 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 different percentages are applied to different Soul Eater moves depending on where it was in the combo. For example, using 5D (100 drain) then D Inferno Divider (50*2 drain) will result in less lifesteal (192 drain) than with 5D's and D Inferno Divider's lifesteal base values added together (200 drain).

  • 1st Soul Eater hit = 100% lifesteal
  • 2nd Soul Eater hit = 90% lifesteal
  • 3rd Soul Eater hit = 95% lifesteal
  • 4th Soul Eater hit = 100% lifesteal

Each Soul Eater hit after this increases lifesteal by 5% until scaling reaches 150%. The following Soul Eater hit then increases lifesteal to 160%, and then to 180%. 180% is the maximum value.

Overdrive: Blood Kain IDEA
Ragna's Overdrive "Blood Kain IDEA" augments all of his Soul Eater moves. Not only do all of his Soul Eater moves have higher damage and steal more life from the opponent, but some also have different move properties and different hitboxes.

Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 120F 210F 210F 270F 300F 390F 420F 450F 480F 600F


Pros/Strengths:

  • Able to drain opponent's life and replace as own
  • Great footsies that can be hit confirmed easily
  • Becomes very versatile with 50% Heat
  • Solid okizeme setups, more so in the corner
  • Decent Heat Gain off most combos
  • One of the best DPs in the game
  • Overdrive greatly increases combo damage, versatility and lifesteal


Cons/Weaknesses:

  • Few safe and reliable mix-up options make most offensive approaches easy to read
  • High risk, moderate reward
  • Many defensive options are unsafe
  • Tied for third lowest life in the game
  • Poor meterless damage output at maximum footsie range
  • Struggles against zoning gameplay, even with movement options
  • Highly encourages uncommon tactics to play well (may not be a con if you have the right mindset)


External References:


Move List

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR all 5 3 9 0 B - -
  • Staple standing jab
  • Whiffs on all characters' crouching hitboxes

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

Combos from 5A are generally weaker than combos from 6A, but out of the two, 5A is safer for two reasons: its quick recovery makes it hard to punish (compared to 6A's 18 frame recovery), and it's cancelable into other normals, making it a safer option (compared to 6A only being special cancelable).

In Chrono Phantasma, this move functions relatively the same compared to past iterations. The reduced hitstop is useful for keeping the opponent alert.

5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
660 SOR HL 8 8 16 -7 B - -
  • Ragna's standard and most used poke
  • Large amount of priority due to its range, hitbox, and start-up
  • Longer hitbox on last three active frames
  • Able to late chain

This move is often the start of Ragna's pressure, but it is safer to use when used as a footsie. However, 5B alone often does not merit a lot of damage when used as a footsie, and requires other resources to maximize the reward off a maximum distance hit.

5B can be used as an anti-air due to its speed, hitbox, and property of being air unblockable. As a starter, the move also leads into respectable damage. However, 5B's attack hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be to check the opponent's aerial approach. If the opponent seems to jump forward without dashing a lot, 5B is a good check. Keep in mind that because Ragna's attack hitbox overlaps his character hitbox, a trade or even a counter will likely happen.

In Chrono Phantasma, 5B at max range can now be hit confirmed into Overdrive. With the proper combo route, the ensuing OD combo can result in over 4000 damage that provides a respectable amount of corner carry as well.

5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SO(J)R HL 13 4 20 -5 B - -
  • Ragna's longest poke
  • Can late chain
  • Useful as combo fodder
  • Can be followed up with 6C on crouching or Counter Hit and 6D on Counter Hit

When used at maximum range, 5C 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 a better footsie when used at maximum range.

In some ways, 5B is better than 5C, and in other ways, 5C is better than 5B. 5B is quicker and has plenty of Revolver Action options, but its long recovery provides more risk. 5C is slower and has limited Revolver Action options, but is harder to punish even on whiff. Deciding between the two in various situations will require an understanding of the opponent's available options.

In Chrono Phantasma, 5C is Ragna's 2nd highest damage starter, only slightly behind 5D(1) with its P2 94. Moreover, 5C seems to have a smaller hitbox, making 5C harder to connect on airborne opponents. However, including slight delays into 5C may help when using in combos.

2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR all 7 2 10 0 F - -
  • Staple crouching jab
  • Throw cancelable

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

The key feature to the pressure ability of 2A is its ability to slightly late chain into itself and other moves. The late chain into itself allows less predictable block strings, which is incredibly useful when facing opponents with limited defensive options. The additional ability to cancel into throw also allows Throw Reject Miss setups.

In Chrono Phantasma, 2A also has reduced hitstop, making it a much better tool for pressure.

2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SOR L 9 2 15 -3 F - -
  • Staple crouching low
  • Can late chain, although time window is smaller

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

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

2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 SOR HL 12 3 13 +1 F - -
  • Powerful and convenient punish due to its relatively quick start-up and high combo ratings
  • Safe on block, but lacks completely safe Revolver Action options

The +1 frame advantage makes 2C a very popular move for Ragna players, and for good reason too. In a pressure game that is severely limited by multiple unsafe moves, 2C is one of the only moves in Ragna's moveset that is positive. If used properly, you can utilize effective guessing games with the opponent and keep them alert. Keep in mind that overuse of this move can backfire, and can easily be manipulated against you. Be sure not only to use the frame advantage, but also some of the chains from 2C, such as into 5C.

6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SO(J)R HL 13 4 24 -11 B 4-13H -
  • Head invincibility on frames 4-13
  • Launches opponent into the air
  • Higher hitbox during later active frames

The slow start-up 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.

Using 6A in combos is the most stable way of getting damage on standing characters. However, 6A has very poor horizontal range, so the move must be used in situations where you know it will hit. Make sure you hit confirm into 6A, as it is a terrible move to have blocked by a grounded opponent. The hit confirm is best done after aerial starters. If the opponent blocks 6A, you can only special cancel the move into either more unsafe moves (e.g. Hell's Fang, Gauntlet Hades), or easily punishable moves (e.g. Blood Scythe). This feature also makes 6A a questionable anti-air as well. Therefore, 6A should be used as a shock tactic anti-air.

6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 SOR H 24 4 19 -6 B - -
  • Cannot emergency tech on aerial hit
  • Cannot chain into C moves

Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, with 6B now lacking any chains to C moves, 6B lacks a completely safe block string. Because of this limitation, almost every Revolver Action option after 6B is either unsafe (e.g. 6A, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). 2D is probably the hardest gatling option to punish, but maximizing any damage from it would require both crouching and a Rapid Cancel. Therefore, 5D is your safest and most viable gatling.

Using 6B within a block string is not as effective as using 6B as a shock tactic move, due to its limited gatlings. Use 6B in obscure places that you believe the opponent will definitely not block. An example would be after a cross under.

6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620*2 (S)OR, SOJR L, HL 20 3(8)2 33 -16 F, B - -
  • Second hit launches opponent into the air

The main purpose of this move is to maximize damage on crouching opponents. The relative lack of safe gatlings and cancels makes 6C a questionable move to use in pressure and mix-up, so be sure to keep its limitations in mind.

3C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 SOJR L 12 3 27 -11 F - -

Even with the new combo routes, 3C still proves to be a very strong tool for corner okizeme. However, the limitations of the new combo routes hamper the oki's versatility. Specifically, 3C okizeme cannot be performed after every corner combo, unlike in Continuum Shift Extend. The few cases where 3C okizeme can be performed are after Dead Spike > Dash Cancel, Belial Edge, and instant air Blood Scythe) at maximum height. However, the latter two options cut combo potential very early, and as a result, you miss out on both damage and heat. Fortunately, if Dead Spike was used very late in a combo, 3C serves as a very viable okizeme option, compared to Hell's Fang and D Inferno Divider, both of which give very little damage, heat, and worse okizeme than 3C.

As for the options after 3C okizeme, they still remain the same in Chrono Phantasma. To refresh, here are only a few:

Of course, you are free to experiment and find your own mix-ups.

j.A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR HA 7 3 9 - H - -

A simple aerial jab. The fact that this move can be repeated indefinitely until you land allows it to be a good check on characters who like to be in the air a lot, such as Taokaka. The hitbox isn't bad, but it will not beat out moves in every situation.

j.B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SOJR HA 10 9 12 - H - -

The hitbox behind Ragna's foot serves as a great cross-up tool. Moreover, there are a high number of active frames, making it a good safe jump move as well. Against certain aerial approaches, j.B can also be used; at worst, j.B will trade.

j.C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SOJR HA 12 4 26 - H - -

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


Drive Moves

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 550, 760 SOR HL, all 15 5(12)3 29 -11 B - -
Overdrive 550, 860 SRDa HL, all 15 5(12)3 29 -11 B - -
Normal Version
  • Lifesteal: 100

A very important combo staple move. 5D is used in almost literally every combo in Ragna's arsenal. The move is somewhat safe compared to past iterations, but only primarily because 5D lost its Dash Cancel. The pushback on 5D is large, so if used either at the end of a gatling or at certain spacings, you can expect to come out unscathed, despite its poor frame advantage.


OD Version
  • Lifesteal: 125
  • Frame advantage after earliest Dash Cancel: -2

Besides the retained Dash Cancel and bigger hitbox (allowing for a half-assed spacing game), there's not much difference to the normal version. A word of advice for using this in Overdrive combos is that 5D bounces higher, and if you try and use Devoured by Darkness immediately afterwards, the move may miss. Fortunately the wealth of untechable time during the bounce allows you to delay Devoured by Darkness even very late into a combo. 5D can also cancel into Black Onslaught because of the bounce's untechable time.

2D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 750 R L 18 2 23 -4 F - -
Overdrive 850 RDa L 18 2 23 -4 F - -
Normal Version

In combos, 2D is very useful for optimizing damage with the use of 50 heat. As a footsie, 2D is Ragna's farthest reaching low, but its practicality as a footsie only applies to certain situations. For example, 2D can be used against Tager's Voltec Charge, Litchi's Straight Through, and Arakune's f-inverse on whiff. The hurtbox does not extend past the hitbox, so against supers that have long active frames, you can use 2D for a free, decent combo. }}


OD Version

Unlike the normal version of 2D, 2D in Overdrive now has a Dash Cancel as well. This allows for very flexible combo potential everywhere on the stage. Elsewhere, it's roughly the same move, albeit the Dash Cancel option.

6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 750 SOJR HL 26 3 14+16L -12 H 10-25F -
Overdrive 850 SJR HLd 22 3 14+16L -12 H 8-21F -
Normal Version
  • Lifesteal: 100
  • Only cancelable to j.D
  • Frame advantage on landing during j.D: ??
  • Launches opponent into the air

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

The overhead is from j.D. There is absolutely no gap between 6D and j.D, 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.

The low is performed slightly differently. To perform the low, use j.D just before landing, then input 2B. Be wary that because 2B has a 9 frame start-up, many characters' fastest moves are able to beat you out. Your best bet for landing 2B in this situation is to condition the opponent to block high after 6D (using j.D), and then surprising them with 2B.

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


OD Version
  • Lifesteal: 125
  • Only cancelable to j.D
  • Frame advantage on landing during j.D: ??
  • Launches opponent into the air

Outside of combos, 6D in Overdrive functions roughly the same. In combos, 6D launches the opponent higher and has more hitstun. This change allows for more options after j.D's landing recovery, such as 5D.

j.D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 590 SOJR HA 13 4 20 - H - -
Overdrive 690 SJR HA 11 4 20 - H - -
Normal Version
  • Lifesteal: 100

Using j.D in combos is now a decision rather than a necessity. The high hitstun allows for larger combo versatility at later times in a combo, but the extremely low P2 will butcher the damage, which in turn also butchers the Heat Gain (as it is mostly reliant on damage values in Chrono Phantasma). However, the move has increased lifesteal from 30 to 100, making it useful to gain a bit of life and increase the Soul Eater rate. If you're going for damage, generally avoid this move when performing aerial combo routes. However, if you need some life gain, use as many j.D's as possible.


OD Version
  • Lifesteal: 125

Nothing different from the regular version except slightly more damage and more hitstun. You can cancel into Blood Scythe even late in the combo with this move.


Universal Mechanics

Forward Throw

5B+C or 6B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR T (70) 7 3 19 - T - -
  • 100% minimum damage: 1400

Keep in mind that throws do not have huge hitboxes, so you will have to be considerably close to the opponent in order to land the throw. For combo routes, use Hell's Fang mid-screen, Dead Spike in the corner.

Back Throw

4B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR T (70) 7 3 19 - T - -
  • 100% minimum damage: 1400

Keep in mind that throws do not have huge hitboxes, so you will have to be considerably close to the opponent in order to land the throw. For combo routes, use dash 5C > Hell's Fang mid-screen, Dead Spike in the corner.

Air Throw

j.B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR T (90) 7 3 15+3L - T - -
  • 100% minimum damage: 1400

Ragna relies pretty heavily on air throws as his methods to keep opponents grounded are pretty shallow. In order to condition the opponent to stop jumping out of Ragna's comfort zone, you will sometimes need to hard punish the opponent, and the best way to do that is to air throw. For combo routes, use dash 5C mid-screen, land 5B in the corner.

Counter Assault

6A+B during blockstun

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R all 13 3 32 -16 B 1-20 All -
  • 180F Heat Gauge Cooldown

One of the better Counter Assaults in the game with its long active frames and fast start-up. However, be careful that if the opponent is too close to you, the hitbox may whiff, leaving you open for any sort of punish.

Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R B 30~59 1 23 +2 B - -
  • Chargeable
  • 180F Heat Gauge Cooldown
  • Ignores character combo rate

One of the worse Crush Triggers in the game, as the combo versatility into and from the move are quite limited. Moreover, the move also uses 25% Heat, which is risky considering Ragna relies very heavily on meter, and his combos don't always get a lot. Any and all Heat you accumulate is better saved for other situations, but you can always use this move as a shock tactic.


Specials

Hell's Fang

214A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
730 R all 15 13 28 -4 B - -

With the reduced recovery and increased aerial hitstun, Hell's Fang allows for more followups than before. Now, 5B can be used after Hell's Fang instead of just 5A. This change makes Hell's Fang from nearly useless to nearly essential in mid-screen combos. In general, you want to use Hell's Fang earlier than Gauntlet Hades, as the proration is better. However, in combos where hitstun is tight, you might want to break this rule.

In the corner, Hell's Fang can be used as a safe jump okizeme setup. As long as Hell's Fang suffers no more than -4 hitstun reduction, you can use this setup. The way this works is to finish a combo with Belial Edge > slight delay 5C > 5D > Hell's Fang. If timed correctly, you can jump after Hell's Fang recovery, throw a meaty j.B, and beat out any reversal attempts. If the opponent tries to reversal with an invincible move (fastest invincible reversal is 6 frames), you'll land in time to block the reversal. Note that this safe jump setup will not work against characters who have guardpoint reversals, such as Hakumen's Yukikaze.

Follow-up

214D after Hell's Fang

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 950 R all 23 3 35 -19 B - -
Overdrive 1150 R all 23 3 27 -11 B - -
Normal Version
  • Lifesteal: 200
  • 200% Heat Gain

Standard combo ender in the corner that allows for safe jump j.C okizeme against all DPs that have a start-up of 9 frames or more, meaning you will lose to extremely fast reversal supers such as Hazama's Jayoku Houtenjin. This move has less recovery than that of Continuum Shift Extend, but keep in mind that it no longer launches as high as it had previously. You typically want to avoid using this ender mid-screen unless it will send them into the corner and use D Inferno Divider ender.


OD Version
  • Lifesteal: 300
  • 200% Heat Gain

This move is no longer a necessity for Blood Kain combos due to the vast improvement of other moves while in Overdrive, typically only used for (OD) Gauntlet Hades >> Spin Kick > dash 6B > Dead Spike > dc Hell's Fang >> Follow-up combos.

Inferno Divider

623C/D, j.623C/D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
C.png Inferno Divider
623C
550*2 R HL 9 5, 8 20+19L -28 B 1-17 All -
Aerial C.png Inferno Divider
j.623C
550*2 R all 5 5, 8 19L - H 1-13 All -
GGD.png Inferno Divider
623D
600*2 R HL, all 7 5, 8 29+19L -37 B - -
Aerial GGD.png Inferno Divider
j.623D
600*2 R all 7 5, 8 19L - H - -
GGD.png Inferno Divider (OD)
623D
700*2 R HL, all 7 5, 8 29+19L -37 B - -
Aerial GGD.png Inferno Divider (OD)
j.623D
700*2 R all 7 5, 8 19L - H - -
C Version
  • Full invincibility on frames 1-17 (ground version)
  • Full invincibility on frames 1-13 (air version)
  • Launches the opponent on hit

C Inferno Divider is Ragna's meterless reversal, and among the best in the game. On the ground it's a bit slower than it used to be, but it's still his best resource for shutting down offense and escaping during gaps in pressure. Of course, being your typical DP, it's very punishable on block or whiff, so it's not something to be abused. In situations where you're unsure if you'll be able to punish your opponent for a flaw in their offense, you want to hold off on it until you're sat on 50% Heat, at which point you can Rapid Cancel the move on block to make it safe. Of course, this doesn't make it any safer on whiff, and an opponent may attempt to bait Inferno Divider precisely in order to make it whiff and land a Counter Hit. }}


D Version
  • Lifesteal: 50+50
  • Fatal Counter possible
  • Launches the opponent on hit

D Inferno Divider, unlike its C counterpart, has no invulnerability. Instead of being used to escape pressure, it is instead used primarily to combo into Ax Kick, closing out combos for okizeme in the corner.

It's important to note that D Inferno Divider has very good proration, especially as a starter. That said, it's not a good idea to throw out in a conventional neutral situation simply due to how punishable it is on block, but the risk is considerably lessened if you have 50% Heat or more to Rapid Cancel. Having that 50% Heat on hand in situations where you can connect D Inferno Divider in a way that the opponent fails to predict (such as during a cross-up instant air dash, or as a frame trap) allows you to Rapid Cancel and do an extended combo for moderate damage (potentially high damage with the assistance of Overdrive).

In Chrono Phantasma, D Inferno Divider also causes Fatal Counter on Counter Hit, but Ragna's combos off FC D Inferno Divider tend to deal less damage than combos off CH 5C, due to Inferno Divider forcing the opponent into an airborne state.


D Version in OD
  • Lifesteal: 75+75
  • Fatal Counter possible
  • Launches the opponent on hit

In Overdrive, D Inferno Divider deals enhanced damage, but is otherwise the same as its regular counterpart. However, due to the buffs granted to Ax Kick during Overdrive, you can resume a combo off D Inferno Divider without spending any meter.

Upper

236C during Inferno Divider

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
310 R all 14 3 19L - H - -
  • Launches the opponent on hit

This move only serves one real purpose, to transition from Inferno Divider to either Straight Punch or Ax Kick. Delaying the use of Upper slightly can sometimes be useful for enabling a little extra horizontal movement when you're just barely far enough from the corner that Straight Punch won't reach the wall, but otherwise it's not worth thinking about.

Straight Punch

236C after Upper

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400 R all 15 3 12L - H - -
  • Causes blowback on hit
  • Causes wall stick if the opponent hits the corner

Straight Punch, as before, is all about putting the opponent in the corner. The untechable time attached to the wall stick enables easy follow-ups in the corner, but the changes to Ragna's capacity to extend combos combined with the new hitstun decay system has resulted in Straight Punch no longer being optimal for when you're already near the corner, as was the case with old 3C okizeme combos. Instead, you'll want to use Straight Punch when Ragna is too far from the corner to land Dead Spike after Not Over Yet, but close enough to get the wall stick, avoiding having to use moves with more severe proration to corner carry. 5B > 5C > D Inferno Divider >> Upper >> Straight Punch > dash 3C > Not Over Yet into a corner combo is an example of a typical use of Straight Punch at this distance.

Ax Kick

214D after Upper

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 480 R all 19 4 13L - H - -
Overdrive 680 R all 19 4 11+13L - H - -
Normal Version
  • Lifesteal: 100
  • Ground bounces on hit
  • Enables use of Not Over Yet

This move converts any of Ragna's end-of-combo Inferno Dividers into knockdown, regardless of whether you or the opponent is grounded or airborne. Due to its very large hitbox, whiffing it is incredibly difficult unless you delay Upper for too long or if the hitstun decay timer approaches maximum. The advantage you get for hitting with Ax Kick is less than you'd get with Follow-up or 3C okizeme, but it is still enough to allow you to apply pressure on an opponent in the middle of emergency teching. For mid-screen combos ending in the air or simply for maximum damage, this is the move you want to be ending combos with.


OD Version
  • Lifesteal: 150
  • Ground bounces on hit
  • Enables use of Not Over Yet

In Overdrive, Ax Kick bounces the opponent higher than normal, increasing how long they're vulnerable for before they can hit the ground and tech. Not only that, but Ragna himself recovers and can continue to act on the way down (typically with a (OD) j.D), although he is forced into landing recovery once he hits the ground. This turns Ax Kick from a simple combo ender into a combo part, and its reasonably good P2 (along with those of its preceeding moves) means that it's usually worth doing if the Overdrive duration permits it. D Inferno Divider >> Upper >> Ax Kick > j.D > air Gauntlet Hades >> Spin Kick > jc (j.D) > Blood Scythe > Carnage Scissors/Devoured by Darkness is a common end to a lengthy Overdrive combo.

Gauntlet Hades

214B, j.214B

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Gauntlet Hades
214B
800 R HA 20 7 14+13L -11 H - -
Aerial Gauntlet Hades
j.214B
700 R HA 12 9 15L - H - -
  • Ground bounces on hit (ground version)
  • Forces aerial state on opponent (air version)

Ragna's overhead special, typically used for its overhead properties when you're too far into a block string (or too far, period) for 6B. Due to how vulnerable Ragna is when Gauntlet Hades is blocked, it is imperative that wait until you have enough Heat to Rapid Cancel before committing to such an option. Fortunately, Rapid Cancel can serve a greater purpose than simply making the move safe. As Ragna is airborne during Gauntlet Hades, Rapid Canceling it can lead into an interesting high-low mix-up situation (air dash j.C vs landing 2B or 3C, for instance) depending on how close you are to the ground.

Spin Kick

214D after Gauntlet Hades

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 800 R all 9 3 12L - H - -
Overdrive 1000 (J)R all 9 3 12L - H - -
Normal Version
  • Lifesteal: 100
  • Launches opponent on hit
  • Cannot hit crouchers

Prior to Chrono Phantasma, it was possible to use delayed Spin Kick to make your opponent think twice about punishing Gauntlet Hades, but now that it can no longer hit crouching opponents, Spin Kick is almost completely non-viable outside of combos. That isn't to say that the move is useless, however. Spin Kick is now used primarily as a mid-screen combo part, as Gauntlet Hades >> Spin Kick has good corner carry, and Spin Kick itself is untechable for a long time, enabling easy follow-ups. Unfortunately, due to its poor P2 rating, these combos tend not to be especially powerful, and so you don't want to be using it if you're close enough to the corner that corner carry isn't an issue.


OD Version
  • Lifesteal: 150
  • Launches opponent on hit

As has been the case in previous iterations, the Overdrive version of Spin Kick is a powerful combo part thanks to its enhanced damage, better proration and longer untechable time. In Chrono Phantasma, it is now possible to jump cancel it on hit, making it an even more versatile combo tool than before. If used early on in the combo, Spin Kick's massive untechable time permits you to land and combo into a 6D. In the corner, it's usually used near the end of the combo as a pre-cursor to air (OD) Blood Scythe.

Dead Spike

236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 1000 RDa all 26 13 57T -1 HBFP - -
Overdrive 600*3 RDa all 26 19 57T +9 HBFP - -
  • Lifesteal: 100 (OD: 100*3)
  • Launches opponent backwards on aerial hit

Dead Spike is quite different this time around as it functions more like an actual projectile. It's also got a more horizontal hitbox as well. The biggest change however comes in the fact that it can be dash canceled on hit, block and even whiff, making it a prime reset tool in Ragna's pressure. That said, it's not without its downsides. Dead Spike has a noticably slow start-up and can easily be avoided if the opponent sees it coming. Also, while it is advantageous on block thanks to its Dash Cancel, poor positioning often results in your continued offense being beaten by most character's 2As unless Ragna uses his own 2A.

The Overdrive version; despite its greater advantage on block, is not often used in neutral as Overdrive itself is generally reserved for combos. That said, it's use in combos is almost exactly the same as its regular counterpart, but the additional hits leave the opponent in hitstun longer, giving Ragna more potential follow-ups.

Not Over Yet

22C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 952 -, SORDa - 11 8 11 - T - -
  • 2nd hit gains no Heat
  • Slides on hit, wall sticks in corner

Probably Ragna's most changed special between Continuum Shift Extend and Chrono Phantasma. Not Over Yet now slides the opponent on hit and wall sticks them in the corner. It has also gained a Dash Cancel and the ability to be special canceled, changing the focus of the move from an okizeme tool to a combo part. Its greatest benefit is that it gives Ragna tremendous corner carrying potential, and even something as simple as Not Over Yet > Hell's Fang >> Follow-up results in signifcant corner carry. As you get closer to the corner, Not Over Yet can combo into Dead Spike, which can in turn be dash canceled for a full corner combo.

When mid-screen, Not Over Yet can even can be combo'd into a dashing 5C after the Dash Cancel, although this is not possible against Arakune or Kokonoe. This is Ragna's most powerful mid-screen combo route, carrying the opponent practically from corner to corner. Landing the dash 5C is considered quite difficult, but the potential reward is immense.

Not Over Yet also has the luxury of being the only move in the entire game to have no automatic hitstun decay when uses as a combo starter.

Belial Edge

j.214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
600, 100*N RDi all 15 4, till L(1)1 16 +1 H - -
  • Last hit launches opponent backwards on aerial hit
  • Last hit cancels into Distortion Drives on hit or block

Belial Edge is mostly unchanged from Continuum Shift Extend. Its primary use is for extending combos in the corner off a j.C or j.D, although the former is more preferred due to the latter's P2 nerf. Mid-screen, it can be followed up with Carnage Scissors if you're willing to spend the meter. It can also be awkward to anti-air due to its speed. Should you land a Counter Hit in that situation, a follow-up combo is possible.

Blood Scythe

214D, j.214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Blood Scythe
214D
1200 R all 37 3 7+6L +5 H - -
Blood Scythe (OD)
214D
1400 R all 37 3 7+6L +9 H - -
Aerial Blood Scythe
j.214D
900 R all 19 4 till L+18 - H - -
Aerial Blood Scythe (OD)
j.214D
1100 R all 19 4 till L+18 - H - -
Ground Version
  • Lifesteal: 300 (OD: 450)
  • Fatal Counter possible
  • Knocks down on hit (OD: ground bounces), staggers on Fatal Counter

The newest move in Ragna's repetoire, Blood Scythe is a special that travels in a large arc before delivering a powerful swipe with an impressive hitbox. The functionality of this move differs greatly depending on whether Ragna is grounded or airborne when he starts it.

The grounded version is incredibly slow, easily Ragna's slowest attack. It is moderately advantageous on block, however. This means that in neutral, the practical implementation of Blood Scythe is generally limited to situations where the opponent has as little freedom to act throughout the move's start-up as possible. Considering that most of Ragna's combos end with a knockdown with too little an advantage to make use of this, Blood Scythe sees its most use as a gimmick to reset pressure in block strings or as a potential cross-up (e.g. dash 2A > Blood Scythe), focusing more on the opponent's inability to react rather than act. On hit, Blood Scythe knocks the opponent down, forcing them to emergency tech if they wish to avoid getting hit by a pursuing Ragna. This allows Ragna to continue pressure in much the same way as if they had blocked it.

The grounded version of Blood Scythe also triggers a Fatal Counter on Counter Hit. However, similarly to D Inferno Divider, combos done off of this are often weaker than those done off better starters such as CH 5C. In fact, the slowness of Blood Scythe makes this an even less practical option than FC D Inferno Divider. Due to it causing stagger on Fatal Counter however, it is the easiest of Ragna's potential Counter Hit starters to hit confirm from.

In Overdrive, Blood Scythe causes ground bounce rather than knockdown. This makes it a practical combo part in corner combos, where 5D > Blood Scythe is possible. While not the best combo part for proration or even for damage over time, Blood Scythe's ample lifesteal justifies its use at times when Ragna is in desperate need of life.


Air Version
  • Lifesteal: 300 (OD: 450)
  • Ground bounces on hit
  • Enables use of Not Over Yet

The aerial version of Blood Scythe on the other hand, sees considerably more use than its grounded counterpart. While its reduced blockstun and additional landing recovery mean that it is considerably less safe on block than the grounded version, it is much faster. This enables it to be used much more frequently in combos, typically after either a 6A jc or 6C > (delay) 6D on crouching opponents. Its impressive corner carry makes it a staple part of Ragna's mid-screen combos, and any combo that includes it can also include Not Over Yet for additional damage and that added push to the corner.

Aerial Blood Scythe is also occasionally useful as an air-to-air due to its large hitbox, although the landing recovery makes it less than ideal should it fail. It can even be used as a tool to avoid pre-emptive anti-airs thanks to the distance it travels and the length of time it maintains Ragna's original height.

In Overdrive, the ground bounce on air Blood Scythe is greatly increased, making it the go-to move to lead into your combo ender of choice, such as (OD) Carnage Scissors or (OD) Devoured by Darkness.


Distortion Drives

Carnage Scissors

632146D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 1000, 2500 R all 9+7~12 2(38)4 58 -43 B 1-14 All -
Overdrive 1000, 2500, 300*4 R all 9+7~12 2(38)4, 1*4 58 -40 B 1-14 All -
  • Full invincibility on frames 1-14
  • Can cancel 2nd hit by holding down D button
  • 30% minimum damage: 1050 (OD: 1410)
  • Lifesteal: 200 (OD: 200+50*4)
  • 180F Heat Gauge Cooldown
  • Start-up after super freeze varies based on distance from opponent
  • Start-up/Active/Recovery becomes 9+7/2/37 if button is held after 1st attack

Carnage Scissors is Ragna's go-to combo ender for finishing the round, and can be combo'd off most of Ragna's beefier normals (e.g. 5B, 6B, any C normal, 5D and j.D) and even off some of his specials. As a combo ender, Carnage Scissors is a very versatile move due to its sheer speed and its hilariously deceptive hitbox. It is one of the few moves that can be combo'd off a mid-screen Belial Edge, and the ensuing combo goes almost corner to corner within the span of a simple launch, drop and finish. Not Over Yet (dc) > Carnage Scissors displays a similarly impressive amount of corner carry. Despite this, Ragna typically needs all the Heat he can get his hands on for Rapid Cancels, so Carnage Scissors is usually reserved for the killing blow.

As a tool in neutral play, Carnage Scissors has a decent amount of invincibility, but not enough to last throughout the entire start-up. This combined with the fact that Carnage Scissors' start-up varies depending on how far from Ragna the opponent is, means that its tremendous speed can rarely be taken advantage of outside of punishing projectiles. That's not to say it doesn't have it's moments though. For instance, if a pressured Izayoi attempts to escape pressure with Justice Phorizer > D Mirage Thruster, a Ragna player can react to the super freeze and use Carnage Scissors, which has just the right amount of start-up time and invincibility to beat Justice Phorizer cleanly without clashing. At point blank, it will even punish teleport attempts. For rare situations such as these, holding D to cancel the second hit allows for a full follow-up combo on Counter Hit, so keep that in mind.

In Overdrive, the blast at the end of Carnage Scissors deals several more hits than before, but both its damage and lifesteal are usurped by (OD) Devoured by Darkness. Even so, there are two very good reasons why you shouldn't just write off (OD) Carnage Scissors. First of all, while each hit in the blast has a small base lifesteal, the amount of hits means that you progress through the lifesteal modifiers quickly. Of course, this would be pointless if Carnage Scissors was simply used as an ender as it normally is, but that leads into the second reason. On a high air hit, it is possible to connect with D Inferno Divider after Carnage Scissors in the corner, allowing you to continue the combo provided you have enough Overdrive time left. This allows Ragna to reach his maximum lifesteal modifier very quickly, and if you have another 50% Heat, you can end the combo with Devoured by Darkness for massive lifesteal.

Devoured by Darkness

214214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 0, 3000 R all 13+12 3 56 -40 B 1-16 All -
Overdrive 0, 6000 R UNB 13+12 3 56 - B 1-16 All -
  • Full invincibility on frames 1-16
  • 25% minimum damage: 750 (OD: 1500)
  • Lifesteal: 500 (OD: 1000)
  • 180F Heat Gauge Cooldown

The regular version of Devoured by Darkness is among the worst Distortion Drives in the game. It's slow, the minimum damage is subpar, and the lifesteal while reasonably high is not high enough to justify its use when Ragna's lifesteal only really comes into play during Overdrive anyway. The regular Devoured by Darkness can even be blocked, even though it's not as if being unblockable would've made it any better when the super freeze gives your intention away anyway. This move basically only exists so Ragna wouldn't have an Overdrive-only Distortion Drive.

The Overdrive version on the other hand, deals enough damage and has a high enough base lifesteal to be worth using. In fact, it's pretty much your go-to combo ender in Overdrive combos, typically performed after (OD) Blood Scythe in the corner. If your Overdrive duration is long enough, it's possible to max out your lifesteal modifier by the time you get to Devoured by Darkness, at which point you will gain an incredibly 1800 life in a single move. This coupled with its 1500 minimum damage makes it a potential game changer in dire situations.


Astral Heat

Black Onslaught

2141236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
DESTROY - all 3+25 2 25 -12 B 1-29 All -
  • Full invincibility on frames 1-29
  • 180F Heat Gauge Cooldown

As far as Astral Heats are concerned, Black Onslaught isn't exactly one of the best, but it is most certainly not one of the worst. It has a fully invincible start-up, but the start-up itself is quite lengthy, meaning that you'd have to be making one hell of a guess or punishing something incredibly unsafe to be using it at all outside of combos. When it comes to comboing into an Astral Heat however, Black Onslaught is actually rather versatile.

For mid-screen confirms, Ragna can land Black Onslaught after a close 5D on air hit, but he is otherwise limited to Counter Hit confirms. These include CH 5B on air hit, CH 5C, CH 5D(1), CH 2C, CH 2D, CH 6A, CH 6C, CH 3C, CH j.C on low air hit, CH j.D and FC Blood Scythe.

In the corner, confirming into Black Onslaught becomes much easier and much more practical. On top of air hit 5D already being a staple combo part in the corner, Ragna can easily cancel Not Over Yet immediately into Black Onslaught in the corner for a guaranteed unburstable hit.

Speaking of unburstable hits, the introduction of Overdrive grants Ragna even more options for confirming an Astral Heat should the situation come to it. The additional untechable time on all of Ragna's D moves enhances Ragna's corner carry considerably, and makes landing Black Onslaught possible off CH 6D, j.D on low air hit, Follow-up on air hit, Spin Kick and Dead Spike on air hit.

When all is said and done, however, one could easily argue that if you were in a situation where you had 100% Heat and a Burst against an opponent that you could Astral Heat, you could kill them with pretty much anything... and they'd probably be right.


Strategy

Offense

Maintaining offense is a very important aspect of Ragna's gameplan, although not his strongest. Learning how to mix-up and apply pressure properly is the only way to open up a good opponent in order to land combos and inflict damage, and while Ragna does not excel at this, he still has many tricks up his sleeve.


Mix-ups
Whenever your attacks get consistently blocked, you need a way to open the opponent up in order to inflict damage. The most common ways are overheads and throws. Ragna is by no means a mix-up character but can be a force to be reckoned with good use of his normals and specials. His main tools are: 5B, 2A, 2B, 2C, 2D, 6B and throws. Occasionally, cross-ups such as cross-up j.B, cross-up Blood Scythe and cross-up instant air dash D Inferno Divider are also viable. Refer to the Move List to learn more about these moves.


Block Strings

  • 1. 2A > 2B > 2C > 5C > 2D

Run-of-the-mill block string. Works at most ranges and can catch jump out attempts. 5C > 2D is punishable in case 5C gets Instant Blocked, so beware and dont use 2D whenever that happens. After 2D you return to neutral and must once again fight for the pressure.

  • 2. 2A > 2B > (5B) > 3C > 2D or jc

Must be done at fairly close ranges and countains 3 lows. You can choose to continue pressure by jump canceling the blocked 3C into jump in j.C. However, that's quite easy to punish so dont use it too often. 2B can be canceled straight into 3C if range is an issue.

  • 3. 2A > 2C > delay 5C > (2D)

A block string packed with frame traps for those who love to mash. Again, refrain from using 2D whenever the 5C gets Instant Blocked.

  • 4. 2A > (2B) > (2C) > 6B > 2D

Basic block string into Ragna's standing overhead, 6B. Not particularly difficult to block since everyone knows that 6B can come after 2A/2B/2C. If the overhead gets blocked use 2D to make it less unsafe.

  • 5. 2A > 5B (or Gauntlet Hades attempt) > 3C (or ground/air Gauntlet Hades attempt)

The earlier the Gauntlet Hades the better. Slightly more difficult to predict and block than the previous block string, but riskier as well. In case Gauntlet Hades gets blocked, Spin Kick can be used to hit possible punish attempts, however this is incredibly risky as it's extremely unsafe if blocked/whiffed (crouching forces it whiff, and you should be prepared to expect that your opponent knows that). Using Gauntlet Hades is a better option if you have at least 50% Heat to make it safe on block by Rapid Canceling it and continuing to apply pressure.

Those were just simple examples, but Ragna can do much better than that using other strategies and mix-ups. The strings themselves arent as important as the way they can be linked into each other. Some (albeit few) of Ragna's moves are positive on block and can be used to reset block strings so pressure can be maintained from them, such as:

  • 2C - +1 on block. One of his best options is dash 2A > block string. However, it can lose to Instant Block and mashing. In that case use other moves such as 5C or 3C to not get countered.
  • 6D > j.D - Slow startup but when blocked gives another opportunity to pressure and mix-up. A very important tool and can be cance;led into from practically any move. You can also whiff the j.D and go for a quick low such as 2B. Don't be too predicable with it though since the start-up is rather slow and loses to fast moves.
  • Dead Spike > Dash Cancel - Another advantageous move on block. 2A and 5B are relatively safe if done at short and long distances respectively. Dont be predicable with this one since jumps can punish this when whiffed.
  • Blood Scythe - +5 on block. A very slow move to start-up, but when blocked gives Ragna the advantage.


The key to pressure is mixing those blocks trings with these moves, for example:

Block string #3 plus #5
2A > 2C > delay 5C > Dead Spike > dc 2A > 5B (or Gauntlet Hades attempt)> 3C (or ground/air Gauntlet Hades attempt)

Block string #4 into #1 plus #2
2A > (2B) > (2C) > 6B > 6D > j.D > 2A > 2B > 2C > dash 2A > 2B > (5B) > 3C > 2D or jc

That's the basic idea behind Ragna's mix-up. Don't forget to put some throws in the mix! But that's not the only thing he has to offer.


Stagger Pressure
Easy to execute and a very powerful tool. It basically consists of multiple 2As delivered at different timings to create frame traps and reset pressure. It's hard to deal with since the opponent is forced to block and mashing gets beaten by the frame traps. However, Barrier Guard and Instant Barrier can push you and make this lose effectivity. So make sure to mix this with other block strings and moves.

Examples:

  • 2A > delay 2A > dash 2A...

Delay 2A creates a frame trap and dash 2A puts your closer to start a better block string. Then mix everything so something like this can be done:

  • 2A > 5D > Blood Scythe > dash 5B (or throw attempt) > 2B > 2C > dash 2A (or throw attempt) > 2A > 2A (or throw attempt) > 5B > Gauntlet Hades

This particular string is hard to react and block for most part. You can also throw at any of these points. Blocking for too long can be uncomfortable even for the most experienced players, so the Gauntlet Hades at the end will certainly hit since Ragna has many more options after 5B, such as lows. And in the event that it gets blocked you can still Rapid Cancel and start another block string of that kind.
Note: Blood Scythe should be used very scarcely in block strings. Despite being plus on block, it is as mentioned, incredibly slow. Even if the opponent is in blockstun when you start it, they will almost certainly recover by the time it becomes active. It is merely something to consider.


Okizeme
Okizeme occurs when an opponent is forced to recover in a way that gives you initiative to begin pressure. Even though Ragna's main strength doesn't lie in mix-ups and okizeme, he's more than capable of getting in to inflict pressure. Ragna's okizeme, as stated before, starts after finishers/knockdowns such as Hell's Fang >> Follow-up and Inferno Divider >> Upper >> Ax Kick. The former is better since it gives more options, but using the latter is inevitable for some combos.

  • Inferno Divider >> Upper >> Ax Kick

After Ax Kick, Ragna lands right next to the opponent at slight advantage, assuming the opponent techs immediately. If they refuse to wake-up, use 2B > 5B > 5D > Hell's Fang to pick them off the ground and carry further into the corner. In the event they obediently tech, dash in and start pressure with either 2A, 6D or just go for a throw. Keep in mind, however, that reversals will beat any attempt so watch out for these. You can also try to execute the rather gimmicky but surprisingly effective cross-up instant air dash into D Inferno Divider in order to catch the opponent off-guard and combo into a very damaging combo. It requires at least 50% Heat.

  • Hell's Fang >> Follow-up

The best finisher. Gives Ragna considerable advantage and much better mix-up options, specially in the corner. Mid-screen, despite the deceptive distance and recovery from Follow-up, also gives enough time for Ragna to dash in and 5B, which will also beat jump out attempts. If they ever back roll consider going for air dash > air throw, since most opponents like to jump to freedom.

In the corner his options include safe jumps and deadly mix-ups. Always try to hit Follow-up at the highest possible height (i.e: combo into air hit 5D > Hell's Fang >> immediate/slight delay Follow-up) so you may obtain greater advantage. Now, for the mix-ups in question... combo into Hell's Fang >> Follow-up, then jump and...

  • 1. j.C - Do it as late as possible (too late and the j.C wont even come out) and it becomes a safe jump. In other words, if they block the j.C hits, if they reversal the j.C whiffs but you recover in time to block and punish the reversal. It can also catch forward rolls, in case they try to escape from the corner. Works better with neutral jump. j.B can also be used to the same effect and it catches forward rolls more easily than j.C.
  • 2. Air dash j.C > j.D - Double overhead mix-up, typically used after the opponents starts respecting your okizeme and blocks. Because most people are used to blocking high and then low, even when the high doesnt hit, this simple mix-up becomes very effective. Leads to considerable damage also.
  • 3. 2B - Empty jump-in into low setup. Expecting the j.C, and thus blocking high, makes the 2B hit unsuspecting opponents. It's a very good option to throw off their guard. It can lose to mashing, throws and obviously reversals.
  • 4. Forward Throw - Yet another option. As usual, mix-up this with any of the above to make yourself unpredicable.
  • 5. Air dash j.C > delay j.D (whiff) > 2B/throw - A very tricky mix-up that works greatly against those who can block air dash j.C > j.D.

Remember, you must hit Follow-up as early as possible without whiffing to earn good advantage. None of these will work properly if it hits from typical grounded confirms such as "5B > 5C > Hell's Fang >> Follow-up". But if that ever happens, you can still go for decent options.

  • 6. Meaty Dead Spike > Dash Cancel - Dead Spike gives Ragna considerable advantage and even more if done as the opponent wakes up. It forces them to block and basically lets Ragna in for free.

This setup loses to projectile invulnerable specials and Distortion Drives, so look out for these.

Don't forget that all of these setups except for 1 and 6 will lose to reversals. Just remember to always mix up these options and never let yourself become predictable.

Please also consult Tong's "Hell's Fang - Tsuika Safejumps, Oki and Mix-up examples" video in the External References section above.


Defense

Ragna's defense game is quite literally deciding when to use C 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 block string, 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.


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 hit confirm into damage and good okizeme 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.
    • In the past, 6A was 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. Unfortunately, 6A is only jump cancelable on hit now, meaning that you're forced to cancel into a special, putting yourself more at risk. 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 hit confirm 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 a mix-up 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 hit confirm into a combo on Counter Hit. 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.
  • Ragna's air-to-ground approach is still reasonably strong thanks to j.C. 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. The real strength of this move is in its safe jump utility.
  • As far as Ragna's air-to-air capabilites are concerned, Ragna tends not to spend much time in the air due to the sheer usefulness of his ground normals. However, that's not to say that his air normals are lacking.
    • j.A is fast and cancels into itself on block. It therefore can be used as a safer alternative in situations that would normally force you to use one of Ragna's other anti-airs, such as 6A or C Inferno Divider, should you be in the position to use it. Not only that, but high jumping into j.A allows you to pursue an opponent normally too high for conventional anti-airs.
    • j.D is used scarcely in neutral due to Ragna not really benefiting at mid range in the air, but it's worth noting that it still has a reasonably large horizontal hitbox for an air normal, and has plentiful hitstun should you land it.


Combos

Combo Notation Guide:
j = Jump
hj = High Jump
IAD = Instant Air Dash
jc or (JC) = Jump Cancel
hjc or (HJC) = High Jump Cancel
jcc or (JCC) = Jump Cancel Cancel
dc or (DC) = Dash Cancel
RC or (RC) = Rapid Cancel
OD or (OD) = Overdrive
cOD or (cOD) = Cancel Overdrive
CH = Counter Hit
FC = Fatal Counter
(N) = Attack must only hit on Nth attack.
[???] xN = Repeat for N amount of times. (listed as "N" means indefinitely)
>> or -> = Cancel special into listed followup


Note: All combos starting with 5B can also be started with 2B, with the exception of those that go into either 6A (invalid Revolver Action), 5D or Hell's Fang (lack of hitstun). This grants you a low starter at the cost of heavier proration and therefore decreased damage.

Midscreen


Mid Starters

  • 5B > 5C > 214A >> 214D
Requires: --
Damage: 2020
Heat Gain: 18%
Lifesteal: 200
  • 5B > 5C > jc j.A > j.C > j.D > dash 5B > 5C > jc j.A > j.C > j.D > dash 5B > 5C > jc j.A > j.C > j.D > dash 5B > 3C > 22C > [214A >> 214D] or [623D >> 236C >> 214D]
Requires: --
Damage: 2967/2977
Heat Gain: 21%
Lifesteal: 342/355
Notes: Tager only
  • 5B > 6A > 214B >> 214D > 6A > jc j.214D > dash 5B > 5C > 5D > 214A > 5B > 5C > 5D > 623D >> 236C >> 214D
Requires: --
Damage: 3067
Heat Gain: 22%
Lifesteal: 787
  • 5B > (5C) > 6A > 214B > 5A > 5B > 5D > delay 214A > (dash) 5B > 6A > jc j.214D > dash 5B > 5C > 5D > 623D >> 236C >> 214D
Requires: --
Damage: 3032 (3337)
Heat Gain: 21% (23%)
Lifesteal: 677
Notes: 6A > 214B > 5A doesn't work on Tager, Arakune, Carl, Haku-Men and Relius (at point blank)
  • 5B > (5C) > 6A > 214A > delay 5B > 5C > 5D > 214B >> 214D > 6A > jc j.214D > dash 5B > 5C > 5D > 623D >> 236C >> 214D
Requires: --
Damage: 3289 (3572)
Heat Gain: 23% (25%)
Lifesteal: 797
Notes: 6A > 214A doesn't work on Tager, Nu, Mu, Makoto, Amane, Bullet and Izayoi and must be delayed against Bang
  • 5B > 5C > jc delay j.C > j.D > dash 5A > 3C > 22C > dc 5C > 214A > dash 5B > 5C > [214A >> 214D] or [623D >> 236C >> 214D]
Requires: --
Damage: 3409
Heat Gain: 22%
Lifesteal: 280/292
Notes: Tager, Haku-Men, Relius and Amane only
  • 5B > 5C > 214A RC > 6C > 214B >> 214D > 6A > jc j.214D > (dash) 5B > 5C > hjc j.C > j.D > j.214C > (dash) 5D > 623D >> 236C >> 214D
Requires: 50% Heat
Damage: 3619
Heat Gain: 17%
Lifesteal: 787
  • 5B > 3C > 22C > dc dash 5C > 214A > 5B > delay 5C > 5D(1) > 214B >> delay 214D > dash 5D > 623D >> 236C >> 214D
Requires: --
Damage: 4091
Heat Gain: 25%
Lifesteal: 392
Notes: 22C > dc dash 5C doesn't work on Arakune or Kokonoe
  • 5B > 5C > 6C > delay 6D > j.214D > dash 5B > 5C > 5D > delay 214A > dash 5B > 5C > 5D > 623D >> 236C >> 214D
Requires: Crouching
Damage: 4154
Heat Gain: 29%
Lifesteal: 787
  • 5B > 5C > 2D RC > dash 5C > 5D(1) > 214A > 5B > delay 5C > 5D(1) > 214B >> delay 214D > dash 5D > 22C > 623D >> 236C >> 214D
Requires: 50% Heat
Damage: 4330
Heat Gain: 18%
Lifesteal: 497
Notes: 22C > 623D doesn't work on Rachel, Carl, Nu, Tsubaki, Relius and Kagura
  • 5B > 5C > 2D RC > dash 3C > 22C > dc dash 5C > 214A > dash 5B > delay 5C > 5D(1) > 214B >> delay 214D > dash 5D > 623D >> 236C >> 214D
Requires: 50% Heat
Damage: 4555
Heat Gain: 22%
Lifesteal: 497
Notes: 22C > dc dash 5C doesn't work on Arakune or Kokonoe
  • 5B > 3C > 22C > 214A whiff >> 214D RC > 236D > dc 2C > delay 5C > jc j.C > jc j.C > j.214C > 5C > 5D > 623D >> 236C >> 214D
Requires: 50% Heat
Damage: 4776
Heat Gain: 24%
Lifesteal: 597
Notes: 22C > 214A whiff >> 214D only works on Ragna, Jin, Arakune, Carl, Izayoi and Kagura
  • CH 2C or CH 5D(1) > A+B > dash 3C > 22C > dc dash 5C > 214A > dash 5B > delay 5C > 5D(1) > 214B >> delay 214D > dash 5D > 623D >> 236C >> 214D
Requires: 25% Heat
Damage: 5041/5120
Heat Gain: 22%
Lifesteal: 392
Notes: 22C > dc dash 5C doesn't work on Arakune or Kokonoe


Overhead Starters

  • 6B > 6A > 214B >> 214D > 6A > jc j.214D > dash 5B > 5C > 5D > 214A > dash 5B > 5C > 5D > 623D >> 236C >> 214D
Requires: --
Damage: 2642
Heat Gain: 18%
Lifesteal: 787
  • 6B > 6A > 214A > 5B > delay 5C > 5D(1) > 214B >> 214D > 6A > jc j.214D > dash 5B > delay 5C > 5D > 623D >> 236C >> 214D
Requires: --
Damage: 2819
Heat Gain: 20%
Lifesteal: 677
Notes: 6A > 214A doesn't work on Tager, Nu, Mu, Makoto, Amane, Bullet and Izayoi and must be delayed against Bang
  • j.C > 5B > 5C > 2D RC > 5C > 5D(1) > delay 214A > dash 5B > 5C > hjc j.C > j.D > jc j.C > j.D > 623D >> 236C >> 214D
Requires: 50% Heat
Damage: 3653
Heat Gain: 16%
Lifesteal: 497
Notes: Now deals 3316 damage as of ver1.10 due to universal jump normal proration nerf


Throw Starters

  • 5B+C > delay 214A > 5B > 5C > 5D (1) > 214B >> delay 214D > dash 5D > 623D >> 236C >> 214D
Requires: --
Damage: 3148
Heat Gain: 22%
Lifesteal: 392
  • 4B+C > dash 5C > 214A > 5B > delay 5C > jc j.B > j.C > jc j.C > j.D > 623D >> 236C >> 214D
Requires: --
Damage: 3174
Heat Gain: 22%
Lifesteal: 292
  • j.B+C > dash 5C > 5D(1) > 214A > 5B > 6A > jc j.214D > dash 5B > 6A > hjc j.D > jc j.C > j.623D >> 236C >> 214D
Requires: --
Damage: 3235
Heat Gain: 23%
Lifesteal: 592


Fatal Counter Combos

  • FC 623D > (dash) delay 5B > delay 5C > 5D(1) > 214B > 5B > delay 5C > 5D(1) > delay 214A > 5B > delay 5C > jc j.C > jc j.C > j.D > j.214D
Requires: --
Damage: 4253
Heat Gain: 30%
Lifesteal: 490
Notes: Now obsolete as of ver1.10
  • FC 623D > (dash) delay 2C > delay 5C > 5D > 214B > 5B > delay 5C > 5D(1) > delay 214A > 5B > 6A > jc 214D > 5B > 5D > 623C >> 236C >> 214D
Requires: --
Damage: 4378
Heat Gain: 31%
Lifesteal: 570
Notes: Only possible as of ver1.10
  • FC 214D > dash 6D > j.D whiff > 2C > 5C > 5D(1) > 214B > 5B > (delay) 5C > 5D(1) > delay 214A > 5B > (delay) 5C > hjc j.B > j.C > jc j.C > j.D > 623D >> 236C >> 214D
Requires: --
Damage: 4402
Heat Gain: 31%
Lifesteal: 697
  • FC 214D > dash A+B > 6D > j.D whiff > 2C > 5C > 5D(1) > delay 214B > 5B > (delay) 5C > 5D(1) > delay 214A > dash 5B > 5C > 5D > 623D >> 236C >> 214D
Requires: 25% Heat
Damage: 5094
Heat Gain: 23%
Lifesteal: 697


Overdrive Combos

  • 5B > 5C > 3C cOD > 5B > 5D(1) > 214B >> 214D > dash 3C > 22C > dc dash 5C > 214A > 5B > 623D >> 236C >> 214D
Requires: Burst Icon, 1-100% Life
Damage: 4493 (assuming OD ends before 623D)
Heat Gain: 29%
Lifesteal: 342 (assuming OD ends before 623D)
Notes: 22C > dc dash 5C doesn't work on Arakune or Kokonoe
  • 5B > 5C cOD > 5C > 2D > dc 623D >> 236C >> 214D > j.D > j.214B >> delay 214D > 214214D
Requires: 50% Heat, Burst Icon, 1-50% Life
Damage: 5357
Heat Gain: 27%
Lifesteal: 1860
  • CH 2C/5C > A+B > OD > (dash) 5C > 2D > dc 5C > 5D(1) > 214B >> delay 214D > (dash) 6B > 236D > dc dash 5C > 623D >> 236C >> 214D > j.D > j.214D > 632146D
Requires: Crouching (5C only), 75% Heat, Burst Icon, 1-50% Life
Damage: 7581/7848
Heat Gain: 34/35%
Lifesteal: 2217


Midscreen to Corner


Mid Starters

  • 623C >> 236C >> 236C > 3C > 22C > 236D > dc 3C > 214A >> 214D
Requires: --
Damage: 2515
Heat Gain: 17%
Lifesteal: 280
  • 5B > 5C > (3C) > 623D >> 236C >> delay 236C > (dash) 3C > 22C > 236D > 5C > 2C > 5D > 214A >> 214D
Requires: --
Damage: 3735 (4065)
Heat Gain: 25% (28%)
Lifesteal: 500
  • 5C > 214A >> 214D RC > dash 3C > 22C > 236D > dc 5C > 6A > jc j.214D > 5B > 6A > jc j.D > jc j.D > j.623D >> 236C >> 214D
Requires: 50% Heat
Damage: 4311
Heat Gain: 26%
Lifesteal: 1012
Notes: Sacrifices damage for lifesteal
  • j.623D(1) RC > dash 3C > 22C > 236D > dc 5C > hjc j.C > j.214C > 5C > 5D > 623D >> 236C >> 214D
Requires: 50% Heat
Damage: 4358
Heat Gain: 15%
Lifesteal: 447
  • 5B > 5C > 6C > delay 6D > j.214D > dash 5B > 5C > jc j.C > jc j.C > j.214C > dash 3C > 22C > 236D > 5B > 623D >> 236C >> 214D
Requires: Crouching
Damage: 4488
Heat Gain: 30%
Lifesteal: 677
  • 5B > 5C > 214A >> 214D RC > dash 3C > 22C > 236D > 5C > jc j.C > j.214C > 5C > 5D > 623D >> 236C >> 214D
Requires: 50% Heat
Damage: 4515
Heat Gain: 26%
Lifesteal: 597
  • 5B > 5C > 2D RC > dash 3C > 22C > dc 236D > dc 2C > 5C > hjc j.C > j.214C > 5C > 5D > [214A >> 214D] or [623D >> 236C >> 214D]
Requires: 50% Heat
Damage: 4771/4822
Heat Gain: 24%/25%
Lifesteal: 485/497


Overhead Starters

  • 214B >> 214D > hj.C > j.214C > dash 3C > 22C > 236D > dc 3C > 623D >> 236C >> 214D
Requires: --
Damage: 3115
Heat Gain: 20%
Lifesteal: 392
  • IAD j.C > j.D > (dash) 5B > 3C > 22C > 236D > dc 5C > hjc j.C > j.214C > 5D > 623D >> 236C >> 214D
Requires: --
Damage: 3280
Heat Gain: 21%
Lifesteal: 497
Notes: Now deals 2986 damage as of ver1.10 due to universal jump normal proration nerf


Throw Starters

  • 5B+C > 214A > 5B > 5C > hjc j.C > j.D > j.214C > 5D > 623D >> 236C >> 214D
Requires: --
Damage: 3086
Heat Gain: 22%
Lifesteal: 392
  • j.B+C > (dash) 5C > 214A > 5B > (delay) 5C > hjc j.C > j.D > j.214C > dash 5D > 623D >> 236C >> 214D
Requires: --
Damage: 3283
Heat Gain: 23%
Lifesteal: 392


Fatal Counter Combos

  • FC 623D > dash 3C > 22C > 236D > (dc) 2C > delay 5C > hjc j.C > j.214C > delay 2C > 5C > 5D > 214A >> 214D
Requires: --
Damage: 4605
Heat Gain: 30%
Lifesteal: 500
Notes: Only possible as of ver1.10


Overdrive Combos

  • 6B > 5D(1) cOD > 5C > 2D > dc 5C > 5D(1) > 214A > 5B > 5C > jc j.C > jc j.C > j.214C > 5C > 5D > 22C > 623D >> 236C >> 214D
Requires: Burst Icon, 91-100% Life
Damage: 3960
Heat Gain: 27%
Lifesteal: 417
  • CH 5C > jcc OD > 5B > 5C > 2D > dc 623D >> 236C >> 214D > j.C > j.214B >> 214D > [jc j.214D > 5D > 22C > 214A >> 214D] or [6D > j.214D > 3C > 22C > 214A >> 214D]
Requires: Burst Icon, 81-90%/61-70% Life
Damage: 4947/5115
Heat Gain: 35%/36%
Lifesteal: 1431/1466
  • CH 5C > jcc OD > 5B > 5C > 2D > dc 3C > 22C > 236D > dc 5C > 5D(1) > 214B >> 214D > 5D > 214D > 5D(1) > 623D >> 236C >> 214D
Requires: Burst Icon, 41-50% Life
Damage: 5763
Heat Gain: 38%
Lifesteal: 1601
  • CH 2C/5C > A+B > OD > (dash) 5C > 2D > dc 22C > (dc) 236D > (dc) 5C > 5D(1) > 214B >> 214D > jc j.C >> 623D >> 236C >> 214D > j.D > j.214D > 632146D
Requires: Crouching (5C only), 75% Heat, Burst Icon, 1-50% Life
Damage: 7794/8067
Heat Gain: 32/33%
Lifesteal: 2217


Corner Only


Mid Starters

  • 5B > 5C > 6C > 6D > j.214D > 22C > 236D > 5C > j.C > j.214C > 5D > 623D >> 236C >> 214D
Requires: Crouching
Damage: 4410
Heat Gain: 29%
Lifesteal: 787
  • 5B > 3C > 22C > 236D > delay 2C > 5C > [hjc j.C] or [jc j.C > jc dj.C] > j.214C > delay 2C > delay 5C > 5D > 623D >> 236C >> 214D
Requires: --
Damage: 4523/4614
Heat Gain: 28%/29%
Lifesteal: 392
  • 5C > 6C > 6D > j.214D > 22C > 236D > 5C > j.c j.C > j.D > jc j.C > j.214C > 5D > 623D >> 236C >> 214D
Requires: Crouching
Damage: 4522
Heat Gain: 29%
Lifesteal: 902
  • 5B > 5C > 214A >> 214D RC > 3C > 22C > 236D > 5C > jc j.C > j.214C > 5C > 5D > 623D >> 236C >> 214D
Requires: 50% Heat
Damage: 4518
Heat Gain: 29%
Lifesteal: 597
  • 5B > 5C > 2D RC > dash 3C > 22C > 236D > 2C > delay 5C > jc j.C > j.c j.C > j.214C > 5C > 5D > 623D >> 236C >> 214D
Requires: 50% Heat
Damage: 4914
Heat Gain: 22%
Lifesteal: 497
  • CH 2C or CH 5D(1) > A+B > dash 3C > 22C > 236D > 2C > delay 5C > jc j.C > j.c j.C > j.214C > 5C > 5D > 623D >> 236C >> 214D
Requires: 25% Heat
Damage: 5463/5558
Heat Gain: 25%
Lifesteal: 392


Overhead Starters

  • 6B > 5D(1) > 623D >> 236C >> 236C > 3C > 22C > 236D > 5C > jc j.C > j.214C > 5D > 214A >> 214D
Requires: --
Damage: 3278
Heat Gain: 25%
Lifesteal: 380
Notes: No longer possible as of ver1.10, so instead do 5C > 2C > 5D > 214A >> 214D after 236D for 3208 damage


Throw Starters

  • 5B+C > delay 236D > dash 3C > 22C > dc > 5B > 5C > 5D > [214A >> 214D] or [623D >> 236C >> 214D]
Requires: -- (25% Heat)
Damage: 3503/3560
Heat Gain: 23%
Lifesteal: 380/392
  • j.B+C > 5B > 5C > hjc j.C > j.214C > 3C > 22C > 236D > [dc 3C > 214A >> 214D] or [5B > 623D >> 236C >> 214D]
Requires: --
Damage: 3556/3589
Heat Gain: 24%
Lifesteal: 280/292


Fatal Counter Combos

  • FC 623D > 2B > 5D(1) > 236D > dc 3C > 22C > dc 5B > 5C > jc j.C > jc j.C > j.214C > 5D > 214A >> 214D
Requires: --
Damage: 4300
Heat Gain: 28%
Lifesteal: 500
Notes: Now obsolete as of ver1.10
  • FC 214D > dash 6D > j.D whiff > 5C > 5D(1) > 236D > dc 3C > 22C > dc 2C > delay 5C > hjc j.C > j.214C > 5C > 5D > 623D >> 236C >> 214D
Requires: --
Damage: 4752
Heat Gain: 31%
Lifesteal: 807
  • FC 214D > A+B > dash 6D > j.D whiff > 3C > 22C > 236D > dc 2C > delay 5C > hjc j.C > j.214C > 5C > 5D > 623D >> 236C >> 214D
Requires: 25% Heat
Damage: 5244
Heat Gain: 29%
Lifesteal: 807


Overdrive Combos

  • 5B+C > A+B > OD > 22C > 236D > 623D >> 236C >> 214D > j.D > j.214B >> 214D > jc j.214D > 214214D
Requires: 75% Heat, Burst Icon, 1-60% Life
Damage: 6025
Heat Gain: 19%
Lifesteal: 2789
  • (OD) 22C > A+B > 5C > 5D(1) > 632146D > 623D >> 236C >> 214D > j.214B >> 214D > jc (j.C) > j.214C > 5C > 5D > 214D > 6D > delay j.D > j.214D > 214214D
Requires: 100% Heat, Burst Icon, 1-10% Life
Damage: 9176 (9203)
Heat Gain: 25%
Lifesteal: 4332
Notes: Tager only, no longer possible as of ver1.10
  • (OD) 22C > A+B > 5C > 5D(1) > 632146D > 623D >> 236C >> 214D > j.214B >> 214D > jcc 236D > 5D > 214D > 6D > delay j.D > j.214D > 214214D
Requires: 100% Heat, Burst Icon, 1-10% Life
Damage: 9297
Heat Gain: 25%
Lifesteal: 5227
Notes: Tager only, only possible as of ver1.10


Please also consult KayEff's "Non-OD Combo Compilation" listed in the External References section above.

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BlazBlue: Chrono Phantasmae
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