BBCF/Ragna the Bloodedge/Unlimited

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Overview

Overview

The unlimited version of Ranga now has increased health and damage, permanent Blood Kain, and has some new moves that makes him more threatening.
Playstyle
Ragna the Bloodedge is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.
Pros Cons
  • Lifesteal: HP is already in par with Tager, and with Soul Eater you are basically fighting a blood bag.
  • Fundamentals Ace: Normals have great range and are easy to hitconfirm, and has a great DP with 623C. A strong beginner character, you'll love 5B.
  • Great Pressure: Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.
  • Reliable Combos: Permanent Blood Kain gives consistent high combo damage and Heat Gain, as well as near fullscreen corner carry.
  • N/A: Unlimited Ragna doesn't suffer from any major weaknesses that is specific to him.

Drive: Soul Eater

Soul Eater allows Ragna to steal his opponent's life on certain attacks. This mechanic offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Because of this, Soul Eater attacks have heavy chip damage, doing chip damage equal to their lifesteal value.

Soul Eater also has a mechanic that increases lifesteal in long combos. Different lifesteal percentages are applied to Soul Eater hits depending on how many Soul Eater hits have already connected within the same combo. The formula is as follows:

  • 1st to 5th Soul Eater hit = 100% lifesteal
  • 6th Soul Eater hit = 110% lifesteal
  • 7th Soul Eater hit = 120% lifesteal
  • 8th Soul Eater hit = 130% lifesteal
  • 9th Soul Eater hit = 140% lifesteal
  • 10th Soul Eater hit = 150% lifesteal

The scaling remains at 150% for any Soul Eater hit beyond the 10th.

Unlimited Changes

The following list out the universal changes for Unlimited Ragna:

  • Health increases from 10000 to 15000.
  • Combo rate increases from 60% to 70%.
  • Has now faster movements and can double airdash.
    • Initial dash velocity increases from 16000 to 19200.
    • Air dash velocity increases.
    • Ragna will continue accelerate after dashing.
  • Now has 3 air movement actions, meaning:
    • Can now triple jump.
    • Can now double airdash.
    • Can jump after dash or dashafter jump.
  • C moves now lifesteals and counts in the Soul Eater count.
  • Has constant Overdrive activated, meaning all his moves are automatically the Overdrive ones.
  • Fixed amount of Overdrive time regardless of health (600F).

Normal Moves

  • We have collapsed the original descriptions to make a clear view on the changes. Note that the descriptions are copy-pasted; just bear in mind that the Unlimited changes will overwrite the original move.

5A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
300 All 5 3 9 0 B -

Unlimited changes

No main functional changes.



  • Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).
  • Jump cancelable on hit or block.
  • Throw cancelable on hit or block.
  • Can late chain.

Staple standing jab that is faster than most 5A's by 1 frame. Because of the fact that 5A whiffs on every character's crouching hitbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame start-up and high hitbox.

Combos netted from this are generally weaker than combos from 6A, but out of the two, 5A is safer for two reasons: its quick recovery makes it hard to punish and it's cancelable into other normals. You'll want to use this for a quick anti-air poke or if a twitch reaction is required, reserving the other for the hard callouts.

5B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
660 Mid 8 8 16 -7 B -

Unlimited changes

No main functional changes.



  • Hitbox fully extends on frame 10.
  • Can late chain.

Ragna's standard and most used poke. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, 5B alone often does not merit a lot of damage when used as a footsie, requiring other resources to maximize the reward off a maximum distance hit. While 5B is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral.

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

Combos into 6D or Gauntlet Hades on Counter Hit, the former for max damage punishes at close range and the latter for max range conversions. Even without a Counter Hit, max range 5B can be hit confirmed into Overdrive. With the proper combo route, the ensuing Overdrive combo can result in over 4000 damage that provides a respectable amount of corner carry as well.

5C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
900 Mid 13 4 20 -5 B -

Unlimited Changes

  • Lifesteal: 100 both on hit and on block

C moves are a common move in Ragna's combo and strings. With all his move getting Soul Eater property, this very greatly improves his healing.


  • Jump cancelable on hit.
  • Can late chain.

Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. 5C's attack hitbox does not overlap with Ragna's character hitbox at all, compared to 5B which does, making it harder to whiff punish or trade with this attack.

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

5C is Ragna's 2nd highest damage starter, only slightly behind 5D(1). Moreover, 5C seems to have a smaller hitbox, making it harder to connect on airborne opponents, although including slight delays may help when using in combos. Combos into 6C on crouching hit or Counter Hit, allowing for high damage, meterless combos that work even if it connected near max range. Counter Hit 5C combos into 6D at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals.

2A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
300 All 7 2 10 0 F -

Unlimited changes

No main functional changes.


  • Throw cancelable on hit or block.
  • Can late chain.

The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being 2A > 2C, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.

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

2B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
550 Low 9 2 15 -3 F -

Unlimited changes

No main functional changes.



  • Can late chain, although time window is smaller.

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

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

2C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
800 Mid 12 3 13 +1 F -

Unlimited Changes

  • Lifesteal: 100 both on hit and on block

  • Crumples opponent on Counter Hit.
  • Plus on normal block, but negative on Instant Block.

The +1 frame advantage and 13f recovery make 2C a very popular move for Ragna players, and for good reason too. This is Ragna's only normal that is plus on block, making it his easiest and safest access to plus frames. Additionally, because of its fast recovery, if you space 2C to whiff, you can potentially reset pressure against an unwary opponent. This is risky versus characters that can match your range and speed, and not overly abusable, as you are quite minus. Regardless, if 2C is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, 2C is extremely safe against Overdrive, and you are likely plus if you whiff through it.

On Counter Hit, Ragna can combo directly into any of his grounded normals or specials, giving a plethora of route options (focus on damage, Heat Gain, lifesteal, side switch mid-combo etc.). For combo routes that don't require an immediate special cancel, the high hitstop and hitstun makes it easy to hit confirm.

6A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
700 Mid 13 4 24 -11 B 4~13 H

Unlimited Changes

  • Startup increases from 12 to 13.

Slight increase on startup, no actual impact.


  • Head invincible on frames 4~13.
  • Higher hitbox during later active frames.
  • Jump cancelable on hit.
  • Launches opponent on hit.

The slow start-up of this move makes it easily disrespectable by many moves that change the opponent's aerial momentum. Moreover, because of its small hitbox, heavy recovery, and limited cancel options (into only Drives and specials), it is very easy to bait and punish, and should be reserved for hard reads on aerial approaches. It is generally preferable to use 5A to anti-air with Ragna, but if the opponent is coming down on you with a big, active air normal, you'll have to rely on 6A's head invulnerability to do the trick.

If 6A is blocked, it's cancel options are extremely limited, with most options being unsafe (e.g. Hell's Fang, Gauntlet Hades) or disrespectable (e.g. 6D, Blood Scythe, Dead Spike). 5D is your safest option, but even this can be unsafe, as the opponent can backdash the second hit at proper ranges and whiff punish. Just like with knowing when to use 5B and 5C, knowing when to use 6A over 5A (and sometimes not using it at all) really depends on the situation and the nuances of the matchup. Be sure to study the matchup when deciding on using this.

Using 6A in combos is the most stable way of getting damage on standing characters. However, it has very poor horizontal range, so the move should only be used in situations where you know it will hit. It also has somewhat poor damage scaling so avoid using it if better scaling launchers are available (like 6C, 3C into Not Over Yet or Overdrive Cancel, etc.)

6B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
800 High 24 4 19 -6 B -

Unlimited Changes

  • Hitstun decreases from 19 to 16

This breaks some strings like the common 6B > 6D, so 6B > 2D or 5D becomes the alternative when in combos.


  • Forces crouching state on ground hit.
  • Cannot emergency tech on air hit.
  • Bonus 110% proration.

Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as 6B lacks any Revolver Action into C normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using 6B should be handled with care and not thrown out too frequently. Mix things up with Ragna's other options instead of defaulting to this and/or Gauntlet Hades as to make them more vulnerable to Ragna's offense and potentially enable big Counter Hits with stagger pressure.

If 6B is blocked, almost every Revolver Action option after is either unsafe (e.g. 6A, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). 6B > 5D is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for 6D will allow him to maintain his offense, however this is a risky option as 6D is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.

The bonus damage proration that applies the first time 6B is used in a combo, along with its knockdown on air hit, makes this attack incredibly powerful in combos. However, using it almost always requires either a Counter Hit, Rapid Cancel, or Overdrive, so it is usually reserved for heavy punishes.

6C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
700×2 Low, Mid 20 2(4)2 33 -16 F, B -

Unlimited Changes

  • Lifesteal: 2*100 both on hit and on block

  • Hits twice.
  • Second hit is jump cancelable on hit or block.
  • Second hit launches and pulls the opponent on hit.
Combo filler launcher for high damage routes. The main purpose of 6C is to maximize damage on crouching opponents, generally by canceling the second hit into Gauntlet Hades mid-screen or into Blood Scythe in the corner. Although it's a low, the first hit's mix-up potential is not very high due to limited cancel options on block. The second hit is jump cancelable, which can enable some silly pressure options or make the move safe should it be blocked.

3C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
900 Low 12 3 27 -11 F -

Unlimited Changes

  • Hard knockdowns on both normal and counter hits.

3C now has revert back to it's CS1 counterpart where it is untechable on any hit, making it extremely easy to confirm into. If you didn't cancel 3C into anything that is comboable afterwards, you can still do 2B > 5B pickup to continue.

3C okizeme still works, but the timing will vary by a lot.


  • Jump cancelable on hit or block.

Staple launcher when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either 6A or 6C. The knockdown is greatly extended on Counter Hit, giving Ragna both stronger and easier to execute combo routes than what Not Over Yet provides. One particular route (which sadly isn't universal) makes him Burst-safe after the initial hit by jump canceling, air blocking, then using j.C before touching the ground.

3C proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up. However, this is limited by Ragna's combo routes as 3C cannot be used to end mid-screen combos (at least not without losing out on damage and corner carry) and cannot be performed after every corner combo. The few cases where 3C okizeme can be performed are after Dead Spike > Dash Cancel, intentionally whiffing the landing hit of Nightmare Edge, and instant air Blood Scythe at maximum height. However, the latter two options cut combo potential very early, and as a result will miss out on damage, Heat Gain, and lifesteal. Fortunately, even if Dead Spike was used very late in a combo, 3C will still connect and thus serves as a very viable okizeme option. In this case, the loss in damage and resources for not using either Hell's Fang or D Inferno Divider is negligible while providing significantly better oki.

As for the options after 3C okizeme, here are a few. Of course, you are free to experiment and find your own mix-ups:
  • Double/triple overhead → jump, delayed air dash j.C > j.D > Aerial Gauntlet Hades
  • Low → Empty jump, 2B/3C/6C
  • Throw → Empty jump, Forward/Back Throw
  • Safe jump → Jump, j.B or j.C

j.A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
300 High/Air 7 3 9 - H -

Unlimited changes

No main functional changes.



  • Jump cancelable on hit or block.
A simple aerial jab, j.A should be your go-to air-to-air. It's great for checking airborne opponents, and easily hit confirmable because of being infinitely self-cancelable, letting you get reliable knockdowns from it. Should they block it, you can easily jail them with repeated j.As, or even attempt a TRM purple throw mixup, to bait out throw Option Select attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.

j.B

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
600 High/Air 10 9 12 - H -

Unlimited changes

No main functional changes.



  • Jump cancelable on hit or block.
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, you will trade.

j.C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
900 High/Air 12 4 26 - H -

Unlimited Changes

  • Lifesteal: 100 both on hit and on block

  • Jump cancelable on hit or block.
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). 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.


Drive Moves

5D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
500, 600 Mid, All 15 5(12)3 29 -11 B -

Unlimited Changes

  • Defaults to Overdrive version.
  • Second hit has even larger hitbox.

  • Hits twice.
  • Second hit gains a larger hitbox.
  • Second hit ground bounces into knockdown on hit.
  • Dash cancelable on hit or block.
    • Frame advantage after earliest Dash Cancel: -2
  • Fatal Counter property on Counter Hit.
  • Lifesteal: 150

5D is an important combo part, so much so that it is used in almost every combo in Ragna's arsenal. The first hit allows him to combo into Gauntlet Hades while the second hit goes into Dead Spike or Not Over Yet. Most Fatal Counter combo routes require an immediate special cancel, usually into either Blood Scythe or Crush Trigger, resulting in massive damage. The only routes that can be hit confirmed (i.e. both hits of 5D connect) are either a grounded hit into Gauntlet Hades or an air hit into Not Over Yet or Dead Spike, both of which provide much more modest damage. Due to this, Fatal Counter 5D sees more use in punishes where the first hit is guaranteed to be a Counter Hit.

Doesn't see much use in pressure or neutral, though note that this move is somewhat safe compared to past iterations thanks to its high pushback on block, so if used either at the end of a blockstring or at certain spacings most characters should struggle to punish it despite its poor frame advantage. It can also be used as a high risk, high reward anti-air thanks to its high vertical hitbox, resulting in 3.5k to 4k damage without a Counter Hit and 4k to 4.5k damage with one. Its still safe on air Barrier Guard but very punishable on whiff, so try to only use it once the opponent has exhausted their air actions.

The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for 6D which only works on Counter Hit. Keep in mind that the first hit will not combo into the second at the end of heavily prorated combos.

2D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
800 Low 17 2 23 -6 F -

Unlimited Changes

  • Defaults to Overdrive version.
  • Gains even larger hitbox.

As a footsie, 2D's range is second only to 5C, but its practicality only applies to certain situations. The hurtbox does not extend past the hitbox, so against Distortion Drives that have long active frames, you can use 2D for a free, decent combo. The move is also very safe when spaced correctly, so it acts as a good blockstring finisher. Canceling into this move from a Level 4 normal or less will leave a gap on regular block, so be careful when going into this move at close range.

In combos, 2D is very useful thanks to its hard knockdown on hit. At close range mid-screen or at any range in the corner, it's possible to combo 2D into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into 5C mid-screen or into 6D in the corner.

  • Dash cancelable on hit or block.
    • Frame advantage after earliest Dash Cancel: -2
  • Knocks the opponent down on hit.
  • Launches into knockdown on Counter Hit.
  • Lifesteal: 150
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, 2D doesn't see much use in optimal Overdrive combos due to its mediocre damage scaling and follow-up options in comparison to Ragna's other Drives and specials, notably 5D and Hell's Fang.

6D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1000 Mid 21 3 30 -12 H 4~20F

Unlimited Changes

  • Defaults to Overdrive version.

A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet 6D does have some big weaknesses. Any move that cancels into it will always have a gap, making it very vulnerable to reversals, so be careful about using it too frequently or in the same spot multiple times. Additionally, 6D can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.

For combos, 6D is used to optimize the damage of Counter Hit starter combos as the bonus proration greatly increases combo damage while draining health (which is rare as most Soul Eater attacks usually harm a combo's damage scaling). Also used in corner combos after a launcher to combo into air Blood Scythe. The stun on grounded Counter Hit allows Ragna to combo into essentially any attack so routes off of it are very flexible.

6D also has foot invulnerability from frame 4 up until the last frame before becoming active. It also becomes airborne after frame 4, thus it can also go through grounded throws. As a result, this move can be used against players who tend to use lows or throws as a wake-up option or mix-up. Almost every unsafe low can be punished with a correctly timed 6D.

  • 6D > delay j.D allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from 6D.
    • The overhead is from j.D. There is absolutely no gap between 6D and j.D, even on Instant Block, no matter how late you perform j.D (unless you land before j.D comes out), so if you are close enough when 6D lands, the overhead is almost guaranteed. The only time j.D can whiff is when 6D hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if j.D does not hit, due to the frame advantage. Note that if the opponent blocks j.D, you are quite plus, and can dash back in to pressure reset.
    • The low is performed slightly differently. To perform the low, use j.D just before landing, so that you land before it becomes active so it will whiff, then input 2B. Note that when whiffing j.D at the earliest possible time, Ragna is +1, so most character's fastest moves will stuff out any mix-up attempt. Your best bet for landing 2B in this situation is to condition the opponent to block high after 6D (using j.D), and then surprise them with 2B. You can also frame trap them with 2A after whiffing j.D to condition them to block, and once they're respecting you start mixing up from there.
    • The throw is similar to performing the low, but it is riskier. To perform the throw, use j.D just before landing so it will whiff, then input throw. The hitbox on throw is very small, so any sort of barrier or spacing will cause the throw to miss. You can utilize a kara throw (5B~C) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.

Overdrive Version
  • Foot attribute invincible on frames 4~20.
  • Gains larger hitbox (and smaller hurtbox).
  • Launches opponent high into the air on air hit.
  • Jump cancelable on hit or block.
  • Crumples opponent on grounded hit.
  • Fatal Counter property on Counter Hit.
  • Bonus 110% proration.
  • Lifesteal: 150
Outside of combos, 6D in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal 6D, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.

j.D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
740 High/Air 11 4 20 - H -

Unlimited Changes

  • Defaults to Overdrive version.

This is Ragna's only air normal that hits above him, so it's a decent option as an air-to-air when your opponent is higher than you, made even better by the high counter hit hitstun. However, your options on block are rather limited, and it is quite slow, so it may be more prudent to wait for the opponent to lose height, then contest them with j.A, 6A, or air throw, rather than try to snipe them with j.D.

However, j.D is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than j.C, even very late into a combo. The move's lifesteal also makes it useful to gain a bit of life and increase the Soul Eater rate. While the poor damage scaling makes it a sub-optimal choice at the beginning of a combo, by the end the damage loss is negligible and the lifesteal becomes more worthwhile.

  • Gains larger hitbox.
  • Has faster startup.
  • Notably more hitstun.
  • Jump cancelable on hit or block.
  • Launches opponent on Counter Hit.
  • Lifesteal: 150
In Overdrive j.D has faster startup, a larger hitbox, and quite a bit more hitstun, making it a much more viable neutral and combo tool. This even allows it to combo into itself. At the end of longer combos, you can combo into Blood Scythe with j.D.


Universal Mechanics

Forward Throw

5B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0, 1500 Throw (70) 7 3 23 - T -

Unlimited Changes

  • Lifesteal: 100


  • Launches opponent on hit.
  • 100% minimum damage: 1500
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. The throw range can be extended by kara canceling from 5B (input as 5B~C). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.

Back Throw

4B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0, 1500 Throw (70) 7 3 23 - T -

Unlimited changes

No main functional changes.



  • Launches opponent on hit.
  • 100% minimum damage: 1500
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. The throw range can be extended by kara canceling from 5B (input as 5B~C). For combo routes, use dash 5B > 5C > 5D(1) > Gauntlet Hades mid-screen, Blood Scythe in the corner.

Air Throw

j.B+C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0, 1500 Throw (90) 7 3 23 - T -

Unlimited changes

No main functional changes.



  • Wall bounces opponent on hit.
  • 100% minimum damage: 1500
This is Ragna's main move to keep opponents grounded. 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 5C > 5D(1) > Gauntlet Hades or 3C > Not Over Yet > dc > 665C mid-screen, Aerial Blood Scythe in the corner.

Counter Assault

6A+B while Blocking

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0 All 13 3 32 -18 B 1~20 All

Unlimited changes

No main functional changes.



  • 180F Heat Gauge Cooldown.
  • Knocks opponent away on hit.
One of the better Counter Assaults in the game as it uses 5B's animation and hitbox. However, be careful as the attack may whiff if the opponent is too close, leaving Ragna open to be punished. It can also be low profiled fairly easily, just like 5B itself, so watch out for moves like Jin 2BBBCS Jin 2B.pngGuard:
Low
Startup:
9
Recovery:
15
Advantage:
-3
, Izanami 2BBBCF Izanami 2B.pngGuard:
Low
Startup:
9
Recovery:
24
Advantage:
-16
, and Bullet 2BBBCP Bullet 2B.pngGuard:
Low
Startup:
9
Recovery:
18
Advantage:
-6
.

Crush Trigger

5A+B (Chargeable)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
Uncharged 1000 Guard Break 32/Barrier 20 1 25 0 B -
Charged 1000 Guard Break 60/Barrier 30~60 1 25 0 B -

Unlimited Changes

  • Follows Overdrive version.
  • Uncharged version now has Long starter rating.


  • 180F Heat Gauge Cooldown.
  • Guard breaks on regular block, drains Barrier on Barrier Guard.
  • Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.
  • Crumples opponent on standing hit. Knocks the opponent down on air hit.
  • Lifesteal: 200

Ragna's Crush Trigger has relatively mediocre range making it difficult to use in longer blockstrings. Guard breaking an opponent with the uncharged version can only lead into a full combo in the corner, and even then Ragna must be at close range and start with 5A/2A, or throw at point blank range. A charged guard break allows Ragna to start a punish combo with any grounded normal and all specials except Blood Scythe.

The uncharged version actually negatively impacts a combo's final damage and eats up a good chunk of hitstun, thus resulting in the combo ending prematurely. The charged version meanwhile greatly increases a combo's damage and opens up new routes. Can be combo'd into from a normal hit 6C and Not Over Yet (corner only), air hit 5D, and Counter Hit 6A, 3C, 5D, 6D, j.D, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with 6D, 6C, and 5C usually being the optimal follow-ups. Using this move when the opponent is higher in the air will result in longer untechable, allowing moves with slower start-up to combo properly, such as 6C.

Remember that Ragna generally prefers to save Heat for Rapid Cancels as it makes his DP safer to use and improves his damage off footsies and mix-ups without the need of Counter Hits or Overdrive. Thus, try not to use Crush Trigger unless a huge damage opportunity presents itself or if the ensuing combo would win the round.

Taunt

AP

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
- - - - 71 - - -

Unlimited changes

No main functional changes.



  • Not an attack taunt.
  • 100% minimum mental damage.
Use this to demoralize your opponent. Ragna can get a guaranteed taunt mid-combo with 100 Heat by doing Devoured by Darkness > Rapid Cancel > Taunt > D Inferno Divider.


Special Moves

Hell's Fang

214A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
900 All 15 13 26 -4 B -

Unlimited Changes

No main functional changes.



  • Crumples opponent on Counter Hit.
  • When the attack connects, recovery begins immediately.
Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents (though it can be punished if the opponent instant blocks). This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. Combos into 5B, 2C, or 5C on Counter Hit.

Additional Attack (Hell's Fang)

214D after Hell's Fang

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1000 All 19 3 35 -19 B -

Unlimited Changes

  • Follows Overdrive version.



Overdrive Version
  • Wall bounces opponent on hit.
  • Dash cancelable on hit or block.
    • Frame advantage after earliest Dash Cancel: -4
  • 200% Heat Gain.
  • Lifesteal: 300
The Overdrive version is dash cancelable on hit or block and wall bounces on hit, letting you extend combos from anywhere on the screen. Follow-up options become more limited if used against an airborne opponent in the corner, but 3C or 5D should still connect properly in this situation.

Gauntlet Hades

214B (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
214B 800 High/Air 20 7 28 -12 H -
j.214B 700 High/Air 12 9 Until L+15 - H -

Unlimited Changes

  • Untechable decreases from 30 to 28.

The decreased untech doesn't affect much, as you mostly still use its follow-up.



  • Ground version stuns grounded opponents on hit.
  • Ground version hits grounded opponents on frame 24.
  • Air version launches opponent on hit.
  • Air version hits grounded opponents on frame 18 at minimum height.
  • Air version is -9 on block at minimum height.

Somewhat slow overhead used for high/low mix-ups whenever 6B isn't a viable option (such as after 5B which cannot gatling into it). Higher damage starter than 6B that has higher mix-up potential with Rapid Cancels but is unsafe on block and has only one also unsafe cancel option (Spin Kick). The ground version puts Ragna into an airborne state, useful for beating throws and some lows.

The air version can be used for a triple overhead mix after an Instant Air Dash j.C > j.D. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th active frame; however, when doing this as quickly as possible from the ground, because of 4 frame jump start-up + 1 forced air frame of inaction after jumping, the earliest it can hit is frame 23. This makes its use over the grounded version as a mix-up quite niche.

Used as a combo part in nearly every non-Overdrive mid-screen combo and many corner combos. On Counter Hit, the stun of the ground version is greatly extended and can combo into every grounded normal and special except Blood Scythe.

Spin Kick

214D after Gauntlet Hades

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
800 All 9 4 Until L+12 - H -

Unlimited Changes

  • Follows Overdrive version.


  • Cannot hit crouch state.
  • Jump cancelable on hit or block.
  • Launches opponent high into the air on hit.
  • Lifesteal: 150
In Overdrive, Spin Kick has much more combo potential thanks to its increased launch height, hitstun, and jump cancel, granting much more damage, lifesteal, and corner carry. Often used at the end of combos to combo into Devoured by Darkness midscreen.

Inferno Divider

623C/D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
623C 600×2 Mid 9 5, 8 39 -28 B 1~13 All
j.623C 600×2 All 5 5, 8 Until L+19 - H 1~9 All
623D 600×2 Mid, All 7 5, 8 48 -37 B 1~11 All
j.623D 600×2 All 7 5, 8 Until L+19 - H 1~9 All

Unlimited Changes

  • Follows Overdrive version.
  • Lifesteal: 75 on both hit, all versions.
  • 623D: Damage remains 600*2 instead of 660*2.
  • 623D: Is fully invul from 1-11.

Both version has no changes except D version is now also a frame 1 DP. So yes, you can now trash Ground C Inferno Divider and opt for the more rewarding D version.



  • Hits twice.
  • Launches the opponent on any hit.

623C
  • Ground version is fully invulnerable on frames 1~13.
  • Air version is fully invulnerable on frames 1~9.

Ragna's meterless DP. The C version of this move is a fully invulnerable reversal that can be used to exploit holes in an opponent's pressure, anti-air obvious approaches, or interrupt unsafe okizeme on wake-up. Highly punishable on block or whiff so only use it if 50 heat is available for a Rapid Cancel and if there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Rapid Canceling the first hit leaves Ragna on the ground while canceling the second hit leaves him airborne, setting-up a potential high-low mix-up. Has a short combo length property and atrocious damage scaling as a starter, so a successful hit will give extremely low damage even with Heat or Overdrive.


623D
  • Lacks invulnerability of any kind.
  • Lifesteal: 50×2 [75×2]

The D versiondeals more damage, has better proration, more range (due to moving you farther forward), and steals life. The extremely fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards high risk and only moderate reward. Generally used as a combo ender mid-screen and as a combo part when approaching the corner or while Overdrive is active.

With 50 Heat, Instant Airdash j.623D > Rapid Cancel is a fast crossup mid that is difficult to react to. It can be difficult to apply due to Ragna's limited on-block jump cancels, but use it when the opponent isn't expecting it and it can be a deadly tool. Be wary that this technique can be called out by some low-profile moves, such as Izanami 2BBBCF Izanami 2B.pngGuard:
Low
Startup:
9
Recovery:
24
Advantage:
-16
, which will make j.623D whiff, leaving Ragna open for a massive punish.

Uppercut

236C after Inferno Divider

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
460 All 14 3 Until L+19 - H -

Unlimited changes

No main functional changes.



  • Puts opponents into a spin state on hit.
  • Can only be canceled into on hit.
Follow-up to Inferno Divider. Leads into either Straight Punch for corner carry mid-screen, combo extension in the corner or Ax Kick for okizeme with no resources or a combo extension in Overdrive. Can whiff after Inferno Divider if it connected in unusual circumstances, such as hitting an opponent's extended hitbox at max range or if Inferno Divider caught an opponent attempting to do a cross-up. Incredibly long recovery if not canceled into a follow-up (either from the previous situation or a mis-input) resulting in a bigger punish than just landing after Inferno Divider, so don't auto-pilot into this attack.

Straight Punch

236C after Uppercut

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
500 All 15 3 Until L+17 - H -

Unlimited changes

No main functional changes.



  • Knocks opponent away on hit. Wall sticks in corner.
Ragna's Straight Punch can only be used after Uppercut, so it's exclusively utilized in combos. Use it mid-screen for corner carry (at the cost of oki) or for extending combos when approaching the corner. The wall stick has a short duration and the entire sequence from Inferno Divider burns a good portion of the combo timer, limiting this route's potential. However, it's a good option to keep in mind if you're just close enough to the corner for the wall stick but not close enough for other options.

Ax Kick

214D after Uppercut

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1400 All 19 4 Until L+19 - H -

Unlimited Changes

  • Follows Overdrive version.


Inferno Divider rekka ender used to gain decent okizeme and good damage anywhere on the screen. Strong combo ender mid-screen but is somewhat lacking in the corner where both Hell's Fang and Nightmare Edge grant stronger okizeme.


Overdrive Version
  • Ground bounces on hit.
  • Lets Ragna act before touching the ground.
  • Lifesteal: 75
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.

Dead Spike

236D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
800 All 23 9 T57 -4 P1 -

Unlimited Changes

  • Life steal: 150 on hit and block

One of the major changes, Dead Spike now reverts back to the CS version where he summons a large Dead Spike that doesn't move. Slightly negative on block so it is not your best pressure options, but with Dash Cancel it becomes at best +2, which is good enough for continuing pressuring and baiting stuffs. Moves like 2D, 3C always leads to this move with no problems. Unfortunately itself doesn't lead to anything except the follow-up on normal hit; on counter hit you can follow by 5C.

Dash cancel/Follow up input available from frame 28 to 45; Earliest Dash cancel/Follow comes out at frame 33.

Dead Spike Follow-up 1

236D after Dead Spike

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
950 All 19 3 Total 61 -12 P1 -

Unlimited Changes

  • Life steal: 150 on hit and block
  • Wall bounces, in corner Wall sticks.

Ragna does a Hell's Fang follow-up but has huge hitbox. In midscreen, with Dead Spike starting with a knockdown (3C > DS for example) or a raw counter hit you will have enough height to combo into 5B > 5C and afterwards. Be careful that on low combo time this can completely whiff and you will feel bad.

In the corner it wall sticks, allows for any kind of attacks you can imagine.

Do note that Dead Spike into this is not a true block string, so do not use this to pressure anyone that has invincible moves.

Follow up input available from frame 9 to 58; Earliest Follow-up comes out at frame 46.

Dead Spike Follow-up 2

236D after Dead Spike Follow-up 1

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1300 Guard Break 60/Barrier 18 6 43 -28 B -

Unlimited Changes

  • Life steal: 200 on hit and block
  • Guard Breaks.
  • Wall Sticks in the corner, Wall Bounce anywhere else.

Ragna does the final hit of Seed Of Tartarus that travels about three-quarters of the screen. Despite it Guard Breaks, it is so negative on block that you might as well forget it; even if it breaks, you can't follow-up unless you are in the very corner, or use 50 meter to RC or do supers. Just don't swing unless in combos.

On hit it causes massive wall bounce (wall stick) and untech, allow for a variety of follow-ups, such as 5C or supers.

Blood Scythe

214D (Air OK)

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
214D 1250 All 37 3 15 +7 H -
j.214D 1000 All 21 4 Until L+14 - H -

Unlimited Changes

  • Follows Overdrive version.
  • All the invincibility is removed.


Jump attack that is advantageous on block. The grounded version is Ragna's slowest attack, which makes it easy for opponents to react to and punish with an anti-air. However, it can catch opponents off guard if the opponent was expecting to jump over Dead Spike instead. Deals high damage and has good scaling making it a strong combo part. Note that it's slow start-up means only a few moves can combo into it such as normal hit 6C and throw, Counter Hit 6A, 2C, 3C, and 2D, or Fatal Counter 5D. After it hits, follow up with dash 5C mid-screen or 3C into Not Over Yet in the corner.

The air version has faster start-up and travels further forward but is usually unsafe on block and is less rewarding on hit. Aerial Blood Scythe is safe on normal block at minimum height, making it a fairly safe option when spaced well. Used in neutral to move quickly through the air and catch opponents who constantly jump. In combos, its used to convert stray air hits near the corner into a full combo, usually 3C into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.

  • Ground bounces the opponent on hit.
  • Ground version gains more blockstun.
  • Air version is -4 on block at best.
  • Fatal Counter property on Counter Hit (ground version only).
  • Lifesteal: 150
In Overdrive, Blood Scythe ground bounces which allows for full combo extensions, even at mid-screen. The ground version gains stronger follow-ups while also being much easier to combo into thanks to 5D's ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.

Belial Edge

j.214C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
500, 200*n All 4 2, till L(1)1 16 1 H -

Unlimited Changes

  • Life steal: 100, only once on any hits

Replaces Nightmare Edge. A return of good ol' Ragna moves, where Ragna does a sliding down sword attack that deals multiple hits and float them. Now no more weird behaviors on some weird angles; if you hit in any place in the air, it will always get the final hit (the spin).

Combos from any Air C/D attacks or you can do j.214C from 6A. After the spin, you can do 5C or 5B, depend on combo time.


Not Over Yet

22C near downed opponent

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0, 1110 - 11 8 11 - T -

Unlimited changes

No main functional changes.



  • Can only be used when the opponent is knocked down.
  • Ground slides the opponent on hit.
  • Wall splats the opponent in the corner.
  • Dash cancelable on hit.
  • Special cancelable on hit.
Ragna picks up a downed opponent and punches them away. Versatile combo part with good damage and excellent scaling. Used in almost every corner combo thanks to its high hitstun, wall splat, and myriad cancel options. If hitstun hasn't decayed much, a dash cancel can be used to follow it up with a micro-dash 5C jump cancel combo mid-screen or with a 5B juggle in the corner. It can also go into Dead Spike for a combo extension in the corner even if done fairly late into a combo. The special cancel makes this a strong tool at the end of long combos as it can go into most of Ragna's best combo enders, notably all his Distortion Drives save for Devoured by Darkness.


Distortion Drives

Carnage Scissors

632146D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1250, 3200, 320×4 All 9+(40 Flash)+4~12 2(38)4,1,1,1,1 58 -40 B 1~18 All

Unlimited Changes

  • Follows Overdrive version.
  • Lifesteal: 100, 200, 100*4


Ragna dashes forward up to 80% of the screen before slashing his sword, which he follows-up with a Soul Eater enhanced strike, if the initial attack hit or was blocked. Fast, far reaching, and highly damaging super used to close out rounds and can be tacked on to the end of just about any combo. Start-up invincibility allows Ragna to go through projectiles and long range pokes, which is good considering how he struggles to deal with zoning. It can be used as a reversal, but it's generally better to Rapid Cancel Inferno Divider instead so that Ragna isn't punishable on block. On a grounded Counter Hit, the initial hit's stun lasts long enough for Ragna to get a full combo if the follow-up is canceled by holding D. Its okizeme is comparable to Hell's Fang, being somewhat poor mid-screen but quite good in the corner. Frame advantage improves the higher the opponent was in the air before the attack hit such that it can potentially provide safe-jump oki.


Overdrive Version
  • 180F Heat Gauge Cooldown.
  • Fully invincible on frames 1~18.
  • First hit stuns grounded opponents, ground bounces airborne opponents.
  • Follow-up attack hits 5 times, launches opponent away.
  • Follow-up doesn't occur on whiff. Hold D to prevent the follow-up from happening.
    • First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.
  • 20% minimum damage: 1146
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into 5A, 5B, or D Inferno Divider in the corner depending on the opponent's height from the ground. The extra Soul Eater hits gives the following combo extremely high lifesteal, perfect for staging a comeback. This should be done as early into a combo as possible to maximize damage and preserve hitstun for more Drive attacks.

Devoured by Darkness

214214D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0, 5000 Unblockable 13+(30 Flash)+12 3 55 -39 B 1~16 All

Unlimited Changes

  • Follows Overdrive version.
  • Has 150 P1.
  • Lifesteal increases to 2000.

So yes, you can completely use this move as a starter and RC to get a 50% boosted damage combo, just for the meme purposes if any.



  • 180F Heat Gauge Cooldown.
  • Fully invincible on frames 1~16.
  • First hit is unblockable.
  • Final hit launches opponents away on hit.
  • Only the final hit counts towards Soul Eater progression.
  • 25% minimum damage: 1250
  • Lifesteal: 1000

The Overdrive version is where this move shines, as the high hitstun of Overdrive attacks allows Devoured by Darkness to be used at the end of highly scaled combos, beating out Carnage Scissors in terms of damage and lifesteal. This is Ragna's de-facto Overdrive combo ender so use it whenever doing so would end the round or give him enough health to turn the tides of a match.

Devoured by Darkness also becomes unblockable in Overdrive, though it can still be interrupted if used predictably. To setup a guaranteed unblockable hit, use (OD) Dead Spike, Rapid Cancel the first hit, then activate Devoured by Darkness, trapping the opponent in blockstun until it connects. Note that this costs 100 Heat and Overdrive, and can still be beaten by Counter Assaults and Overdrive Raids on reaction to the super flash, so your opponent must have under 50 meter and no Overdrive in order to execute this. Still, under the right circumstances it can be a powerful checkmate tool to close out the round.


EX Hell's Fang

236236A

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
400*5, 0, 4000 All 7+(65 Flash)+0 2(2)[1(1)]*3(1)3 30 -16 B -

Unlimited Added

  • 1F hitstop on initial 5 hits
  • Minimal damage: 80*n + 1000

Newly added into Unlimited version, Ragna rushes to his opponent and if it hits, grab them into the blood hand and crushes them. Has slightly better damage but no lifesteal, making it quite bad as an ender compared to Carnage Scissors. On fewer hits however, it has better damage than Scissors.

Combos from almost everything with enough height as it is active after the superflash ends, except a complete knockdown.


EX Inferno Divider

236236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
1000, 500*14 All 6+(40 Flash)+5 3 32 -17 B 1~13 All

Unlimited Added

  • Life steal: 200, 50*14
  • 20% minimal damage: 1600

Ragna does the first hit of Astral; if it hits, he launches the opponents with a long Inferno Divider elevator. Very excellent minimal and lifesteal, makes it one of the better supers in the book. Also connects from almost all attacks.

Also serves you as a reversal since it's invincible on startup, but you are better off to keep this 50 for an Inferno Divider RC unless you sure that it will hit and kill and wants anti-burst.


Exceed Accel

Seed of Tartarus

A+B+C+D during Overdrive

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
600, 2450 {600, 700×4, 2450} All 20 [10] 3 22 0 B 1~22 All
[1~12 All]

Unlimited Changes

  • EA is back to its CF1 counterpart, where it is relatively safe but has no minimum damage.


Ragna performs a head splitter on the opponent (the same animation as 5D's second hit). If it hits, he will activate his scythe and release three crimson waves, blowing the opponent away. Used on defense or in neutral as a fast and powerful reversal that is much harder to punish than Inferno Divider. Buffering it after an Overdrive Raid can allow Ragna to punish the opponent for using attacks that rely on long blockstun or cancels to stay safe, most typically character's C buttons. Note that while this move has a large amount of push back on block, it is still unsafe and cannot be Rapid Canceled, so with 50 Heat you are usually better off using C Inferno Divider. However, some characters with stubby or slow buttons can have a tough time punishing EA on block, so consider using it more against these characters.

The frame advantage on hit depends on Ragna's screen position and whether or not he is in Active Flow. The longer it takes for the opponent to reach the corner, the greater the advantage. Thus, Ragna is plus when he is cornered, is even at mid-screen, and is negative if the opponent is cornered. The Active Flow version is better as it is even on hit against a cornered opponent and plus everywhere else.

The low minimum damage of the regular version makes it a sub-optimal combo ender in nearly every combo, both in terms of damage and okizeme, so only use it if it will win the round. The Active Flow version is actually useful as it deals good damage for no Heat cost. It's especially powerful if Ragna has other resources ready, such as having control of the corner, a Counter Hit starter, high Overdrive time, and/or some spare Heat (notably for a charged Crush Trigger or after a corner (OD) Carnage Scissors > 5A or 5B link).


Astral Heat

Black Onslaught

2141236C

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Inv.Frames where this move is invincible to different attack attributes.
"Guard" indicates guard point instead of regular invulnerability. Specific guard point properties are noted in move descriptions or full frame data notes.
Outside of specific exceptions, "All" means HBFPT and does not include Burst.
0, 2100×6, 300×8, 15000 All 3+(75 Flash)+15 2 24 -11 B 1~19 All

Say goodbye to your opponent.



  • 180F Heat Gauge Cooldown.
  • Fully invincible on frames 1~19.
  • Hits only once on block.
  • Opponent leaves hitstop 6 frames before Ragna on block.
  • 100% minimum damage: 30000
Ragna does an uppercut with his sword, followed by multiple scythe slashes on hit. Fast start-up and fairly long range makes this very easy to combo into. Can be used as a risky all-or-nothing reversal thanks to its start-up invulnerability, but this is not recommended as you have far safer reversal options with 100 Heat. Instantly grants Ragna victory on hit, preventing opponents from making a comeback after surviving a combo that even with 100 Heat couldn't K.O. them (like starting a combo with 5A or 2A) or to send them home with their Burst.

Navigation


Ragna the Bloodedge
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