BBCF/Ragna the Bloodedge: Difference between revisions

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|caption=Although the start-up is fast, 5A only sees somewhat occasional use
|caption=Although the start-up is fast, 5A only sees somewhat occasional use
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=300
  |damage=300
  |cancel=CSOJR
  |cancel=CSOJR
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|caption=Fast and powerful, but can be dangerous to use in certain situations
|caption=Fast and powerful, but can be dangerous to use in certain situations
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=660
  |damage=660
  |cancel=SOR
  |cancel=SOR
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|caption=The slower, but longer alternative to 5B
|caption=The slower, but longer alternative to 5B
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=800
  |damage=800
  |cancel=SO(J)R
  |cancel=SO(J)R
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|caption=The ±0 frame advantage makes 2A a useful pressure tool
|caption=The ±0 frame advantage makes 2A a useful pressure tool
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=300
  |damage=300
  |cancel=CSOR
  |cancel=CSOR
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|caption=Fast low, and can also be used as a footsie
|caption=Fast low, and can also be used as a footsie
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=500
  |damage=500
  |cancel=SOR
  |cancel=SOR
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|caption=No longer a fatal, but still a very good move
|caption=No longer a fatal, but still a very good move
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=720
  |damage=720
  |cancel=SOR
  |cancel=SOR
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|caption=An anti-air that has been buffed
|caption=An anti-air that has been buffed
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=620
  |damage=620
  |cancel=SO(J)R
  |cancel=SO(J)R
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|caption=No chains into C make this move a dangerous one to use
|caption=No chains into C make this move a dangerous one to use
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=720
  |damage=720
  |cancel=SOR
  |cancel=SOR
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|caption=Staple launcher off crouching opponents
|caption=Staple launcher off crouching opponents
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=620*2
  |damage=620*2
  |cancel=(S)OR, SOJR
  |cancel=(S)OR, SOJR
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|caption=The okizeme setup off this move is still good, but not as versatile anymore
|caption=The okizeme setup off this move is still good, but not as versatile anymore
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=720
  |damage=720
  |cancel=SOJR
  |cancel=SOJR
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|caption=Simple aerial jab
|caption=Simple aerial jab
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=300
  |damage=300
  |cancel=CSOJR
  |cancel=CSOJR
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|caption=Aerial crossup move
|caption=Aerial crossup move
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=500
  |damage=500
  |cancel=SOJR
  |cancel=SOJR
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|caption=Main aerial approach, due to the huge hitbox
|caption=Main aerial approach, due to the huge hitbox
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=620
  |damage=620
  |cancel=SOJR
  |cancel=SOJR
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|caption=Valuable in combos, not so much elsewhere
|caption=Valuable in combos, not so much elsewhere
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=500, 680
  |damage=500, 680
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A very important combo staple move. 5D is used in almost literally every combo in Ragna's arsenal, but outside of this, 5D doesn't see much other use. 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.
A very important combo staple move. 5D is used in almost literally every combo in Ragna's arsenal, but outside of this, 5D doesn't see much other use. 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.
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Overdrive
  |version=Overdrive
  |damage=500, 780
  |damage=500, 780
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|caption=Safe move when spaced properly
|caption=Safe move when spaced properly
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=750
  |damage=750
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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.
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.
}}
}}
{{AttackData-BBCPE
{{AttackData-BBCF
  |version=Overdrive
  |version=Overdrive
  |damage=850
  |damage=850
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|caption=Great mix-up potential, but can be tricky to execute consistently
|caption=Great mix-up potential, but can be tricky to execute consistently
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=750
  |damage=750
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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.
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.
}}
}}
{{AttackData-BBCPE
{{AttackData-BBCF
  |version=Overdrive
  |version=Overdrive
  |damage=850
  |damage=850
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|caption=Trades damage for lifesteal
|caption=Trades damage for lifesteal
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=590
  |damage=590
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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.
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.
}}
}}
{{AttackData-BBCPE
{{AttackData-BBCF
  |version=Overdrive
  |version=Overdrive
  |damage=690
  |damage=690
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|caption="This will sting!"
|caption="This will sting!"
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=0, 1400
  |damage=0, 1400
  |cancel=-, SOR
  |cancel=-, SOR
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|caption=Here comes the combo
|caption=Here comes the combo
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=0, 1400
  |damage=0, 1400
  |cancel=-, SOR
  |cancel=-, SOR
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|caption=Pretty much his only mandatory throw
|caption=Pretty much his only mandatory throw
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=0, 1400
  |damage=0, 1400
  |cancel=-, SOR
  |cancel=-, SOR
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|caption=Same animation as 5B, with the same start-up and hitbox
|caption=Same animation as 5B, with the same start-up and hitbox
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=0
  |damage=0
  |cancel=R
  |cancel=R
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|caption=A Crush Trigger that is as basic as you can get
|caption=A Crush Trigger that is as basic as you can get
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=1000
  |damage=1000
  |cancel=R
  |cancel=R
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|caption=Combo material for just about any mid-screen combo
|caption=Combo material for just about any mid-screen combo
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=730
  |damage=730
  |cancel=R
  |cancel=R
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|caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme
|caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=950
  |damage=950
Line 1,088: Line 1,088:
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. You typically want to avoid using this ender mid-screen unless it will send them into the corner.
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. You typically want to avoid using this ender mid-screen unless it will send them into the corner.
}}
}}
{{AttackDataNoHeader-BBCPE
{{AttackDataNoHeader-BBCF
  |version=Overdrive
  |version=Overdrive
  |damage=1150
  |damage=1150
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|caption=C version is your go-to reversal, while D version is your go-to combo ender for damage and light okizeme
|caption=C version is your go-to reversal, while D version is your go-to combo ender for damage and light okizeme
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version={{C}} Inferno Divider<div><small>623C</small></div>
  |version={{C}} Inferno Divider<div><small>623C</small></div>
  |damage=550*2
  |damage=550*2
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  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Aerial {{C}} Inferno Divider<div><small>j.623C</small></div>
  |version=Aerial {{C}} Inferno Divider<div><small>j.623C</small></div>
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  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version={{D}} Inferno Divider<div><small>623D</small></div>
  |version={{D}} Inferno Divider<div><small>623D</small></div>
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  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Aerial {{D}} Inferno Divider<div><small>j.623D</small></div>
  |version=Aerial {{D}} Inferno Divider<div><small>j.623D</small></div>
Line 1,224: Line 1,224:
  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version={{D}} Inferno Divider (OD)<div><small>623D</small></div>
  |version={{D}} Inferno Divider (OD)<div><small>623D</small></div>
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  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Aerial {{D}} Inferno Divider (OD)<div><small>j.623D</small></div>
  |version=Aerial {{D}} Inferno Divider (OD)<div><small>j.623D</small></div>
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|caption=Otherwise known as "that one in the middle"
|caption=Otherwise known as "that one in the middle"
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=310
  |damage=310
  |cancel=R
  |cancel=R
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|caption=For when you're otherwise just out of corner's reach
|caption=For when you're otherwise just out of corner's reach
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=400
  |damage=400
  |cancel=R
  |cancel=R
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|caption=Ragna's most universal form of knockdown
|caption=Ragna's most universal form of knockdown
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=480
  |damage=480
Line 1,384: Line 1,384:
  |hitbox=
  |hitbox=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
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|caption=A risky overhead that now functions as a mid-screen combo part
|caption=A risky overhead that now functions as a mid-screen combo part
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Ground
  |version=Ground
  |damage=800
  |damage=800
Line 1,446: Line 1,446:
  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Air
  |version=Air
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|caption=The follow-up to Gauntlet Hades, and now gets more love in regular combos
|caption=The follow-up to Gauntlet Hades, and now gets more love in regular combos
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=800
  |damage=800
Line 1,506: Line 1,506:
  |hitbox=
  |hitbox=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
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|caption=A beefy projectile used for resetting pressure. Now actually moves!
|caption=A beefy projectile used for resetting pressure. Now actually moves!
|data=
|data=
{{AttackData-BBCPE
{{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=1000
  |damage=1000
Line 1,567: Line 1,567:
  |description=
  |description=
}}
}}
{{AttackDataNoHeader-BBCPE
{{AttackDataNoHeader-BBCF
  |version=Overdrive
  |version=Overdrive
  |damage=600*3
  |damage=600*3
Line 1,604: Line 1,604:
|caption=Massive corner carry potential mid-screen and a fantastic combo part in the corner
|caption=Massive corner carry potential mid-screen and a fantastic combo part in the corner
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=0, 952
  |damage=0, 952
  |cancel=-, SORDa
  |cancel=-, SORDa
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|caption=The new king of lifesteal specials. Ground version is incredibly slow but advantageous. Aerial version is great for corner carry.
|caption=The new king of lifesteal specials. Ground version is incredibly slow but advantageous. Aerial version is great for corner carry.
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Blood Scythe<div><small>214D</small></div>
  |version=Blood Scythe<div><small>214D</small></div>
  |damage=1200
  |damage=1200
Line 1,663: Line 1,663:
  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Blood Scythe (OD)<div><small>214D</small></div>
  |version=Blood Scythe (OD)<div><small>214D</small></div>
Line 1,687: Line 1,687:
  |hitbox=
  |hitbox=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Aerial Blood Scythe<div><small>j.214D</small></div>
  |version=Aerial Blood Scythe<div><small>j.214D</small></div>
Line 1,712: Line 1,712:
  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Aerial Blood Scythe (OD)<div><small>j.214D</small></div>
  |version=Aerial Blood Scythe (OD)<div><small>j.214D</small></div>
Line 1,750: Line 1,750:
|caption=When ending air combos, do you choose between okizeme, or damage?
|caption=When ending air combos, do you choose between okizeme, or damage?
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=1010
  |damage=1010
  |cancel=R
  |cancel=R
Line 1,785: Line 1,785:
|caption=For when you choose damage
|caption=For when you choose damage
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=900
  |damage=900
  |cancel=R
  |cancel=R
Line 1,822: Line 1,822:
|caption=Use this outside of Overdrive if it will kill. Use this during Overdrive for Soul Eater progression and possible relaunches in the corner.
|caption=Use this outside of Overdrive if it will kill. Use this during Overdrive for Soul Eater progression and possible relaunches in the corner.
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=1000, 2500
  |damage=1000, 2500
Line 1,846: Line 1,846:
  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
Line 1,883: Line 1,883:
|caption=A useless, blockable move without Overdrive. In OD, it's unblockable and actually a very good move.
|caption=A useless, blockable move without Overdrive. In OD, it's unblockable and actually a very good move.
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=0, 2700
  |damage=0, 2700
Line 1,907: Line 1,907:
  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Overdrive
  |version=Overdrive
Line 1,945: Line 1,945:
|caption=
|caption=
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |version=Normal
  |version=Normal
  |damage=2010
  |damage=2010
Line 1,969: Line 1,969:
  |description=
  |description=
}}
}}
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |header=no
  |header=no
  |version=Active Flow
  |version=Active Flow
Line 2,009: Line 2,009:
|caption="There is no Hell, only darkness."
|caption="There is no Hell, only darkness."
|data=
|data=
  {{AttackData-BBCPE
  {{AttackData-BBCF
  |damage=DESTROY
  |damage=DESTROY
  |cancel=
  |cancel=

Revision as of 13:30, 26 October 2016

Ragna the Bloodedge
BBCF Ragna Portrait.png

Health: 10,000
Combo Rate: 60%
Prejump:
Backdash Time 22 / Invul: 1-5


Movement Options
Double Jump, 1 Airdash, Dash type: Run
Play-style
Offensive, Footsies
  

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.

Edit: It seems lifesteal scaling was removed in CF.

Overdrive: Blood Kain IDEA

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

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
  • Easy to pick up, easy to play character
  • 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
  • Very weak character without 50% Heat, heavily relies on meter
  • 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)
Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 91% 90 - 82% 81 - 73% 72 - 63% 62 - 54% 53 - 45% 44 - 35% 34 - 0%
Overdrive 240F 270F 300F 330F 360F 390F 420F 480F
Ambox warning.png Official frame data has yet to be released. Excluding damage, cancel, proration and hitstun type, all values are based on BBCP Ver 1.10.

Normal Moves

5A
5A
BBCS Ragna 5A.png
Although the start-up is fast, 5A only sees somewhat occasional use
300 all 5 3 9 - B -
5B
5B
BBCS Ragna 5B.png
Fast and powerful, but can be dangerous to use in certain situations
660 HL 8 8 16 - B -
5C
5C
BBCS Ragna 5C.png
The slower, but longer alternative to 5B
800 HL 13 4 20 - B -
2A
2A
BBCS Ragna 2A.png
The ±0 frame advantage makes 2A a useful pressure tool
300 all 7 2 10 - F -
2B
2B
BBCS Ragna 2B.png
Fast low, and can also be used as a footsie
500 L 9 2 15 - F -
2C
2C
BBCS Ragna 2C.png
No longer a fatal, but still a very good move
720 HL 12 3 13 - F -
6A
6A
BBCS Ragna 6A.png
An anti-air that has been buffed
620 HL 13 4 24 - B -
6B
6B
BBCS Ragna 6B.png
No chains into C make this move a dangerous one to use
720 H 24 4 19 - B -
6C
6C
BBCS Ragna 6C.png
Staple launcher off crouching opponents
620*2 L, HL 20 3(8)2 33 - F, B -
3C
3C
BBCS Ragna 3C.png
The okizeme setup off this move is still good, but not as versatile anymore
720 L 12 3 27 - F -
j.A
j.A
BBCS Ragna jA.png
Simple aerial jab
300 HA 7 3 9 - H -
j.B
j.B
BBCS Ragna jB.png
Aerial crossup move
500 HA 10 9 12 - H -
j.C
j.C
BBCS Ragna jC.png
Main aerial approach, due to the huge hitbox
620 HA 12 4 26 - H -


Drive Moves

5D
5D Valuable in combos, not so much elsewhere
500, 680 HL, all 15 5(12)3 29 - B - 500, 780 HL, all 15 5(12)3 29 - B -
2D
2D
BBCS Ragna 2D.png
Safe move when spaced properly
750 All 18 2 23 - F - 850 L 18 2 23 - F -
6D
6D
BBCS Ragna 6D.png
Great mix-up potential, but can be tricky to execute consistently
750 HL 26 3 14+16L - H - 850 HLd 22 3 14+16L - H -
j.D
j.D
BBCS Ragna jD.png
Trades damage for lifesteal
590 HA 13 4 20 - H - 690 HA 11 4 20 - H -


Universal Mechanics

Forward Throw
Forward Throw
5B+C or 6B+C
BBCS Ragna FThrow.png
"This will sting!"
0, 1400 T (70) 7 3 19 - T -
Back Throw
Back Throw
4B+C
BBCS Ragna BThrow.png
Here comes the combo
0, 1400 T (70) 7 3 19 - T -
Air Throw
Air Throw
j.B+C
BBCS Ragna AThrow.png
Pretty much his only mandatory throw
0, 1400 T (90) 7 3 15+3L - T -
Counter Assault
Counter Assault
6A+B during blockstun
BBCS Ragna 5B.png
Same animation as 5B, with the same start-up and hitbox
0 all 13 3 32 - B -
Crush Trigger
Crush Trigger
5A+B A Crush Trigger that is as basic as you can get
1000 B 30~59 1 23 - B -


Specials

Hell's Fang
Hell's Fang
214A Combo material for just about any mid-screen combo
730 all 15 13 28 - B -
Follow-up
Follow-up
214D after Hell's Fang Typical combo ender for pushing your opponent towards the corner and for good corner okizeme
950 all 23 3 35 - B -

Template:AttackDataNoHeader-BBCF

Inferno Divider
Inferno Divider
623C/D (Air OK)
BBCS Ragna InfernoDivider.png
C version is your go-to reversal, while D version is your go-to combo ender for damage and light okizeme
550*2 HL 9 5, 8 20+19L - B - 550*2 all 5 5, 8 19L - H - 600*2 HL, all 7 5, 8 29+19L - B - 600*2 all 7 5, 8 19L - H - 700*2 HL, all 7 5, 8 29+19L - B - 700*2 all 7 5, 8 19L - H -
Upper
Upper
236C during Inferno Divider
BBCS Ragna Upper.png
Otherwise known as "that one in the middle"
310 all 14 3 19L - H -
Straight Punch
Straight Punch
236C after Upper
BBCS Ragna Straight.png
For when you're otherwise just out of corner's reach
400 all 15 3 12L - H -
Ax Kick
Ax Kick
214D after Upper
BBCS Ragna AxKick.png
Ragna's most universal form of knockdown
480 all 19 4 13L - H - 680 all 19 4 11+13L - H -
Gauntlet Hades
Gauntlet Hades
214B (air OK)
BBCS Ragna GauntletHades.png
A risky overhead that now functions as a mid-screen combo part
800 HA 20 7 14+13L - H - 700 HA 12 9 15L - H -
Spin Kick
Spin Kick
214D after Gauntlet Hades
BBCS Ragna SpinKick.png
The follow-up to Gauntlet Hades, and now gets more love in regular combos
800 all 9 3 12L - H - 1000 all 9 3 12L - H -
Dead Spike
Dead Spike
236D
BBCP Ragna DeadSpike.png
A beefy projectile used for resetting pressure. Now actually moves!
1000 all 26 13 57T - HBFP -

Template:AttackDataNoHeader-BBCF

Not Over Yet
Not Over Yet
22C
BBCS Ragna NotOverYet.png
Massive corner carry potential mid-screen and a fantastic combo part in the corner
0, 952 11 8 11 - T -
Blood Scythe
Blood Scythe
214D, j.214D
BBCP Ragna BloodScythe.png
The new king of lifesteal specials. Ground version is incredibly slow but advantageous. Aerial version is great for corner carry.
1200 all 37 3 7+6L - H - 1400 all 37 3 7+6L - H - 900 all 19 4 till L+18 - H - 1100 all 19 4 till L+18 - H -
Nightmare Edge
Nightmare Edge
j.214C
BBCF Ragna NightmareEdge.png
When ending air combos, do you choose between okizeme, or damage?
1010 all - -
Additional Blow
Additional Blow
214D after
BBCF Ragna NightmareEdgeFollowUp.png
For when you choose damage
900 all - -


Distortion Drives

Carnage Scissors
Carnage Scissors
632146D
BBCS Ragna CarnageScissors.png
Use this outside of Overdrive if it will kill. Use this during Overdrive for Soul Eater progression and possible relaunches in the corner.
1000, 2500 all 9+7~12 2(38)4 58 - B - 1000, 2500, 300*4 all 9+7~12 2(38)4, 1*4 58 - B -
Devoured by Darkness
Devoured by Darkness
214214D A useless, blockable move without Overdrive. In OD, it's unblockable and actually a very good move.
0, 2700 all 13+12 3 56 - B - 0, 5400 UNB 13+12 3 56 - B -


Exceel Accel

Seed of Tartarus
ABCD during Overdrive
2010 All - - 4122 All - -


Astral Heat

Black Onslaught
2141236C "There is no Hell, only darkness."
BBCS Ragna BlackOnslaught2.png
DESTROY all 3+25 2 25 - B -


External References