BBCPE/Ragna the Bloodedge

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Ragna the Bloodedge
BBCP Ragna Portrait.png

Health: 10,000

Combo Rate: 70%

Jump Startup: 4

Backdash Time: 22

Backdash Invincibility: 1-5

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

Overview

Ragna the Bloodedge is a wanted criminal with an extraordinarily large bounty on his head (well in the trillions) for attempting to destroy the NOL, and is Jin and Saya's older brother. He is a playable character in all iterations of BlazBlue thus far and is the main protagonist of the series.

Drive: Soul Eater

Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where different percentages are applied to different Soul Eater moves depending on where it was in the combo. For example, using 5D (100 drain) then D Inferno Divider (50*2 drain) will result in less lifesteal (192 drain) than with 5D's and D Inferno Divider's lifesteal base values added together (200 drain).

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

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

Overdrive: Blood Kain IDEA

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

Pros/Strengths

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

Cons/Weaknesses

  • Few safe and reliable mix-up options make most offensive approaches easy to read
  • High risk, moderate reward
  • Many defensive options are unsafe
  • Tied for third lowest life in the game
  • Poor meterless damage output at maximum footsie range
  • Very weak character without 50% Heat, heavily relies on meter
  • Struggles against zoning gameplay, even with movement options
  • Highly encourages uncommon tactics to play well (may not be a con if you have the right mindset)


Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 120F 210F 210F 270F 300F 390F 420F 450F 480F 600F
Ambox warning.png Official frame data has yet to be released. Excluding damage, cancel, proration and hitstun type, all values are based on BBCP Ver1.10.

Normal Moves

5A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOJR all 5 3 9 0 B -

  • List what the move is used for
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5B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
660 SOR HL 8 8 16 -7 B -

  • List what the move is used for
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5C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
800 SO(J)R HL 13 4 20 -5 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
300 CSOR all 7 2 10 0 F -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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2B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500 SOR L 9 2 15 -3 F -

  • List what the move is used for
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2C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOR HL 12 3 13 +1 F -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6A

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620 SO(J)R HL 13 4 24 -11 B 4-13H

  • List what the move is used for
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6B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
720 SOR H 24 4 19 -6 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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6C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
620*2 (S)OR, SOJR L, HL 20 3(8)2 33 -16 F, B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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3C

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

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.A

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

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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j.B

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

  • List what the move is used for
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j.C

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

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Drive Moves

5D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 500, 680 SOR HL, all 15 5(12)3 29 -11 B -
Overdrive 500, 780 SRDa HL, all 15 5(12)3 29 -11 B -

  • Lifesteal: 100

A very important combo staple move. 5D is used in almost literally every combo in Ragna's arsenal, but outside of this, 5D doesn't see much other use. The move is somewhat safe compared to past iterations, but only primarily because 5D lost its Dash Cancel. The pushback on 5D is large, so if used either at the end of a gatling or at certain spacings, you can expect to come out unscathed, despite its poor frame advantage.

Overdrive version will cause a ground-bounce and a hard knockdown, and also enables dash cancels. Interestingly, it has no same move proration, so it can be looped for lazy big damage. It is the only move in normal conditions which can combo into grounded Blood Scythe and Black Onslaught (Ragna's Astral Heat). At the very end of the combo, sometimes the two hits will not combo so beware. Also never whiff this, it is not dash cancel-able on whiff, and it has a long recovery, during which Ragna can be easily punished with a Fatal combo.

2D

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

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

Overdrive version is pretty much the same as the normal one, although it is untechable for longer and can be dash cancelled for followups, usually 5C or to make it safer with the dash while advancing forward. Forces a knocked down or airborne opponent to emergency tech.

6D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 750 SOJR HL 26 3 14+16L -12 H 10-25F
Overdrive 850 SJR HLd 22 3 14+16L -12 H 8-21F

  • Lifesteal: 100
  • Only cancelable to j.D
  • Frame advantage on landing during j.D: ??
  • Launches opponent into the air

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

The overhead is from j.D. There is absolutely no gap between 6D and j.D, no matter how late you perform j.D (unless you land before j.D comes out), so if you are close enough when 6D lands, the overhead is almost guaranteed. The only time j.D can whiff is when 6D hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if j.D does not hit, due to the frame advantage.

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

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

Overdrive 6D still has the usual risks and uses, but it's more untechable, and along with the much higher untech time of j.D, a link into 6B is possible, and with the right setup the OD 6D > j.D > 6B > x loop is possible. Otherwise, useful for frame trapping with moves like 2C or 5C.

j.D

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

  • Lifesteal: 100

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


Universal Mechanics

Forward Throw

5B+C or 6B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (70) 7 3 19 - T -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Back Throw

4B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (70) 7 3 19 - T -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Air Throw

j.B+C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 1400 -, SOR T (90) 7 3 15+3L - T -

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  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Counter Assault

6A+B during blockstun

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0 R all 13 3 32 -16 B 1-20 All

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Crush Trigger

5A+B

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
1000 R B 30~59 1 23 +2 B -

  • A standard Crush Trigger with no special effects. Guard breaks if blocked, drains Barrier if barrier blocked.
  • Can be charged to throw off the opponent's timing, but charging does nothing on hit.
  • Hard knockdown on air hit,but has same move proration. Staggers on standing hit.

Ragna's Crush Trigger is one of the simplest CT's in the game. It isn't hard to combo into, in fact, he can combo into it from CH 2C, 6C and 5D most of the time. Due to its hard knockdown, the higher the enemy is hit with using this move, the more untechable the move is, allowing combos even into 6C if properly used. Like all Crush Triggers, costs 25% Heat and has same move proration.


Specials

Hell's Fang

214A

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

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Follow-up

214D after Hell's Fang

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 950 R all 23 3 35 -19 B -
Overdrive 1150 R all 23 3 27 -11 B -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Inferno Divider

623C/D (Air OK)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
C.png Inferno Divider
623C
550*2 R HL 9 5, 8 20+19L -28 B 1-17 All
Aerial C.png Inferno Divider
j.623C
550*2 R all 5 5, 8 19L - H 1-13 All
GGXRD D Prompt.png Inferno Divider
623D
600*2 R HL, all 7 5, 8 29+19L -37 B -
Aerial GGXRD D Prompt.png Inferno Divider
j.623D
600*2 R all 7 5, 8 19L - H -
GGXRD D Prompt.png Inferno Divider (OD)
623D
700*2 R HL, all 7 5, 8 29+19L -37 B -
Aerial GGXRD D Prompt.png Inferno Divider (OD)
j.623D
700*2 R all 7 5, 8 19L - H -

  • C version has invulnerability, and is Ragna's main reversal. D version has no invulnerability, however it has better proration ratings than the C version, D version also fatal counters.
  • All versions are counted as different moves for SMP (C ground, D ground, C air, D air)

Ragna's Inferno Divider is back in it's full glory. Inferno Divider remains almost unchanged from CP and Continuum Shift, which means C version should always be used as a reversal, and D version as a combo tool. The only time C version should be used in combos is in situations where D version is to be repeated but there is no time/the combo proration is too high to allow for a quick jump into D air Divider. Neither version should be used twice at any point in the combo, otherwise repeat proration will kick in and the opponent will be able to tech very quickly. It also has followups : Upper, and from Upper, Straight Punch and Ax Kick. It is ill-advised to fish for Fatals with the D version: it launches the enemy very high into the air, limiting follow-up options and Ragna could get counter-hit from the move instead.

Upper

236C during Inferno Divider

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
310 R all 14 3 19L - H -

  • Nothing special with this move, it leads to Straight Punch and Ax Kick.

This move has nothing special with it. It simply leads into either Straight Punch for corner carry or Ax Kick for okizeme/combos. It can be rapid cancelled into an airdash - Belial combo however.

Straight Punch

236C after Upper

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
400 R all 15 3 12L - H -

  • Blows the enemy far away. Can only be used as a follow-up to Upper.
  • In the corner, causes wallstick.

Ragna's Straight Punch can only be used after Upper, and is really only used for corner-carry midscreen(Ragna loses oki however) or for corner combos. However, with the change that made combos time-based instead of proration based, Straight Punch isn't really used in combos anymore, but it's a good option to keep in mind if you're just close enough to the corner for the wall-stick effect, but not close enough for other options.

Ax Kick

214D after Upper

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 480 R all 19 4 13L - H -
Overdrive 680 R all 19 4 11+13L - H -

  • One of Ragna's main tools for setting up okizeme (wakeup pressure). Also a very good Overdrive combo option.
  • Steals health, and causes soft knockdown, ground-bounce during Overdrive.

Ragna's Ax Kick is mainly used after Upper to gain okizeme options, and while it's not the best option for this purpose, it's still very strong. Also an important combo tool during Overdrive, often combined with Gauntlet Hades and Blood Scythe, leading to high damage.

Gauntlet Hades

214B (air OK)

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Ground 800 R HA 20 7 14+13L -11 H -
Air 700 R HA 12 9 15L - H -

  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Spin Kick

214D after Gauntlet Hades

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 800 R all 9 3 12L - H -
Overdrive 1000 (J)R all 9 3 12L - H -

  • Because of the changes to both Spin Kick and Gauntlet Hades, Spin Kick is now the go-to move for Ragna's midscreen combos. It is often used after 6A to extend his combos, however in the corner there are better options to use instead, such as Dead Spike.
  • Unlike Gauntlet Hades, it has a normal starter rating. Also unlike Gauntlet Hades, there is no ground-version for this move, which means if a ground Gauntlet Hades-Spin Kick is used, then the air version of both, same move proration will still trigger.
  • Overdrive version has much more untechable time and launches higher, allowing Ragna to combo into lots of things, such as Devoured by Darkness. Overdrive and normal version of Spin Kick are counted as the same move for SMP(same move proration).

Dead Spike

236D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1000 RDa all 26 13 57T -1 HBFP -
Overdrive 600*3 RDa all 26 19 57T +9 HBFP -

  • Ragna's Dead Spike is an all around good move that has many uses, like resetting pressure, oki purposes, corner combos and midscreen combos into Carnage Scissors. However, the opponent can jump out of your blockstrings that use Dead Spike and it blows away the opponent midscreen so you lose most oki.
  • It's a dash-cancellable projectile, this allows Ragna to reset pressure. Dead Spike however, was nerfed from Continuum Shift, it does not have enough frame advantage anymore to combo after it. The only way to combo after this move is to have it counter-hit or use a Rapid Cancel.
  • Even though it moves, it is neither good against nor for zoning, it has short range, slow startup and Jin,Tager and Lambda can punish you for spacing this incorrectly with their Ice Wave, Spark Bolt and 5D respectively.
  • Repeat proration prevents loops with this move.

Not Over Yet

22C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
0, 952 -, SORDa - 11 8 11 - T -

  • Not Over Yet changed quite a bit from it's Continuum Shift version. Now instead of causing the opponent to stand again(restand) and having no cancel options, this version of the move now causes a hard-knockdown groundslide and has dash and special cancel options instead. It still cannot be used stand-alone, the opponent must be hit with a knockdown move, such as 5D, 3C or 6B beforehand.
  • Can continue combo from midscreen with Hell's Fang, or dash 5C, which can be hard to do on certain characters. Overdrive cancellable as well, and can cancel into specials (most often Hell's Fang or Inferno Divider). Super cancellable.
  • It is worth noting that Ragna's Not Over Yet is the only move in the entire game with a starter rating of L, Long. This means that extended combos can be done after it, and it also has good proration so combos that deal over 8000 damage can be done. However, using it as a starter is impossible in normal conditions, due to it being only useable after a knockdown. It can be used as such if the enemy refuses to tech (the Heat counter must disappear first) or if a Crush Trigger is blocked (non-barrier block) by a mid-air opponent. In this two cases, the move can be used as a starter.

Belial Edge

j.214C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
500, 200*N RDi all 15 4, till L(1)1 16 +1 H -

  • An all around amazing move which mainly finds use in corner combos. In Extend it actually is a combo extender/finisher anywhere on the screen, as it no longer pushes the opponent to the other side of the screen. A move that has been near useless in midscreen combos, now is near essential regarding them.
  • Floats the opponent on hit similiarly to Hazama's Devouring Fang (spins the opponent around). Can be followed up with nearly anything, mostly 5C.
  • Significant repeat proration (SMP) prevents loops with this move, so never do this more than once in your combos.

Blood Scythe

214D, j.214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Blood Scythe
214D
1200 R all 37 3 7+6L +5 H -
Blood Scythe (OD)
214D
1400 R all 37 3 7+6L +9 H -
Aerial Blood Scythe
j.214D
900 R all 19 4 till L+18 - H -
Aerial Blood Scythe (OD)
j.214D
1100 R all 19 4 till L+18 - H -

  • Ragna's Blood Scythe is a very slow grounded overhead (his slowest actually) that is new to CP/CPEX. Ragna will jump up and slice downwards with his sword's awakened form, a scythe, hence the name. While it has slow startup it actually is advantageous on block so it can be used to reset pressure (risky if expected) or for oki purposes (Do it after a knockdown if the opponent emergency techs, can be reversaled out of if expected).
  • The aerial version is both combo staple for advanced combos and a way to make/finish bread and butter combos midscreen. It will combo after 6A > 6D in most circumstances, and in OD it can be followed up with Hell's Fang or Carnage Scissors
  • Both versions will ground-bounce anywhere and steal 300 life, 450 in OD (Overdrive),but it's hard to combo into the grounded version.
  • The grounded version also has a property that only the D version of Inferno Divider shares with this move, it Fatal Counters. While this will never happen because of it's slow speed, if it DOES happen then react to it and followup with a damaging combo. Because of it's FC nature, it also enables the 5C > 6C combo path and damage options off it are very good.


Distortion Drives

Carnage Scissors

632146D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 1000, 2500 R all 9+7~12 2(38)4 58 -43 B 1-14 All
Overdrive 1000, 2500, 300*4 R all 9+7~12 2(38)4, 1*4 58 -40 B 1-14 All

  • Ragna's main combo ender and match finisher. Isn't too good to always end your combos with as it doesn't have too much minimum damage (about 30%)
  • Last hit can be cancelled by holding D, and if the opponent is high enough when hit by the first hit followups can be done, but it's very hard so don't get reliant on this. However, this can be only done in the corner.
  • In Overdrive, it will deal 4-5 more hits, and it's easily followup-able with D Inferno Divider into Ax Kick in the corner. Also easily confirmable midscreen from the aerial version of Blood Scythe.

Devoured by Darkness

214214D

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
Normal 0, 2700 R all 13+12 3 56 -40 B 1-16 All
Overdrive 0, 5400 R UNB 13+12 3 56 - B 1-16 All

  • Devoured by Darkness (often abbreviated DbD) returns in CP, and now it's useable outside of Blood Kain, as it's now Ragna's Overdrive. However, without it, the move is nearly useless, with it's very low damage on it's own, this move will not see use outside of OD. 500 lifesteal is also very low when two Blood Scythes give the same amount of life. To add insult to injury, it's even blockable without Overdrive, making it even worse
  • The Overdrive version, however, returns the move to it's former glory. With a damage boost that makes the move deal about 3500-4000 damage now, and around 2000 in a prorated combo, this move should be used to end Overdrive combos whenever possible. It will now have 1000 lifesteal, and when combined with other moves in the corner (such as Dead Spike and Blood Scythe) you can steal well over 2000 life in a single combo.
  • While it does have a ittle invulnerability and it's unblockable, the invuln doesn't last for long (around 4-5 frames after superfreeze) and you can be hit out of it by pretty much anything.
  • OD Dead Spike > Rapid > DbD is an unblockable setup if done correctly, and the Dead Spike is blocked.


Astral Heat

Black Onslaught

2141236C

Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul
death - all 3+25 2 25 -12 B 1-29 All

  • Ragna's astral, unlike in Continuum Shift, is quite impractical in Chrono Phantasma. With the changes on most moves' launching trajectories and untechable time, it's very hard to combo into this Astral outside of Overdrive. The only ways to combo into it midscreen are from 6C(second hit, enemy must be low enough), throws (both back and forward), CH 5C, CH 6A, CH 2C and CH j.D. Apart from these, the only non-Overdrive way to combo into Black Onslaught is to do Not Over Yet in the corner and cancel into the Astral but it will not work in prorated combos.
  • Overdrive however, gives Ragna a lot of ways to combo into Black Onslaught, making it the most versatile Astral during OD. OD 5D anywhere, anytime will lead into Black Onslaught, making it the go-to move to combo into it. Other than 5D, if the enemy is positioned correctly, Spin Kick and Hell's Fang follow-up will both lead into the Astral, with Spin Kick being conisderably easier. However, as OD 5D combos are the easiest, you should go for them whenever possible.
  • Ragna's Astral can also be used as a reversal due to it's invul, however it is extremely ill-advised to do so. The pushback however can keep you a bit safe against some characters.


External References



BlazBlue: Chrono Phantasma Extende
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc