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| *Struggles against zoning gameplay, even with movement options | | *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) | | *Highly encourages uncommon tactics to play well (may not be a con if you have the right mindset) |
| | <br clear=all/> |
| | {| class="wikitable" style="text-align: center;" |
| | |+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 |
| | |- |
| | |} |
| | {{warning|Official frame data has yet to be released. Excluding damage, cancel, proration and hitstun type, all values are based on BBCP Ver1.10.}} |
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| {{warning|Official frame data has yet to be released. Excluding damage, cancel, proration and hitstun type, all values are based on BBCP Ver1.10.}}
| |
| ==Normal Moves== | | ==Normal Moves== |
| ====== <font style="visibility:hidden" size="0">5A</font> ====== | | ====== <font style="visibility:hidden" size="0">5A</font> ====== |
Ragna the Bloodedge
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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
|
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.
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 - 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
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|
Official frame data has yet to be released. Excluding damage, cancel, proration and hitstun type, all values are based on BBCP Ver1.10.
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Normal Moves
5A
5A
Although the start-up is fast, 5A only sees somewhat occasional use.
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5B
5B
Fast and powerful, but can be dangerous to use in certain situations.
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5C
5C
The slower, but longer alternative to 5B.
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2A
2A
The ±0 frame advantage makes 2A a useful pressure tool.
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2B
2B
Fast low, and can also be used as a footsie.
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2C
2C
No longer a fatal, but still a very good move.
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6A
6A
An anti-air that unrighteously got nerfed.
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6B
6B
No chains into C make this move a dangerous one to use.
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6C
6C
Staple launcher off crouching opponents.
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3C
3C
The okizeme setup off this move is still good, but not as versatile anymore.
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j.A
j.B
j.C
j.C
Main aerial approach, due to the huge hitbox.
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Drive Moves
5D
5D
Valuable in combos, not so much elsewhere.
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Version
|
Damage
|
Cancel
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Guard
|
Startup
|
Active
|
Recovery
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Frame Adv
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Attribute
|
Invul
|
Normal
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500, 680
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SOR
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HL, all
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15
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5(12)3
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29
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-11
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B
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-
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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.
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Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
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Attribute
|
Invul
|
Overdrive
|
500, 780
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SRDa
|
HL, all
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15
|
5(12)3
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29
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-11
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B
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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2D
2D
Safe move when spaced properly.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Normal
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750
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R
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L
|
18
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2
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23
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-4
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F
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-
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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.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
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Recovery
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Frame Adv
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Attribute
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Invul
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Overdrive
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850
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RDa
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L
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18
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2
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23
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-4
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F
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-
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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6D
6D
Great mix-up potential, but can be tricky to execute consistently.
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Version
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Damage
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Cancel
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Guard
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Startup
|
Active
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Recovery
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Frame Adv
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Attribute
|
Invul
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Normal
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750
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SOJR
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HL
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26
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3
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14+16L
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-12
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H
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10-25F
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- 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.
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Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
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Recovery
|
Frame Adv
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Attribute
|
Invul
|
Overdrive
|
850
|
SJR
|
HLd
|
22
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3
|
14+16L
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-12
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H
|
8-21F
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- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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j.D
j.D
Trades damage for lifesteal.
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Version
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Damage
|
Cancel
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Guard
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Startup
|
Active
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Recovery
|
Frame Adv
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Attribute
|
Invul
|
Normal
|
590
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SOJR
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HA
|
13
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4
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20
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-
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H
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-
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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.
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Version
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Damage
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Cancel
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Guard
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Startup
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Active
|
Recovery
|
Frame Adv
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Attribute
|
Invul
|
Overdrive
|
690
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SJR
|
HA
|
11
|
4
|
20
|
-
|
H
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Universal Mechanics
Forward Throw
Forward Throw 5B+C or 6B+C
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Back Throw
Air Throw
Counter Assault
Counter Assault 6A+B during blockstun
Same animation as 5B, with the same start-up and hitbox.
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Crush Trigger
Crush Trigger 5A+B
A Crush Trigger that is as basic as you can get.
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Specials
Hell's Fang
Hell's Fang 214A
Combo material for just about any mid-screen combo.
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Follow-up
Follow-up 214D after Hell's Fang
Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.
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Inferno Divider
Inferno Divider 623C/D (Air OK)
C version is your go-to reversal. D version is your go-to combo ender for damage and light okizeme.
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Version
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Damage
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Cancel
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Guard
|
Startup
|
Active
|
Recovery
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Frame Adv
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Attribute
|
Invul
|
Inferno Divider 623C
|
550*2
|
R
|
HL
|
9
|
5, 8
|
20+19L
|
-28
|
B
|
1-17 All
|
Aerial Inferno Divider j.623C
|
550*2
|
R
|
all
|
5
|
5, 8
|
19L
|
-
|
H
|
1-13 All
|
Inferno Divider 623D
|
600*2
|
R
|
HL, all
|
7
|
5, 8
|
29+19L
|
-37
|
B
|
-
|
Aerial Inferno Divider j.623D
|
600*2
|
R
|
all
|
7
|
5, 8
|
19L
|
-
|
H
|
-
|
Inferno Divider (OD) 623D
|
700*2
|
R
|
HL, all
|
7
|
5, 8
|
29+19L
|
-37
|
B
|
-
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Aerial Inferno Divider (OD) j.623D
|
700*2
|
R
|
all
|
7
|
5, 8
|
19L
|
-
|
H
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
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Upper
Upper 236C during Inferno Divider
Otherwise known as "that one in the middle".
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Straight Punch
Straight Punch 236C after Upper
For when you're otherwise just out of corner's reach.
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Ax Kick
Ax Kick 214D after Upper
Ragna's most universal form of knockdown.
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Gauntlet Hades
Gauntlet Hades 214B (air OK)
A risky overhead that now functions as a mid-screen combo part.
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Spin Kick
Spin Kick 214D after Gauntlet Hades
The follow-up to Gauntlet Hades. Now gets more love in regular combos.
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Dead Spike
Dead Spike 236D
A beefy projectile used for resetting pressure. Now actually moves!
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Not Over Yet
Not Over Yet 22C
Massive corner carry potential mid-screen and a fantastic combo part in the corner.
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Belial Edge
Belial Edge j.214C
Converts air combos to grounded finishes near the corner. In Extend it is also a midscreen combo extender.
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
500, 200*N
|
RDi
|
all
|
15
|
4, till L(1)1
|
16
|
+1
|
H
|
-
|
- An all around amazing move which mainly finds use in corner combos. In Extend it actually is a combo extender/finisher anywhere on the screen, as it no longer pushes the opponent to the other side of the screen. A move that has been near useless in midscreen combos, now is near essential regarding them.
- Floats the opponent on hit similiarly to Hazama's Devouring Fang (spins the opponent around). Can be followed up with nearly anything, mostly 5C.
- Significant repeat proration (SMP) prevents loops with this move, so never do this more than once in your combos.
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Blood Scythe
Blood Scythe 214D, j.214D
The new king of lifesteal specials. Ground version is incredibly slow but advantageous. Aerial version is great for corner carry.
|
Version
|
Damage
|
Cancel
|
Guard
|
Startup
|
Active
|
Recovery
|
Frame Adv
|
Attribute
|
Invul
|
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
|
-
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
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Distortion Drives
Carnage Scissors
Carnage Scissors 632146D
Use this outside of Overdrive if it will kill. Use this during Overdrive for Soul Eater progression and possible relaunches in the corner.
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Devoured by Darkness
Devoured by Darkness 214214D
Ragna's single largest source of lifesteal. End Overdrive combos with this whenever possible.
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Astral Heat
Black Onslaught 2141236C
"There is no Hell, only darkness."
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External References