https://www.dustloop.com/wiki/api.php?action=feedcontributions&user=Skivva&feedformat=atomDustloop Wiki - User contributions [en]2024-03-28T09:47:45ZUser contributionsMediaWiki 1.39.6https://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager/Resources&diff=424728BBCF/Iron Tager/Resources2023-12-12T12:31:29Z<p>Skivva: /* Players to Watch */</p>
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<div><center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{TOC limit|}}<br />
<br />
<div id="home-content" class="home-grid"><br />
{{ResourcesPreface}}<br />
{{ResourcesLinks<br />
|discord=https://discord.gg/hxGWVCR<br />
|twitter=https://twitter.com/search?q=%23BBCF2_TG #BBCF2_TG<br />
|replays=https://replaytheater.app/?game=bbcf&c1={{#replace:{{#titleparts:{{PAGENAME}}|1|2}}| |+}} Replay Theater<br />
}}<br />
</div><br />
<br />
==Documents==<br />
<small> ''You can embed links to external documents or User Docs here. </small><br />
*[https://docs.google.com/document/d/10UCKSAYzrOrf9aWq1yiOO--ifMmroTzHsM3gzINynr8/edit?usp=sharing Tager Basics]<br />
*[https://www.evernote.com/shard/s710/client/snv?noteGuid=db9629c3-0e92-4604-9d0e-b2364b4cdb4a&noteKey=c09a52306d9ade7ea533a224eb81bfcc&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs710%2Fsh%2Fdb9629c3-0e92-4604-9d0e-b2364b4cdb4a%2Fc09a52306d9ade7ea533a224eb81bfcc&title=Iron%2BTager%2BCombos%2BCompilation Tager Combo Doc]<br />
* Japanese Name: テイガー<br />
* [http://www40.atwiki.jp/blazblue/pages/1894.html Japanese Wiki]<br />
* [http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1361005075 Japanese BBS]<br />
* [http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=tg&pref=0 Arcade Profile Dan Rankings]<br />
* [https://docs.google.com/spreadsheets/d/16Pn2vLbUewVPLksf-v74-xeZzaKW5ewWFp0nHYqO3dg/edit?usp=sharing] Complete combo links document<br />
<br />
==Videos==<br />
<small> ''You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. </small><br />
*[https://www.youtube.com/c/MoustachedVillain/search?query=tager%20tech MustachedVillain's Channel]. Contains a decent amount of Tager gameplay and Tech.<br />
**These combos are recorded on iThatGuy's channel. [https://www.youtube.com/watch?v=IgkCcPksd0E&t=1s The First Part is Here]<br />
* [http://www.dustloop.com/forums/showthread.php?15330-CP-Iron-Tager-Video-Thread Character Video Thread]<br />
<br />
<br />
==Plain Text==<br />
<small> ''You can write your own content here, or post transcriptions of content from potentially impermanent sources here. </small><br />
<br />
<br />
<br />
<br />
==Twitter==<br />
==Players to Watch==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Region !! Status || Where to Find !! Notes<br />
|-<br />
| BARREL || style="text-align:center;"| [[File:BBCF_Tager_color_15.png|center|150px]] || Japan || Active || Arcades, PC<br> || ''The'' Strongest Tager player. Has a lot of arcade footage.<br />
|-<br />
| Gamnic || style="text-align:center;"|[[File:BBCF_Tager_color_10.png|center|150px]] || United States || Inactive || PC<br>[https://twitter.com/gamnic43 Twitter] || ''The'' best Tager player in NA. VERY hard to find footage for. Retired to Roblox.<br />
|-<br />
| Nesica || style="text-align:center;"|[[File:BBCF Tager_color_1.png|center|150px]] || Europe || Active || PC<br>|| Top level EU Tager player. Plays multiple characters.<br />
|-<br />
| Isorropia || style="text-align:center;"|[[File:BBCF Tager_color_8.png|center|150px]] || United States, OCE || Active || PSN<br>[https://twitter.com/Isorropia_fgc Twitter] || High level Tager specialist.<br />
|-<br />
| Mast || style="text-align:center;"|[[File:BBCF_Tager_color_1.png|center|150px]] || United States || Active || PC<br> || Netplay warrior. Easiest to find footage of.<br />
|-<br />
| PeaceTimeFriend || style="text-align:center;"|[[File:BBCF_Tager_color_19.png|center|150px]] || North America || Active || PC<br> || Solid Tager specialist. Hidden boss on netplay.<br />
|-<br />
| Brice || style="text-align:center;"|[[File:BBCF_Tager_color_8.png|center|150px]] || Canada || Active || PSN<br>[https://twitter.com/mtlBrice Twitter] || OG legacy Tager player. EVO champion<br />
|-<br />
| Scrimgore || style="text-align:center;"|[[File:BBCF_Tager_color_6.png|center|150px]] || Canada || Active || PC || Long-time Tager specialist with more tricks up his sleeve than you can count.<br />
|-<br />
| Moustached Villain || style="text-align:center;"|[[File:BBCF_Tager_color_17.png|center|150px]] || Canada || Active || PC || Tager player known for his "Timeout Tager" technique. Has many excellent CMVs.<br />
|-<br />
|}<br />
<br />
==Depreciated Resources==<br />
*[http://www.dustloop.com/forums/index.php?/forums/forum/70-iron-tager/ Dustloop Forums]<br />
<br />
==Navigation==<br />
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager/Resources&diff=424727BBCF/Iron Tager/Resources2023-12-12T12:30:17Z<p>Skivva: /* Players to Watch */ Added Scrimgore and Moustached Villain.</p>
<hr />
<div><center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{TOC limit|}}<br />
<br />
<div id="home-content" class="home-grid"><br />
{{ResourcesPreface}}<br />
{{ResourcesLinks<br />
|discord=https://discord.gg/hxGWVCR<br />
|twitter=https://twitter.com/search?q=%23BBCF2_TG #BBCF2_TG<br />
|replays=https://replaytheater.app/?game=bbcf&c1={{#replace:{{#titleparts:{{PAGENAME}}|1|2}}| |+}} Replay Theater<br />
}}<br />
</div><br />
<br />
==Documents==<br />
<small> ''You can embed links to external documents or User Docs here. </small><br />
*[https://docs.google.com/document/d/10UCKSAYzrOrf9aWq1yiOO--ifMmroTzHsM3gzINynr8/edit?usp=sharing Tager Basics]<br />
*[https://www.evernote.com/shard/s710/client/snv?noteGuid=db9629c3-0e92-4604-9d0e-b2364b4cdb4a&noteKey=c09a52306d9ade7ea533a224eb81bfcc&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs710%2Fsh%2Fdb9629c3-0e92-4604-9d0e-b2364b4cdb4a%2Fc09a52306d9ade7ea533a224eb81bfcc&title=Iron%2BTager%2BCombos%2BCompilation Tager Combo Doc]<br />
* Japanese Name: テイガー<br />
* [http://www40.atwiki.jp/blazblue/pages/1894.html Japanese Wiki]<br />
* [http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1361005075 Japanese BBS]<br />
* [http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=tg&pref=0 Arcade Profile Dan Rankings]<br />
* [https://docs.google.com/spreadsheets/d/16Pn2vLbUewVPLksf-v74-xeZzaKW5ewWFp0nHYqO3dg/edit?usp=sharing] Complete combo links document<br />
<br />
==Videos==<br />
<small> ''You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. </small><br />
*[https://www.youtube.com/c/MoustachedVillain/search?query=tager%20tech MustachedVillain's Channel]. Contains a decent amount of Tager gameplay and Tech.<br />
**These combos are recorded on iThatGuy's channel. [https://www.youtube.com/watch?v=IgkCcPksd0E&t=1s The First Part is Here]<br />
* [http://www.dustloop.com/forums/showthread.php?15330-CP-Iron-Tager-Video-Thread Character Video Thread]<br />
<br />
<br />
==Plain Text==<br />
<small> ''You can write your own content here, or post transcriptions of content from potentially impermanent sources here. </small><br />
<br />
<br />
<br />
<br />
==Twitter==<br />
==Players to Watch==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Region !! Status || Where to Find !! Notes<br />
|-<br />
| BARREL || style="text-align:center;"| [[File:BBCF_Tager_color_15.png|center|150px]] || Japan || Active || Arcades, PC<br> || ''The'' Strongest Tager player. Has a lot of arcade footage.<br />
|-<br />
| Gamnic || style="text-align:center;"|[[File:BBCF_Tager_color_10.png|center|150px]] || United States || Inactive || PC<br>[https://twitter.com/gamnic43 Twitter] || ''The'' best Tager player in NA. VERY hard to find footage for. Retired to Roblox.<br />
|-<br />
| Nesica || style="text-align:center;"|[[File:BBCF Tager_color_1.png|center|150px]] || Europe || Active || PC<br>|| Top level EU Tager player. Plays multiple characters.<br />
|-<br />
| Isorropia || style="text-align:center;"|[[File:BBCF Tager_color_8.png|center|150px]] || United States, OCE || Active || PSN<br>[https://twitter.com/Isorropia_fgc Twitter] || High level Tager specialist.<br />
|-<br />
| Mast || style="text-align:center;"|[[File:BBCF_Tager_color_1.png|center|150px]] || United States || Active || PC<br> || Netplay warrior. Easiest to find footage of.<br />
|-<br />
| PeaceTimeFriend || style="text-align:center;"|[[File:BBCF_Tager_color_19.png|center|150px]] || North America || Active || PC<br> || Solid Tager specialist. Hidden boss on netplay.<br />
|-<br />
| Brice || style="text-align:center;"|[[File:BBCF_Tager_color_8.png|center|150px]] || Canada || Active || PSN<br>[https://twitter.com/mtlBrice Twitter] || OG legacy Tager player. EVO champion<br />
|-<br />
| Scrimgore || style="text-align:center;"|[[File:BBCF_Tager_color_6.png|center|150px]] || Canada || Active || PC || Long-time Tager player with more tricks up his sleeve than you can count.<br />
|-<br />
| Moustached Villain || style="text-align:center;"|[[File:BBCF_Tager_color_17.png|center|150px]] || Canada || Active || PC || Tager player known for his "Timeout Tager" technique. Has many excellent CMVs.<br />
|-<br />
|}<br />
<br />
==Depreciated Resources==<br />
*[http://www.dustloop.com/forums/index.php?/forums/forum/70-iron-tager/ Dustloop Forums]<br />
<br />
==Navigation==<br />
<center>{{Character Label|{{#titleparts:{{PAGENAME}}|1|1}}|{{#titleparts:{{PAGENAME}}|1|2}}|42px}}</center><br />
{{BBCF/CharacterLinks}}<br />
{{BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=375715BBCF/Ragna the Bloodedge2023-02-18T23:07:07Z<p>Skivva: Undo revision 373331 by Akera (talk) We should not be teaching people to rely on knowledge checks. This is simply terrible advice.</p>
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<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
}}<br />
{{card|width=4<br />
|header= Drive: Soul Eater<br />
|content=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|header2= Overdrive: Blood Kain IDEA<br />
|content2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Move List" data-collapsetext="Hide Move List"><br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} only gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
</div><br />
<br clear=both/><br />
}}<br />
</div><br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
Ragna's standard and most used poke, {{clr|B|5B}} will be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as {{Character Label|BBCF|Izanami}} with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|6A}} is blocked, its cancel options are extremely limited, with most options being unsafe (e.g. Hell's Fang, Gauntlet Hades) or disrespectable (e.g. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or Dead Spike on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents. However, it can be punished if the opponent Instant Blocks, so its use in neutral is questionable without 50 Heat to Rapid Cancel. Even then, it can be easily beaten by disjointed normals, projectiles, or jumping to make it whiff, so it should be reserved for hard callouts in neutral. This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Just remember that it's risky to use without Heat to Rapid Cancel, due to the aformentioned punish if the opponent Instant Blocks. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B|versioned=input<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height, frame 23 starting from neutral.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|j.D}}. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th 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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=372946BBCF/Ragna the Bloodedge2023-02-01T19:44:34Z<p>Skivva: /* Overview */</p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
}}<br />
{{ProsAndCons<br />
|intro =is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and several plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header= Drive: Soul Eater<br />
|content=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|header2= Overdrive: Blood Kain IDEA<br />
|content2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Move List" data-collapsetext="Hide Move List"><br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} only gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
</div><br />
<br clear=both/><br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
Ragna's standard and most used poke, {{clr|B|5B}} will be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as {{Character Label|BBCF|Izanami}} with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|6A}} is blocked, its cancel options are extremely limited, with most options being unsafe (e.g. Hell's Fang, Gauntlet Hades) or disrespectable (e.g. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or Dead Spike on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents. However, it can be punished if the opponent Instant Blocks, so its use in neutral is questionable without 50 Heat to Rapid Cancel. Even then, it can be easily beaten by disjointed normals, projectiles, or jumping to make it whiff, so it should be reserved for hard callouts in neutral. This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Just remember that it's risky to use without Heat to Rapid Cancel, due to the aformentioned punish if the opponent Instant Blocks. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B|versioned=input<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height, frame 23 starting from neutral.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|j.D}}. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th 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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=372944BBCF/Ragna the Bloodedge2023-02-01T19:43:47Z<p>Skivva: Undo revision 369643 by Kazat7 (talk) I worded this with "just" because more damage+lifesteal is a universal change across all Drive moves in OD as previously stated, but Did doesn't change in any other way unlike the rest of his Drive moves, so I emphasize that with the "just."</p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
}}<br />
{{ProsAndCons<br />
|intro =is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header= Drive: Soul Eater<br />
|content=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|header2= Overdrive: Blood Kain IDEA<br />
|content2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Move List" data-collapsetext="Hide Move List"><br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
</div><br />
<br clear=both/><br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
Ragna's standard and most used poke, {{clr|B|5B}} will be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as {{Character Label|BBCF|Izanami}} with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|6A}} is blocked, its cancel options are extremely limited, with most options being unsafe (e.g. Hell's Fang, Gauntlet Hades) or disrespectable (e.g. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or Dead Spike on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents. However, it can be punished if the opponent Instant Blocks, so its use in neutral is questionable without 50 Heat to Rapid Cancel. Even then, it can be easily beaten by disjointed normals, projectiles, or jumping to make it whiff, so it should be reserved for hard callouts in neutral. This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Just remember that it's risky to use without Heat to Rapid Cancel, due to the aformentioned punish if the opponent Instant Blocks. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B|versioned=input<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height, frame 23 starting from neutral.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|j.D}}. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th 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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=372942BBCF/Ragna the Bloodedge2023-02-01T19:40:51Z<p>Skivva: Undo revision 366700 by Kazat7 (talk) Don't see how this isn't true, 2C, Dead Spike, and Blood Scythe are all extremely important cornerstones of Ragna's pressure for extending pressure and all leave you plus on block.</p>
<hr />
<div>==Overview==<br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
<div id="home-content" class="home-grid"><br />
{{card|width=4<br />
|header=Overview<br />
|content=Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
}}<br />
{{BBCF/Infobox<br />
| fastestAttack = [[#5A|5A]] (5F, whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
}}<br />
{{ProsAndCons<br />
|intro =is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
}}<br />
</div><br />
<br />
{{card|width=4<br />
|header= Drive: Soul Eater<br />
|content=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|header2= Overdrive: Blood Kain IDEA<br />
|content2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
<div class="mw-collapsible mw-collapsed" data-expandtext="Show Move List" data-collapsetext="Hide Move List"><br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
</div><br />
<br clear=both/><br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
Ragna's standard and most used poke, {{clr|B|5B}} will be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as {{Character Label|BBCF|Izanami}} with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|6A}} is blocked, its cancel options are extremely limited, with most options being unsafe (e.g. Hell's Fang, Gauntlet Hades) or disrespectable (e.g. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or Dead Spike on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents. However, it can be punished if the opponent Instant Blocks, so its use in neutral is questionable without 50 Heat to Rapid Cancel. Even then, it can be easily beaten by disjointed normals, projectiles, or jumping to make it whiff, so it should be reserved for hard callouts in neutral. This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Just remember that it's risky to use without Heat to Rapid Cancel, due to the aformentioned punish if the opponent Instant Blocks. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B|versioned=input<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height, frame 23 starting from neutral.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|j.D}}. When performing Aerial Gauntlet Hades at minimum height, it hits grounded opponents on its 18th 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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
<br />
{{BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=362408BBCF/Ragna the Bloodedge/Data2023-01-05T06:45:57Z<p>Skivva: /* 214214D */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=6 |recovery=15 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png |hitboxCaption=Frames 10-12\Frames 13-15. The hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=32 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20 F<br />
|startup=21 |active=3 |recovery=14+16L |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Bonus Proration 110%;Fatal Counter;Airborne from frame 15;Airborne recovery duration can be altered by external forces<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20+3L |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This'll sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=Total 22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="Are you even trying?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;Reversal;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption="Let the darkness... consume you!"\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58};Reversal;<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000;Reversal<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=352496BBCF/Ragna the Bloodedge/Data2022-12-14T02:33:48Z<p>Skivva: /* 22C */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=6 |recovery=15 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png |hitboxCaption=Frames 10-12\Frames 13-15. The hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20 F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This'll sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=Total 22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="Are you even trying?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=Total 22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;Reversal;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCS_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58};Reversal;<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000;Reversal<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=File:BBCS_Ragna_the_Bloodedge_22C.png&diff=352495File:BBCS Ragna the Bloodedge 22C.png2022-12-14T02:31:22Z<p>Skivva: Skivva uploaded a new version of File:BBCS Ragna the Bloodedge 22C.png</p>
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<div></div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=342946BBCF/Ragna the Bloodedge2022-11-08T22:11:11Z<p>Skivva: /* Dash Cancel */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
Ragna's standard and most used poke, {{clr|B|5B}} will be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as {{Character Label|BBCF|Izanami}} with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or Dead Spike on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents. However, it can be punished if the opponent Instant Blocks, so its use in neutral is questionable without 50 Heat to Rapid Cancel. Even then, it can be easily beaten by disjointed normals, projectiles, or jumping to make it whiff, so it should be reserved for hard callouts in neutral. This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Just remember that it's risky to use without Heat to Rapid Cancel, due to the aformentioned punish if the opponent Instant Blocks. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B,j.214B|versioned=input<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=342142BBCF/Ragna the Bloodedge2022-11-04T17:04:36Z<p>Skivva: /* Hell's Fang */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
Ragna's standard and most used poke, {{clr|B|5B}} will be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as {{Character Label|BBCF|Izanami}} with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|D|236D}} on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents. However, it can be punished if the opponent Instant Blocks, so its use in neutral is questionable without 50 Heat to Rapid Cancel. Even then, it can be easily beaten by disjointed normals, projectiles, or jumping to make it whiff, so it should be reserved for hard callouts in neutral. This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Just remember that it's risky to use without Heat to Rapid Cancel, due to the aformentioned punish if the opponent Instant Blocks. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=342141BBCF/Ragna the Bloodedge2022-11-04T16:56:32Z<p>Skivva: /* Hell's Fang */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
Ragna's standard and most used poke, {{clr|B|5B}} will be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as {{Character Label|BBCF|Izanami}} with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|D|236D}} on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
Hell's Fang travels about half screen and is safe on block, making it one of Ragna's easiest methods of approaching opponents. However, it can be punished if the opponent Instant Blocks, and can be easily beaten by disjointed normals, projectiles, or jumping to make it whiff, so its use in neutral is questionable without 50 Heat to Rapid Cancel. This move is more often used to end combos when corner carry is needed or to continue combos via a Rapid Cancel. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Just remember that it's risky to use without Heat to Rapid Cancel, due to the aformentioned punish if the opponent Instant Blocks. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Frame_Data&diff=341995BBCF/Ragna the Bloodedge/Frame Data2022-11-03T18:23:25Z<p>Skivva: /* Revolver Action Table */ Jeese raises a great point in that Super cancels are the same as Special cancels in BlazBlue, so listing them as a separate thing is rather pointless (in fact we could just change it to only special cancel, but it's probably nice for beginner's understanding to have super listed as well).</p>
<hr />
<div><center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br />
==Glossary==<br />
[[Using_Frame_Data|How do I read frame data?]]<br />
{{FrameDataGlossary-BBCF}}<br />
<br style="clear:both;"/><br />
<br />
==[[BBCF/Frame Data|System Data]]==<br />
{{#cargo_query:tables=bbcfCharacters<br />
|fields=name,health,prejump,backdash,forwarddash,umo=Unique Movement Options<br />
|where=name="{{#titleparts:{{BASEPAGENAME}}| |-1}}"<br />
|format=table<br />
}}<br />
<br />
==Normal Moves==<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input,images,damage,guard,startup,active,recovery,onBlock,onODR,attribute,invuln,p1,p2,starter,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="normal"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Drive Moves==<br />
;Lifesteal bonus during combos<br />
*1st to 5th Soul Eater hit = 100% lifesteal<br />
*6th Soul Eater hit = 110% lifesteal<br />
*7th Soul Eater hit = 120% lifesteal<br />
*8th Soul Eater hit = 130% lifesteal<br />
*9th Soul Eater hit = 140% lifesteal<br />
*10th+ Soul Eater hit = 150% lifesteal<br />
<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,onODR,attribute,invuln,p1,p2,starter,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="drive"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Universal Mechanics==<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,onODR,attribute,invuln,p1,p2,starter,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="other"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Special Moves==<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,onODR,attribute,invuln,p1,p2,starter,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="special"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Distortion Drives==<br />
*All Distortion Drives have the following properties unless otherwise stated:<br />
**Cost 50 Heat<br />
**Heat Gauge Cooldown 180F<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,onODR,attribute,invuln,p1,p2,starter,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="super"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Exceed Accel==<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,onODR,attribute,invuln,p1,p2,starter,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="exceed accel"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Astral Heat==<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input,name,images,damage,guard,startup,active,recovery,onBlock,onODR,attribute,invuln,p1,p2,starter,cancel,level,blockstun,groundHit,airHit,groundCH,airCH,blockstop,hitstop,CHstop,hitboxes,notes<br />
|where=chara="{{#titleparts:{{BASEPAGENAME}}| |-1}}" and type="astral"<br />
|format=dynamic table|order by=_rowID|rows per page=50<br />
|details fields=notes,images,hitboxes<br />
}}<br />
<br />
==Revolver Action Table==<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Ground Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
<section begin="5A_Gatling" /> <br />
! {{color|cornflowerblue|{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=5A}}<sup>[3]</sup>}}<br />
| {{color|green|5A<sup>[+]</sup>}}, 2A, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D, 2D, 6D || Jump, Throw, Special/Super<br />
<section end="5A_Gatling" /> <br />
|-<br />
<section begin="5B_Gatling" /> <br />
! {{color|cornflowerblue|{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=5B}}<sup>[1]</sup>}}<br />
| 6A || 2B || 5C, 2C, 3C || 5D, 2D, 6D || Special/Super<br />
<section end="5B_Gatling" /> <br />
|-<br />
<section begin="5C_Gatling" /> <br />
! {{color|cornflowerblue|{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=5C}}<sup>[1]</sup>}}<br />
| 6A || - || 2C, 6C, 3C || 5D, 2D, 6D || {{color|red|Jump<sup>[-]</sup>}}, Special/Super<br />
<section end="5C_Gatling" /> <br />
|-<br />
<section begin="5D_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=5D}}<br />
| - || - || - || - || Special/Super<br />
<section end="5D_Gatling" /> <br />
|-<br />
<section begin="2A_Gatling" /> <br />
! {{color|cornflowerblue|{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=2A}}<sup>[3]</sup>}}<br />
| 5A, {{color|green|2A<sup>[+]</sup>}}, 6A || 5B, 2B, 6B || 5C, 2C, 6C, 3C || 5D, 2D, 6D || Throw, Special/Super<br />
<section end="2A_Gatling" /> <br />
|-<br />
<section begin="2B_Gatling" /> <br />
! {{color|cornflowerblue|{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=2B}}<sup>[1]</sup>}}<br />
| 6A || 5B, 6B || 5C, 2C, 3C || 5D, 2D, 6D || Special/Super<br />
<section end="2B_Gatling" /> <br />
|-<br />
<section begin="2C_Gatling" /> <br />
! {{color|cornflowerblue|{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=2C}}<sup>[1]</sup>}}<br />
| 6A || 6B || 5C, 6C, 3C || 5D, 2D, 6D || Special/Super<br />
<section end="2C_Gatling" /> <br />
|-<br />
<section begin="2D_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=2D}}<br />
| - || - || - || - || Special/Super<br />
<section end="2D_Gatling" /> <br />
|-<br />
<section begin="6A_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=6A}}<br />
| - || - || - || 5D, 2D, 6D || {{color|red|Jump<sup>[-]</sup>}}, Special/Super<br />
<section end="6A_Gatling" /> <br />
|-<br />
<section begin="6B_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=6B}}<br />
| 6A || - || - || 5D, 2D, 6D || Special/Super<br />
<section end="6B_Gatling" /> <br />
|-<br />
<section begin="6C_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=6C}}<br />
| - || - || - || 5D, 6D || Jump (2nd Hit), Special/Super ({{color|red|1st Hit<sup>[-]</sup>}}, 2nd Hit)<br />
<section end="6C_Gatling" /> <br />
|-<br />
<section begin="6D_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=6D}}<br />
| - || - || - || j.D || Jump, Special<br />
<section end="6D_Gatling" /> <br />
|-<br />
<section begin="3C_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=3C}}<br />
| - || - || - || 2D || Jump, Special/Super<br />
<section end="3C_Gatling" /> <br />
|-<br />
|}<br />
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"<br />
|+ Air Revolver Action Table<br />
|-<br />
! !! A!! B !! C !! D !! Cancels<br />
|-<br />
<section begin="j.A_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=j.A}}<br />
| j.A || j.B || j.C || j.D || Jump, Throw, Special<br />
<section end="j.A_Gatling" /> <br />
|-<br />
<section begin="j.B_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=j.B}}<br />
| - || - || j.C || j.D || Jump, Special<br />
<section end="j.B_Gatling" /> <br />
|-<br />
<section begin="j.C_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=j.C}}<br />
| - || - || - || j.D || Jump, Special<br />
<section end="j.C_Gatling" /> <br />
|-<br />
<section begin="j.D_Gatling" /> <br />
! {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=j.D}}<br />
| - || - || - || - || Jump, Special<br />
<section end="j.D_Gatling" /> <br />
|}<br />
:'''X''' = X is available on hit or block<br />
:{{Clr|red|2='''X<sup>[-]</sup>''' = X is available only on hit}}<br />
:{{Clr|green|2='''X<sup>[+]</sup>''' = X is available on hit, block, or whiff}}<br />
:{{Clr|cornflowerblue|2='''X<sup>[#]</sup>''' = X can be used only # times per string}}<br />
<br />
==External References==<br />
* [http://boxdox-bb.dantarion.com/#/viewer/bbcf_200/rg Dantarion's Hitbox site]<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{BASEPAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Combos&diff=341994BBCF/Ragna the Bloodedge/Combos2022-11-03T18:16:00Z<p>Skivva: /* Video Examples */ The combos featured in this video aren't great to teach to a beginner, I'd much prefer them to look at the written beginner section already on this page, one of the existing combo videos, or even Ragna's challenge mode.</p>
<hr />
<div><center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
{{Combo Notation|game=BBCF|additional=}}<br />
<br style="clear:both;"/><br />
<br />
==Calculating Lifesteal==<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage. <br />
<br />
Attacks that have lifesteal are as follows (values in [] are during OD):<br />
<br />
*{{clr|D|{{clr|D|5D}}(2)}}: 100 [150] lifesteal<br />
*{{clr|D|2D}}: 100 [150] lifesteal<br />
*{{clr|D|6D}}: 100 [150] lifesteal<br />
*{{clr|D|j.D}}: 100 [150] lifesteal<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger): [200] lifesteal, only applies during OD<br />
*{{clr|A|214A}}~{{clr|D|214D}}: 200 [300] lifesteal<br />
*{{clr|B|214B}}~{{clr|D|214D}}: 100 [150] lifesteal<br />
*{{clr|D|623D}}: 50×2 [75×2] lifesteal<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}}: 50 [75] lifesteal<br />
*{{clr|D|236D}}: 100 [50×3] lifesteal<br />
*{{clr|D|214D}}: 100 [150] lifesteal<br />
*{{clr|C|j.214C}}~{{clr|D|214D}}: 200 [300] lifesteal<br />
*{{clr|D|632146D}}: 300 [200+100×4] lifesteal<br />
*{{clr|D|214214D}}: 500 [1000] lifesteal<br />
<br />
All of these lifesteal values can also be found on each move's overview.<br />
<br />
You can also use Sydoh's [https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] to easily calculate the lifesteal of any combo.<br />
<br />
==Introductory Combos==<br />
<br />
If you're just starting out with Ragna, we recommend that you not go any further until you've mastered these combos. These combos are basic but effective, and will give you a good base for your matches starting out. They work on every character in the game, and have similar routing to one another, so you should be able to practice just a few combo parts and you'll be able to do all of them. They should also give you a good idea of Ragna's combo structure, and how to hit confirm properly with him, so you can easily branch out to other more effective routes and implement them into your gameplay.<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ The Basics<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Notes !! Video<br />
|-<br />
| ({{clr|A|2A}}) > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}} || Anywhere || 1714 || 200 || 12 || This is where your game starts. Works off pretty much any starter and gives good corner carry with a knockdown. || <br />
|-<br />
| ({{clr|A|2A}}) > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|2D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2043 || 250 || 14 || Nets slightly more damage and a better midscreen knockdown than the above combo, but requires you to be slightly closer.<br />
|-<br />
| ({{clr|A|2A}}) > {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 2906 || 500 || 20 || Close-range midscreen combo. Nets more damage than the above combo but requires Ragna to be close to his opponent. || <br />
|-<br />
| (aa) {{clr|B|5B}} > {{clr|D|5D(1)}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3571 || 500 || 25 || An easy confirm for when you get a close-range airborne hit. || <br />
|-<br />
| ({{clr|A|2A}}) > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|2D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|C|236C}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 2518 || 720 || 18 || Basic corner combo that works from any starter and nearly any range. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|2D}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|D|5D(1)}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3559 || 720 || 25 || An improved version of the above combo, but only works off of long starters (B, C, D buttons). || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3898 || 720 || 27 || Close-range corner combo. If you're struggling to do {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc, you can instead not dash cancel and do {{clr|D|236D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc. ||<br />
|-<br />
| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|5D(1)}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4154 || 500 || 29 || Basic punish combo. Use this to punish opponent's reversals. Also functions as a crouch confirm. ||<br />
|-<br />
| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4514 || 720 || 32 || Basic corner punish combo. The above combo also works in the corner, but this one will give you more reward. ||<br />
|-<br />
| 6T > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3077 || 500 || 22 || Basic forward throw combo. || <br />
|-<br />
| 4T, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3270 || 500 || 23 || Midscreen back-throw combo. || <br />
|-<br />
| 6T/4T > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3269 || 600 || 23 || Corner throw combo. If you're struggling to do {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc, you can instead not dash cancel and do {{clr|D|236D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc. || <br />
|-<br />
| j.T, {{clr|C|5C}} > {{clr|D|5D(1)}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3268 || 500 || 23 || Midscreen air throw combo. You can do this in the corner, but you will most likely sideswap after the air throw and lose corner, so it's suggested you learn the corner combo below. ||<br />
|-<br />
| j.T > {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3171 || 720 || 22 || Corner air throw combo. Make sure to immediately cancel into air Blood Scythe so you keep the opponent in the corner.<br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}} > RC, 66{{clr|C|5C}} > {{clr|D|5D(1)}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4218 || 700 || -30 || 50 Heat Rapid Cancel combo. This combo works from even a max range {{clr|B|5B}} hit, and gives good damage and corner carry. It's a valuable tool to make Ragna's footsies even scarier. If any other buttons are added before Hell's Fang, you must {{clr|B|5B}} > {{clr|A|6A}} after Gauntlet Hades, or the hjc > {{clr|C|j.C}} will drop. ||<br />
|}<br />
This beginner section does not go over any Overdrive combos, and that is because Ragna's Overdrive routing can be a bit conditionally overwhelming, and requires more execution than this section should. If you reach the level where you feel you need to learn Overdrive combos, please look further down the page at the Overdrive section.<br />
<br />
==Meterless Combos==<br />
==={{clr|A|5A}}/{{clr|A|2A}}/{{clr|A|j.A}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}} || Anywhere || 1714 || 200 || 12 || All || Beginner || Universal confirm for maximum distance hits. || <br />
|-<br />
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > ({{clr|C|3C}}) > {{clr|D|2D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2311 || 250 || 16 || All || Beginner || {{clr|C|3C}} can be omitted for less damage but less range dependency. || <br />
|- <br />
| {{clr|A|2A}} > {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 2906 || 500 || 20 || All || Easy || {{clr|C|5C}} can be omitted for less damage but less range dependency. || <br />
|-<br />
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3195 || 500 || 22 || All || Easy || Jubei/Crouching hit only. || <br />
|-<br />
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3057 || 400 || 21 || All || Intermediate || Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. Point blank starter needed for {{clr|C|3C}} > {{clr|C|22C}} to connect. Needs dash momentum for Taokaka. || <br />
|-<br />
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|5C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Near Corner || 3464 || 600 || 24 || All || Intermediate || {{clr|C|22C}} ground slides to corner. At point blank {{clr|C|6C}} omit {{clr|D|6D}}, use grounded Bloodscythe. Needs dash momentum for Taokaka. || <br />
|-<br />
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > ({{clr|C|3C}}) > ({{clr|D|2D}}) > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|C|236C}}, {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 2775 || 620 || 19 || All || Easy || Can omit {{clr|C|3C}}, {{clr|D|2D}}, and {{clr|C|2C}}. || <br />
|-<br />
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|D|2D}} > {{clr|D|236D}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 2844 || 720 || 20 || All || Easy || Can add another {{clr|A|2A}} to help hit confirm, but any more buttons added will cause Dead Spike to drop. Need to omit {{clr|C|2C}} if a second {{clr|A|2A}} is done. || <br />
|- <br />
| {{clr|A|2A}} > {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3086 || 720 || 22 || All || Easy || {{clr|C|5C}} can be omitted for less damage but less range dependency. || <br />
|-<br />
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3230 || 500 || 23 || All || Easy || ||<br />
|-<br />
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3376 || 500 || 24 || All || Intermediate || {{clr|C|22C}} wallsplats. The {{clr|C|22C}} wallsplat is range dependant and cannot be done point blank with dash momentum. Furthermore, on Jin, Taokaka, Arakune, Bang, Carl, Amane, and Azrael, you need to be spaced back from the corner quite a bit. Needs dash momentum for Taokaka, making this combo extremely finnicky on her. || <br />
|-<br />
| {{clr|A|2A}} > {{clr|B|5B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|5C}} > {{clr|A|6A}} > hjc > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3374 || 720 || 24 || All || Easy || Jubei/Crouching hit only. || <br />
|-<br />
| AA {{clr|A|2A}} > {{clr|B|5B}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anti-Air, Anywhere || 2944 || 500 || 21 || All || Easy || || <br />
|-<br />
| AA {{clr|A|j.A}} > {{clr|C|j.C}} > (jc) > ({{clr|C|j.C}}) > ({{clr|D|j.D}}) > {{clr|C|j.214C}}~{{clr|D|214D}} || Air-to-Air, Anywhere || 1969 (Varies) || 300 || 14 (Varies) || All || Easy || Basic Air-to-Air {{clr|A|j.A}} combo. Can add more j.As to help hit confirm. Can also omit {{clr|D|j.D}} and the second {{clr|C|j.C}}. Can end in D Inferno Divider > Axe Kick instead of Nightmare Edge for consistency. || <br />
|}<br />
<br />
==={{clr|B|5B}}/{{clr|B|2B}}/{{clr|B|j.B}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (all {{clr|A|5A}}/{{clr|A|2A}}/{{clr|A|j.A}} > {{clr|B|5B}}/{{clr|B|2B}}/{{clr|B|j.B}} routes will work with {{clr|B|5B}}/{{clr|B|2B}}/{{clr|B|j.B}} starter) || || || || || || || ||<br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}} || Anywhere || 2032 || 200 || 14 || All || Beginner || Universal confirm for maximum distance hits. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > ({{clr|C|3C}}) > {{clr|D|2D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2973 || 250 || 21 || All || Beginner || {{clr|C|2C}} and {{clr|C|3C}} can be omitted for less damage but less range dependency. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3525 || 500 || 25 || All || Easy || {{clr|C|5C}} can be omitted for less damage but less range dependency. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|C|663C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3708 || 500 || 26 || All || Intermediate || With the added {{clr|C|5C}}, the combo is at timer limit, so any additional buttons added will make it drop. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3867 || 500 || 27 || All || Easy || Jubei/Crouching hit only. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. {{clr|C|2C}} can be omitted. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4124 || 600 || 29 || Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o || Intermediate || Crouching hit only. Both 2Cs can be omitted for consistency. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|6D}} > delay {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4009 || 750 || 28 || All || Intermediate || Jubei/crouching hit only. Can replace {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) with {{clr|A|5A}} > {{clr|B|5B}} > {{clr|D|5D}}(1) after Spin Kick for less timing dependance. Works from Counter Hit {{clr|B|5B}} if the {{clr|C|5C}} is omitted. Requires maximum delay on the {{clr|B|j.214B}}. ||<br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > {{clr|C|6C}} > jc > delay {{clr|C|j.C}} > delay {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4036 || 500 || 28 || All || Intermediate || Jubei/Crouching hit only. Requires a slight delay both before and after the first {{clr|C|j.C}}. {{clr|C|2C}} can be omitted. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4238 || 500 || 30 || All || Hard || Jubei/Crouching hit only. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. Must get a fairly close starter to land {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}} after the {{clr|D|6D}}. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3713 || 400 || 26 || All || Intermediate || Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. Must be fairly close for {{clr|C|3C}} > {{clr|C|22C}} to connect. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|A|214A}}, {{clr|A|5A}} > {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4130 || 400 || 29 || Nu-13, Makoto, Valkenhayn, Relius, Lambda-11, Nine || Intermediate || Needs extremely deep {{clr|C|665C}} on Nine for {{clr|A|5A}} to hit. On Tager, Kagura, and Susano'o, you can do {{clr|A|214A}} > {{clr|A|5A}} > {{clr|B|5B}} > {{clr|A|6A}}. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4155 || 500 || 29 || Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o || Intermediate || Must be fairly close for {{clr|C|3C}} > {{clr|C|22C}} to connect. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Near Corner || 4294 || 600 || 30 || All || Intermediate || Must be fairly close for {{clr|C|3C}} > {{clr|C|22C}} to connect. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|2D}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3754 || 720 || 26 || All || Easy || If any more buttons are added, must {{clr|B|5B}} > {{clr|A|6A}} after Gauntlet Hades. If slightly out of the corner, can {{clr|D|236D}}~66, {{clr|C|5C}} > {{clr|D|5D}}(1) for slightly more damage. ||<br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3898 || 720 || 27 || All || Easy || || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|D|2D}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|3C}} > ({{clr|D|2D}}) > {{clr|C|22C}} > {{clr|A|214A}}~{{clr|D|214D}} || Corner || 3926 || 850 || 27 || All || Easy || Final {{clr|D|2D}} whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency. {{clr|C|5C}} can be omitted for less damage but less range dependency. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > ({{clr|C|3C}}) > {{clr|D|2D}} > {{clr|D|236D}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4006 || 720 || 28 || All || Easy || Delay {{clr|B|5B}} and walk backwards after {{clr|D|2D}} Dead Spike dash-cancel so that Ragna doesn't dash under the opponent. Can also do {{clr|C|2C}} > {{clr|D|5D}}(1) instead of {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) for consistency. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4215 || 500 || 30 || All || Intermediate || Must be fairly close for {{clr|C|3C}} > {{clr|C|22C}} to connect. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|D|2D}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|3C}} > ({{clr|D|2D}}) > {{clr|C|22C}} > {{clr|A|214A}}~{{clr|D|214D}} || Corner || 4327 || 850 || 30 || All || Easy || Jubei/Crouching hit only. Final {{clr|D|2D}} whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4399 || 500 || 31 || All || Hard || Jubei/Crouching hit only. Must get a fairly close starter to land {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}} after the {{clr|D|6D}}. || <br />
|-<br />
| AA {{clr|B|5B}} > {{clr|C|5C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anti-Air, Anywhere || 3047 || 300 || 21 || All || Beginner || || <br />
|-<br />
| AA {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anti-Air, Anywhere || 3814 || 500 || 27 || All || Easy || {{clr|C|5C}} can be omitted before {{clr|D|5D}}(1) if opponent is too high. || <br />
|- <br />
| AA {{clr|B|5B}} > {{clr|C|5C}} > jc > {{clr|C|j.C}} > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anti-Air, Anywhere || 3847 || 600 || 27 || All || Intermediate || ||<br />
|-<br />
| AA {{clr|B|5B}} > {{clr|C|5C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anti-Air, Corner || 4000 || 720 || 28 || All || Easy || || <br />
|-<br />
| CH {{clr|B|5B}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|236D}}~66, 66({{clr|B|5B}}) > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3769 || 720 || 32 || All || Intermediate || Counter hit {{clr|B|5B}} only. Must do a dashing {{clr|C|5C}} after Dead Spike against Carl and Izanami. || <br />
|-<br />
| CH {{clr|B|5B}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|C|663C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3848 || 500 || 27 || All || Intermediate || Counter hit {{clr|B|5B}} only. Requires maximum Spin Kick delay. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. ||<br />
|-<br />
| CH {{clr|B|5B}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4032 || 500 || 28 || All || Hard || Counter hit {{clr|B|5B}} only. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. ||<br />
|-<br />
| CH {{clr|B|5B}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4393 || 600 || 31 || Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o || Hard || Counter hit {{clr|B|5B}} only. Requires maximum Spin Kick delay. ||<br />
|-<br />
| CH {{clr|B|5B}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4419 || 600 || 31 || All || Hard || Counter hit {{clr|B|5B}} only. After {{clr|C|22C}}, if too close to the corner do {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}. || <br />
|}<br />
<br />
==={{clr|C|5C}}/{{clr|C|2C}}/{{clr|C|j.C}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (all {{clr|B|5B}}/{{clr|B|2B}}/{{clr|B|j.B}} > {{clr|C|5C}}/{{clr|C|2C}}/{{clr|C|j.C}} routes will work with {{clr|C|5C}}/{{clr|C|2C}}/{{clr|C|j.C}} starter) || || || || || || || || <br />
|-<br />
| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4154 || 500 || 29 || All || Easy || Also works on Jubei/crouching hit. || <br />
|-<br />
| CH {{clr|C|5C}} > {{clr|C|6C}} > jc > delay {{clr|C|j.C}} > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4179 || 500 || 30 || All || Intermediate || Also works on Jubei/crouching hit. Requires a slight delay before the first {{clr|C|j.C}}. || <br />
|-<br />
| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4334 || 600 || 31 || Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o || Easy || Also works on crouching hit. Can omit the third {{clr|C|5C}} for consistency. || <br />
|-<br />
| CH {{clr|C|5C}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4410 || 500 || 31 || All || Hard || Also works on Jubei/crouching hit. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| CH {{clr|C|5C}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4782 || 600 || 34 || Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o || Hard || Also works on crouching hit. || <br />
|-<br />
| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4514 || 720 || 32 || All || Easy || Can do {{clr|D|236D}} > {{clr|B|5B}} > {{clr|A|6A}} for an easier but slightly less damaging route.<br />
|-<br />
| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4530 || 720 || 32 || All || Easy || Only worth doing vs opponents you can OTG {{clr|C|5C}} > hjc against. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|5C}} > hjc.<br />
|-<br />
| CH {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|D|2D}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|3C}} > ({{clr|D|2D}}) > {{clr|C|22C}} > {{clr|A|214A}}~{{clr|D|214D}} || Corner || 4541 || 850 || 32 || All || Intermediate || Also works on Jubei/crouching hit. Final {{clr|D|2D}} whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency. || <br />
|-<br />
| CH {{clr|C|5C}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4810 || 600 || 34 || All || Hard || Also works on Jubei/crouching hit. After {{clr|C|22C}}, if too close to the corner do {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}. || <br />
|-<br />
| CH {{clr|C|2C}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3951 || 400 || 28 || All || Intermediate || Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| CH {{clr|C|2C}}, {{clr|C|665C}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4524 (4459) || 500 || 32 || Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o || Intermediate || Can start with a point-blank range dashing {{clr|C|5C}} on crouching hit for less damage and practicality. || <br />
|-<br />
| CH {{clr|C|2C}}, {{clr|C|665C}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4554 (4488) || 500 || 32 || All || Intermediate || Can start with a point-blank range dashing {{clr|C|5C}} on Jubei/crouching hit for less damage and practicality. || <br />
|}<br />
<br />
==={{clr|D|5D}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|D|5D}} > {{clr|A|214A}}~{{clr|D|214D}} || Anywhere || 1699 || 200 || 12 || All || Beginner || || <br />
|-<br />
| {{clr|D|5D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|C|236C}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 2941 || 620 || 21 || All || Easy || || <br />
|-<br />
| CH {{clr|D|5D}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|236D}}~66, 66({{clr|B|5B}}) > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3616 || 850 || 25 || All || Hard || Spin Kick should be delayed as late as possible, both dash {{clr|B|5B}}'s should be done as soon as possible. Must do a dashing {{clr|C|5C}} after Deadspike against Carl and Izanami. || <br />
|-<br />
| CH {{clr|D|5D}}(1) > {{clr|D|214D}}, {{clr|C|5C}} > jc > {{clr|C|j.C}} > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4074 || 600 || 29 || All || Easy || Blood Scythe switches sides if {{clr|D|5D}}(1) hits at close range. || <br />
|-<br />
| CH {{clr|D|5D}}(1) > {{clr|D|214D}}, {{clr|C|665C}} > {{clr|D|6D}} > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|C|663C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4338 || 720 || 31 || All || Intermediate || Blood Scythe switches sides if {{clr|D|5D}}(1) hits at close range. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| CH {{clr|D|5D}}(1) > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4532 || 500 || 32 || All || Easy || Blood Scythe switches sides if {{clr|D|5D}}(1) hits at close range. || <br />
|-<br />
| CH {{clr|D|5D}}(1) > {{clr|D|214D}}, {{clr|C|5C}} > {{clr|D|6D}} > {{clr|D|j.214D}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4583 || 720 || 32 || All || Easy || Blood Scythe switches sides if {{clr|D|5D}}(1) hits at close range. || <br />
|}<br />
<br />
==={{clr|A|6A}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|A|6A}} > {{clr|D|5D}} > ({{clr|C|22C}}) > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2225 || 300 || 15 || All || Beginner || Can omit {{clr|C|22C}} for consistency. || <br />
|-<br />
| {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 2523 || 400 || 18 || All || Beginner || Consistent confirm for anti-airing. || <br />
|-<br />
| {{clr|A|6A}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3024 || 500 || 21 || All || Easy || || <br />
|-<br />
| {{clr|A|6A}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|236D}}~66, {{clr|C|665C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3173 || 720 || 22 || All, except Hakumen || Hard || Requires a nearly frame perfect buffered dash {{clr|C|5C}} after the dash cancel to work on some characters, notably Platinum. || <br />
|-<br />
| {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|D|2D}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Near Corner || 2996 || 990 || 21 || All || Easy || || <br />
|-<br />
| {{clr|A|6A}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3480 || 850 || 24 || All || Easy || || <br />
|-<br />
| CH {{clr|A|6A}} > jc > delay {{clr|C|j.C}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3394 || 500 || 24 || All || Intermediate || Must hit with {{clr|C|j.C}} just before Ragna and the opponent touch the ground. Can block during jump cancel to be burst safe. || <br />
|-<br />
| CH {{clr|A|6A}} > {{clr|D|214D}}, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3416 || 600 || 24 || Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o || Intermediate || || <br />
|-<br />
| CH {{clr|A|6A}}, {{clr|C|663C}} > {{clr|C|22C}}~66, {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Near Corner || 3670 || 600 || 26 || All || Intermediate || The micro-dash {{clr|C|3C}} has a wider window of execution the higher the opponent was when they were hit by {{clr|A|6A}}. || <br />
|-<br />
| CH {{clr|A|6A}} > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3587 || 25 || 600 || All || Easy || || <br />
|}<br />
<br />
==={{clr|B|6B}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|B|6B}} > {{clr|D|2D}} > ({{clr|C|22C}}) > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2403 || 300 || 17 || All || Beginner || Can omit {{clr|C|22C}} for consistency. || <br />
|-<br />
| {{clr|B|6B}} > {{clr|A|6A}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3151 || 500 || 21 || All || Easy || || <br />
|-<br />
| {{clr|B|6B}} > {{clr|D|2D}} > {{clr|D|236D}}~66, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3219 || 720 || 23 || All || Intermediate || Requires point blank {{clr|B|6B}} hit midscreen. Omit Dead Spike's dash cancel and the following microdash in the corner. || <br />
|-<br />
| {{clr|B|6B}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3537 || 500 || 25 || All || Hard || Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. {{clr|C|5C}} can be substituted with {{clr|C|6C}} if near (but not at) the corner. || <br />
|-<br />
| {{clr|B|6B}} > {{clr|A|6A}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|3C}} > ({{clr|D|2D}}) > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3229 || 850 || 23 || All || Easy || || <br />
|-<br />
| {{clr|B|6B}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3482 || 600 || 24 || All || Hard || || <br />
|-<br />
| {{clr|B|6B}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3673 || 500 || 26 || All || Hard || {{clr|B|5B}} > {{clr|C|3C}} must be done outside of point-blank range or the combo will drop after the {{clr|C|22C}} dash cancel. || <br />
|-<br />
|}<br />
<br />
==={{clr|C|6C}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (all CH {{clr|C|5C}}/{{clr|C|2C}} > {{clr|C|6C}} routes will work with {{clr|C|6C}} starter) || || || || || || || || <br />
|-<br />
| CH {{clr|C|6C}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3730 || 500 || 26 || All || Easy || || <br />
|-<br />
| CH {{clr|C|6C}} > jc > delay {{clr|C|j.C}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3835 || 500 || 27 || All ||Intermediate || Can block during jump cancel to be burst safe. || <br />
|}<br />
<br />
==={{clr|D|6D}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|D|6D}} > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3293 || 600 || 23 || All || Easy || Air Gauntlet Hades and Spin Kick need to be slightly delayed or else the combo will drop. || <br />
|-<br />
| {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|A|6A}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3408 || 600 || 24 || All || Intermediate || || <br />
|-<br />
| {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3548 || 500 || 25 || All || Intermediate || Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Near Corner || 3834 || 720 || 27 || All || Intermediate || || <br />
|-<br />
| {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|B|5B}} > {{clr|C|5C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3701 || 600 || 26 || All || Intermediate || Walk backwards before the second {{clr|B|5B}} for consistency. || <br />
|-<br />
| CH {{clr|D|6D}}, {{clr|C|5C}} > {{clr|C|6C}} > jc > delay {{clr|C|j.C}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4043 || 600 || 29 || All || Intermediate || || <br />
|-<br />
| CH {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|C|665C}} > {{clr|C|3C}} > {{clr|C|22C}}~66, ({{clr|B|5B}}) > {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > ({{clr|C|j.C}}) > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4320 || 600 || 31 || All || Intermediate || Must use {{clr|B|5B}} after {{clr|C|22C}} dash cancel if the opponent wall splats. Initial {{clr|C|5C}} dash must last until the hitstun from {{clr|D|6D}} is about to run out. Omit the final {{clr|C|j.C}} if the combo timer runs low. || <br />
|}<br />
<br />
==={{clr|C|3C}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (all {{clr|B|5B}}/{{clr|B|2B}} > {{clr|C|3C}} routes will work with {{clr|C|3C}} starter) || || || || || || || || <br />
|-<br />
| CH {{clr|C|3C}} > jc > falling {{clr|C|j.C}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4045 || 500 || 28 || All, except Platinum, Relius, Izayoi, Amane, Naoto, and Izanami || Intermediate || {{clr|C|3C}} jump cancel forward to sideswap, neutral for same side. Can block during jump cancel to be burst safe. Falling {{clr|C|j.C}} whiffs against some characters. || <br />
|-<br />
| CH {{clr|C|3C}}, {{clr|C|5C}} > jc > {{clr|C|j.C}} > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3946 || 500 || 28 || All || Intermediate || Does less damage than the last route but doesn't require the initial falling {{clr|C|j.C}} and works on all characters. || <br />
|-<br />
| CH {{clr|C|3C}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4195 || 500 || 30 || Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o || Intermediate || || <br />
|-<br />
| CH {{clr|C|3C}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Near Corner || 4372 || 600 || 31 || All || Intermediate || || <br />
|-<br />
| CH {{clr|C|3C}} > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4279 || 600 || 30 || All || Easy || || <br />
|}<br />
<br />
===Throw Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| 6T/4T > {{clr|D|214D}}, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3004 || 500 || 21 || All || Beginner || || <br />
|-<br />
| 6T/4T > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3077 || 500 || 22 || All || Easy || || <br />
|-<br />
| 4T, {{clr|C|662C}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3312 || 500 || 23 || All || Intermediate || Can substitute {{clr|C|662C}} for {{clr|B|665B}} for consistency. || <br />
|-<br />
| j.T, {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3268 || 500 || 23 || All || Easy || || <br />
|-<br />
| j.T, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3172 || 400 || 22 || All || Intermediate || Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc.<br />
|-<br />
| 6T/4T > {{clr|D|214D}}, {{clr|C|3C}} > ({{clr|D|2D}}) > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3246 || 720 || 23 || All || Easy || Must microdash before {{clr|C|3C}} against Taokaka. || <br />
|-<br />
| 6T/4T > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3408 || 500 || 24 || All || Intermediate || Need to walk backwards slightly before {{clr|C|3C}} against Jin, Arakune, Bang, Carl, Amane, and Azrael. Does not work on Taokaka. || <br />
|-<br />
| j.T > {{clr|D|j.214D}}, {{clr|C|3C}} > ({{clr|D|2D}}) > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3171 || 720 || 22 || All || Easy || || <br />
|}<br />
<br />
==={{clr|A|214A}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| CH {{clr|A|214A}}, {{clr|C|2C}} > {{clr|C|5C}} > {{clr|A|6A}} > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3451 || 500 || 24 || All || Easy || || <br />
|-<br />
| CH {{clr|A|214A}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|5C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Near Corner || 3997 || 600 || 28 || All || Easy || || <br />
|-<br />
| CH {{clr|A|214A}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3886 || 500 || 27 || All || Easy || || <br />
|}<br />
<br />
==={{clr|B|214B}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3217 || 500 || 23 || All || Beginner || || <br />
|-<br />
| {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|236D}}~66, {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3414 || 720 || 24 || All, Except Hakumen || Hard || Requires a nearly frame perfect buffered dash {{clr|C|5C}} after the dash cancel to work on some characters, notably Platinum. || <br />
|-<br />
| {{clr|B|214B}}~{{clr|D|214D}}, {{clr|C|663C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3466 || 500 || 24 || All || Intermediate || Requires maximum Spin Kick delay. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| {{clr|B|214B}}~{{clr|D|214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|5C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3555 || 600 || 25 || All || Easy || Spin Kick should be delayed as late as possible, otherwise {{clr|C|3C}} will whiff. || <br />
|-<br />
| CH {{clr|B|214B}}, {{clr|C|6C}} > jc > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3615 || 500 || 25 || All || Easy || Air Gauntlet Hades is used to avoid Same Move Poration, thus increasing the final damage and metergain. || <br />
|-<br />
| CH {{clr|B|214B}}, {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|5C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3968 || 720 || 28 || All || Easy || || <br />
|}<br />
<br />
==={{clr|C|623C}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|C|623C}}~{{clr|C|236C}}~{{clr|C|236C}}, {{clr|A|5A}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Corner || 1350 || 200 || 9 || All || Hard || Must be done at a precise distance from the corner against most characters. || <br />
|-<br />
| AA CH {{clr|C|623C}}(2), {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 1880 || 400 || 13 || All || Hard || Only works from a maximum height hit of {{clr|C|623C}}(2). || <br />
|}<br />
<br />
==={{clr|D|623D}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|D|623D}}~{{clr|C|236C}}~{{clr|C|236C}}, {{clr|B|5B}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 2939 || 620 || 21 || All || Easy || || <br />
|-<br />
| CH {{clr|D|623D}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3368 || 620 || 24 || All || Easy || || <br />
|}<br />
<br />
==={{clr|D|236D}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|D|236D}}~66, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3224 || 600 || 23 || All || Easy || Requires close hit Deadspike. || <br />
|-<br />
| {{clr|D|236D}}~66, {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|5C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Near Corner || 3339 || 850 || 23 || All || Hard || Requires late hit or max range Deadspike. || <br />
|-<br />
| {{clr|D|236D}}~66, {{clr|C|5C}} > {{clr|A|6A}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|5C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3224 || 850 || 23 || All || Intermediate || Slightly delay {{clr|C|5C}} to keep {{clr|D|6D}} from whiffing. Opponent should be as close to the ground as possible before getting hit by {{clr|C|5C}}. || <br />
|}<br />
<br />
==={{clr|D|214D}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|D|214D}}, {{clr|C|5C}} > jc > {{clr|C|j.C}} > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3652 || 720 || 25 || All || Intermediate || || <br />
|-<br />
| {{clr|D|214D}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3894 || 600 || 27 || All || Easy || || <br />
|-<br />
| CH {{clr|D|214D}}, {{clr|C|665C}} > {{clr|D|6D}} > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|C|663C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4035 || 720 || 28 || All || Intermediate || || <br />
|-<br />
| CH {{clr|D|214D}}, {{clr|C|5C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4205 || 720 || 30 || All || Easy || || <br />
|-<br />
| CH {{clr|D|214D}}, {{clr|C|663C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4159 || 600 || 29 || All || Intermediate || Also works in corner, but do not microdash {{clr|C|3C}}, and instead of {{clr|C|665C}} after Not Over Yet do {{clr|C|2C}} > {{clr|C|5C}}. Against Taokaka, you're forced to microdash {{clr|C|3C}} in corner, so do {{clr|B|5B}} > {{clr|C|5C}} after Not Over Yet. || <br />
|}<br />
<br />
==={{clr|D|j.214D}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|D|j.214D}}, {{clr|B|2B}} > {{clr|B|5B}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Midscreen || 3106 || 600 || 22 || All || Easy || Requires a low altitude or TK'd air Blood Scythe. Also requires air Blood Scythe to hit in a very specific way, where it hits same side but Ragna still switches sides with the opponent, so they slide into him. || [https://youtu.be/_PwTDTIAFwg/ Link]<br />
|-<br />
| {{clr|D|j.214D}}, {{clr|B|2B}} > {{clr|B|5B}} > {{clr|D|5D}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 2985 || 720 || 21 || All || Easy || Requires a low altitude or TK'd air Blood Scythe hit. || <br />
|-<br />
| CH {{clr|D|j.214D}}, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 2911 || 500 || 20 || All || Intermediate || Requires a low altitude or TK'd air Blood Scythe hit. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| CH {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Midscreen || 3405 || 500 || 24 || All || Intermediate || Requires air Blood Scythe to hit in a very specific way, where it hits same side but Ragna still switches sides with the opponent, so they slide into him. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| CH {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3632 || 600 || 26 || All || Easy || || <br />
|}<br />
<br />
==={{clr|C|j.214C}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| (Can only combo off of {{clr|C|j.214C}} on ground hit or counter hit) || || || || || || ||<br />
|-<br />
| {{clr|C|j.214C}}, {{clr|C|6C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2923 || 510 || 20 || All || Easy || || <br />
|-<br />
| {{clr|C|j.214C}}, {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 2977 || 510 || 21 || All || Easy || ||<br />
|-<br />
| {{clr|C|j.214C}}, {{clr|C|5C}} > jc > {{clr|C|j.C}} > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 2999 || 510 || 21 || All || Intermediate || || <br />
|-<br />
| {{clr|C|j.214C}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|D|j.623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Not Cornered || 3261 || 510 || 23 || Tager, Arakune, Hakumen, Tsubaki, Mu-12, Valkenhayn, Relius, Azrael, Kagura, Izanami, Susano'o || Intermediate || ||<br />
|-<br />
| {{clr|C|j.214C}}, {{clr|C|6C}} > {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|D|2D}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|3C}} > ({{clr|D|2D}}) > {{clr|C|22C}} > {{clr|A|214A}}~{{clr|D|214D}} || Corner || 3278 || 850 || 23 || All || Easy || Final {{clr|D|2D}} whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency. || <br />
|}<br />
<br />
==OD/Metered Combos==<br />
==={{clr|B|5B}}/{{clr|B|2B}}/{{clr|C|5C}}/{{clr|C|2C}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Metered Combos<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Heat Required !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > {{clr|A|214A}} > RC, {{clr|C|6C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4213 || 500 || -31 || 50 || All || Easy || Works at max {{clr|B|5B}} range if {{clr|C|2C}} is omitted. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}} > RC, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4218 || 700 || -30 || 50 || All || Easy || If any buttons are added before Hell's Fang, must {{clr|B|5B}} > {{clr|A|6A}} after Gauntlet Hades. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > {{clr|A|214A}} > RC, {{clr|D|66D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4442 || 500 || -29 || 50 || All || Hard || Can omit {{clr|C|2C}} for less damage but less range dependency. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > ({{clr|C|5C}}) > {{clr|C|3C}} > {{clr|A|214A}} > RC, {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 4450 || 500 || -28 || 50 || All || Easy || Omit the initial {{clr|C|2C}} and {{clr|C|5C}} as needed but must be close enough to combo into {{clr|C|3C}}. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > ({{clr|C|3C}}) > {{clr|A|214A}}~{{clr|D|214D}} > RC, {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4498 || 950 || -26 || 50 || All || Easy || Can omit the first {{clr|C|3C}} for less damage but less range dependency. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}} > RC, {{clr|D|66D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > j214C~{{clr|D|214D}} || Corner || 4578 || 500 || -29 || 50 || All || Hard || Must space {{clr|B|665B}} slightly away from the wall, or {{clr|C|22C}}~66, {{clr|B|5B}} will drop. If you end up too close to the wall, do {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}}. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|C|3C}} > {{clr|A|214A}} > RC, (walk forward) {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4677 || 500 || -27 || 50 || All || Intermediate || Omit the initial {{clr|C|5C}} as needed but must be close enough to combo into {{clr|C|3C}}. May need a micro-walk forward after the RC if {{clr|C|3C}} hit near max range. || <br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ OD Combos<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Heat Required !! OD Time Required !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > ({{clr|C|5C}}) > {{clr|C|3C}} > ODc, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|D|5D}}~66, {{clr|B|6B}} > {{clr|D|2D}} > {{clr|C|22C}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 4573 || 760 || 32 || 0 || 02:00 || All || Easy || Omit the initial {{clr|C|2C}} and {{clr|C|5C}} for less damage but less range dependency. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > ODc, ({{clr|C|2C}}) > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}}~66, {{clr|B|6B}} > {{clr|D|236D}}~66, {{clr|C|665C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 4518 || 950 || 32 || 0 || 02:00 || All || Intermediate || Works at max {{clr|B|5B}} range if {{clr|C|2C}} is omitted. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > ODc, {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}}~66, {{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|236D}}~66, {{clr|B|6B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4421 || 1090 || 31 || 0 || 02:00 || All || Intermediate || Works at max {{clr|B|5B}} range if {{clr|C|2C}} is omitted. || <br />
|-<br />
| {{clr|B|5B}} > {{clr|C|5C}} > ODc, {{clr|C|5C}} > {{clr|D|2D}}~66, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|D|6D}} > {{clr|D|j.214D}}, {{clr|C|5C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 4486 || 1040 || 32 || 0 || 02:00 || All || Intermediate || || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > ODc, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}}~66, ({{clr|B|6B}}) > {{clr|D|6D}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|D|5D}} > EA || Not Cornered || 4506 || 900 || 37 || 0 || 04:00 || All || Easy || For this combo to work on Noel, you must omit {{clr|B|6B}} and do a delayed {{clr|D|6D}}. Can omit the first {{clr|C|2C}} for less damage but less range dependency. Can end with Devoured by Darkness instead of EA. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > ODc, {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}}~66, ({{clr|C|2C}}) > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|D|5D}} > EA || Anywhere || 4619 || 750 || 38 || 0 || 04:00 || All || Easy || Can omit the first {{clr|C|2C}} for less damage but less range dependency. Can end with Devoured by Darkness instead of EA. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > ({{clr|C|5C}}) > {{clr|C|3C}} > ODc, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|B|6B}} > {{clr|A|214A}}~{{clr|D|214D}}~66, {{clr|D|5D}} > EA || Anywhere || 4729 || 750 || 39 || 0 || 04:00 || All || Easy || Omit the initial {{clr|C|2C}} and {{clr|C|5C}} for less damage but less range dependency. Can swap {{clr|B|6B}} and {{clr|D|5D}} in order to avoid dropping the combo if the corner is reached. Can end with Devoured by Darkness instead of EA. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > ({{clr|C|5C}}) > {{clr|C|3C}} > ODc, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}} > {{clr|D|214D}}, {{clr|D|6D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|D|j.214D}}, {{clr|D|5D}} > EA || Corner || 4376 || 915 || 37 || 0 || 04:00 || All || Easy || Omit the initial {{clr|C|2C}} and {{clr|C|5C}} for less damage but less range dependency. Can end with Devoured by Darkness instead of EA. ||<br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|C|5C}} > ODc, {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}}~66, {{clr|B|5B}} > {{clr|C|5C}} > jc > {{clr|C|j.C}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}}, {{clr|D|j.D}}, {{clr|D|5D}} > EA || Corner || 4371 || 850 || 37 || 0 || 04:00 || All || Intermediate || Omit {{clr|C|2C}} for less damage but less range dependency. Can end with Devoured by Darkness instead of EA. ||<br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > ({{clr|C|5C}}) > {{clr|C|3C}} > ODc, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|A|214A}}~{{clr|D|214D}}~66, {{clr|B|214B}}~{{clr|D|214D}}, EA || Corner || 4667 || 750 || 39 || 0 || 04:00 || All || Intermediate || Omit the initial {{clr|C|2C}} and {{clr|C|5C}} for less damage but less range dependency. Can end with Devoured by Darkness instead of EA. ||<br />
|-<br />
| {{clr|B|5B}} > {{clr|C|3C}} > {{clr|D|2D}} > {{clr|D|236D}}~66, {{clr|C|665C}} > {{clr|D|5D}} > ODc, {{clr|C|3C}} > {{clr|D|2D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}}, {{clr|D|j.D}} > {{clr|B|j.214B}}~{{clr|D|214D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|D|5D}} > {{clr|D|214214D}} || Not Cornered || 4981 || 3592 || -15 || 50 || 04:00 || All || Intermediate || Trades damage for life-steal. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|2C}}) > ({{clr|C|5C}}) > ({{clr|C|3C}}) > {{clr|D|2D}} > ODc, {{clr|D|2D}} > {{clr|D|236D}}, {{clr|D|6D}} > jc > {{clr|D|j.D}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}}, {{clr|D|j.D}} > {{clr|D|5D}} > {{clr|D|214214D}} || Corner || 5082 || 3122 || -15 || 50 || 04:00 || All || Intermediate || Trades damage for life-steal. Can omit everything before the first {{clr|D|2D}}. || <br />
|-<br />
| {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|C|3C}} > ODc, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|D|632146D}}, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 5351 || 890 || -27 || 50 || 04:00 || All, except Kagura || Hard || Exact timing for OD Carnage Scissors after {{clr|D|5D}}(1) so that it links into {{clr|B|5B}} is character specific. || <br />
|-<br />
| (AF) {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|C|3C}} > ODc, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|D|632146D}}, {{clr|B|5B}} > {{clr|D|5D}}~66, {{clr|B|6B}} > EA || Corner || 5265 (6262) || 565 || -25 || 50 || 04:00 || All, except Kagura || Hard || Exact timing for OD Carnage Scissors after {{clr|D|5D}}(1) so that it links into {{clr|B|5B}} is character specific. EA is only optimal in Active Flow. Can end with Devoured by Darkness after the OD {{clr|D|5D}}. || <br />
|-<br />
| OD, {{clr|B|5B}} > ({{clr|C|5C}}) > {{clr|A|214A}}~{{clr|D|214D}}~66, {{clr|B|6B}} > {{clr|D|6D}} > {{clr|D|j.214D}}, 66({{clr|C|2C}}) > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|B|6B}} > {{clr|C|22C}} > {{clr|D|632146D}} > RC, 66EA || Not Cornered || 5997 || 1540 || -100 || 100 || 08:00 || All || Intermediate || For this combo to work on Noel, you must omit the first {{clr|B|6B}} and do a delayed {{clr|D|6D}}. || <br />
|-<br />
| OD, {{clr|B|5B}} > {{clr|D|632146D}} > RC, {{clr|D|66D}}, hj > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|C|663C}} > {{clr|C|22C}} > {{clr|A|214A}}~{{clr|D|214D}}~66, {{clr|D|6D}} > jc > {{clr|D|j.D}} > {{clr|D|j.214D}}, {{clr|D|2D}} > EA || Corner || 6853 || 2200 || -83 || 100 || 08:00 || All || Hard || || <br />
|}<br />
<br />
==={{clr|D|5D}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Metered Combos<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Heat Required !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| CH {{clr|D|5D}}(1) > [CT], {{clr|C|665C}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 5079 || 500 || -8 || 25 || All || Hard || Fatal counter only. || <br />
|-<br />
| CH {{clr|D|5D}}(1) > [CT], {{clr|D|66D}} > (whiff) {{clr|D|j.D}}, {{clr|C|663C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|B|j.214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 5056 || 500 || -1 || 25 || All || Hard || Fatal counter only. || <br />
|-<br />
| CH {{clr|D|5D}}(1) > [CT], {{clr|D|66D}} > (whiff) {{clr|D|j.D}}, {{clr|C|5C}} > {{clr|C|6C}} > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > jc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 5202 || 500 || -3 || 25 || All || Intermediate || Fatal counter only. || <br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ OD Combos<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Heat Required !! OD Time Required !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| CH {{clr|D|5D}}(1) > [CT], {{clr|C|665C}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|C|3C}} > ODc, {{clr|C|2C}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|D|5D}}~66, {{clr|B|5B}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 5459 || 760 || -4 || 25 || 02:00 || All || Hard || Fatal counter only. || <br />
|-<br />
| CH {{clr|D|5D}}(1) > [CT], {{clr|C|665C}} > {{clr|D|6D}} > (whiff) {{clr|D|j.D}}, {{clr|B|665B}} > {{clr|C|5C}} > {{clr|C|3C}} > ODc, {{clr|C|2C}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|B|6B}} > {{clr|A|214A}}~{{clr|D|214D}}~66, {{clr|D|5D}} > EA || Anywhere || 5771 || 850 || 3 || 25 || 04:00 || All || Hard || Fatal counter only. Can swap {{clr|B|6B}} and {{clr|D|5D}} in order to avoid dropping the combo if the corner is reached. Can end with Devoured by Darkness after the (OD) {{clr|D|5D}}. || <br />
|}<br />
<br />
==={{clr|B|6B}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ OD Combos<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Heat Required !! OD Time Required !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|B|6B}} > ODc, {{clr|C|5C}} > {{clr|C|6C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|D|5D}}~66, {{clr|C|3C}} > ({{clr|D|2D}}) > {{clr|C|22C}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 4000 || 710 || 28 || 0 || 02:25 || All || Intermediate || Can omit the second {{clr|C|j.C}} for this combo to work with a 02:00 OD timer. {{clr|D|2D}} whiffs against Rachel, Taokaka, Bang, Makoto, Platinum, Relius, Naoto, Izanami, and Mai so omit it for consistency. || <br />
|}<br />
<br />
===Throw Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Metered Combos<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Heat Required !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| 6T/4T > {{clr|D|214D}}, {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|D|5D}} > {{clr|C|22C}} > {{clr|D|214214D}} || Corner || 3891 || 800 || -30 || 30 || All || Easy || Must microdash {{clr|C|3C}} against Taokaka. || <br />
|}<br />
<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ OD Combos<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Heat Required !! OD Time Required !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| 6T/4T > ODc, {{clr|C|5C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|D|5D}}~66, {{clr|B|6B}} > {{clr|D|2D}} > {{clr|C|22C}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 3512 || 760 || 25 || 0 || 02:00 || All || Easy || || <br />
|-<br />
| 4T, {{clr|C|663C}} > ODc, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|D|5D}}~66, {{clr|B|6B}} > {{clr|D|2D}} > {{clr|C|22C}} > {{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}} || Anywhere || 3595 || 760 || 25 || 0 || 02:00 || All || Easy || || <br />
|-<br />
| 6T/4T > ODc, {{clr|D|66D}}, hj > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|B|6B}} > {{clr|D|5D}}(1) > {{clr|A|214A}}~{{clr|D|214D}}~66, EA || Not Cornered || 3750 || 750 || 33 || 0 || 04:00 || All || Intermediate || Burst lock-out combo. Can end with Devoured by Darkness instead of EA. || <br />
|-<br />
| 6T/4T > ODc, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|A|214A}}~{{clr|D|214D}}~66, {{clr|B|214B}}~{{clr|D|214D}}, EA || Corner || 3637 || 750 || 32 || 0 || 04:00 || All || Intermediate || Burst lock-out combo. Can end with Devoured by Darkness instead of EA. || <br />
|-<br />
| 6T/4T > ODc, {{clr|D|6D}}, hj > {{clr|C|j.C}} > jc > {{clr|C|j.C}} > {{clr|C|j.214C}}~{{clr|D|214D}}~66, {{clr|C|3C}} > {{clr|A|214A}}~{{clr|D|214D}}~66, {{clr|B|6B}} > {{clr|D|5D}}(1) > EA || Corner || 3763 || 750 || 33 || 0 || 04:00 || All || Intermediate || Burst lock-out combo. Must {{clr|C|663C}} after the Nightmare Edge on Noel, Rachel, and Bang. Can end with Devoured by Darkness instead of EA by omitting {{clr|B|6B}} and doing the full {{clr|D|5D}}. || <br />
|}<br />
<br />
==={{clr|B|214B}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Metered Combos<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Heat Required !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| {{clr|B|214B}} > RC, {{clr|C|j.C}}, {{clr|B|662B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3636 || 400 || -37 || 50 || All || Intermediate || Combo from a high/high/low mixup attempt. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| {{clr|B|214B}} > RC, j.66, {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3579 || 500 || -36 || 50 || All || Intermediate || Combo from a high/high/high mixup attempt. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. || <br />
|-<br />
| {{clr|B|214B}} > RC, {{clr|C|j.C}}, {{clr|B|662B}} > {{clr|C|3C}} > {{clr|C|22C}} > {{clr|D|236D}}~66, {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3578 || 500 || -36 || 50 || All || Easy || Combo from a high/high/low mixup attempt. || <br />
|-<br />
| {{clr|B|214B}} > RC, j.66, {{clr|C|j.C}} > {{clr|D|j.D}}, {{clr|B|5B}} > {{clr|C|3C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3701 || 500 || -36 || 50 || All || Easy || Combo from a high/high/high mixup attempt. || <br />
|}<br />
<br />
==={{clr|D|623D}} Starter===<br />
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Metered Combos<br />
|-<br />
! Combo !! Position !! Damage !! Life Steal !! Heat Gain !! Heat Required !! Works on: !! Difficulty !! Notes !! Video<br />
|-<br />
| IAD {{clr|D|623D}} > RC, {{clr|C|665C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Anywhere || 3504 || 600 || -37 || 50 || All || Intermediate || Cross-up Instant Airdash D Inferno Divider combo. || <br />
|-<br />
| IAD {{clr|D|623D}} > RC, {{clr|C|663C}} > {{clr|C|22C}}~66, {{clr|C|665C}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Not Cornered || 3413 || 500 || -38 || 50 || All || Intermediate || Cross-up Instant Airdash D Inferno Divider combo. If {{clr|C|3C}} hits early, must delay Not Over Yet against some characters. Use the [https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ OTG {{clr|C|5C}} hjc Air Combo Table] for character specifics related to {{clr|C|665C}} > jc. Only really worth going for on characters you can OTG {{clr|C|5C}} > hjc {{clr|C|j.C}} or {{clr|D|5D}}(1) > Gauntlet Hades against. || <br />
|-<br />
| IAD {{clr|D|623D}} > RC, {{clr|C|663C}} > {{clr|C|22C}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}} || Corner || 3780 || 600 || -34 || 50 || All || Intermediate || Cross-up Instant Airdash D Inferno Divider combo. Meant for when you are in the corner and cross the opponent up, putting them in the corner. If {{clr|C|3C}} hits early, must delay Not Over Yet against some characters. || <br />
|}<br />
<br />
==Combo Theory==<br />
Generally, combos will involve setting up the route in a way to combo into one special, then linking off of that into an air combo that ends in Nightmare Edge ({{clr|C|j.214C}}). Specials that can be continued from include Gauntlet Hades ({{clr|B|214B}}/{{clr|B|j.214B}}), Blood Scythe ({{clr|D|214D}}/{{clr|D|j.214D}}), Not Over Yet ({{clr|C|22C}}), and Dead Spike ({{clr|D|236D}}). In the corner, D Inferno Divider into Straight Punch ({{clr|D|623D}}~{{clr|C|236C}}~{{clr|C|236C}}) can also be combo'd from, though the time spent dropping from such a height often eats up a lot of combo time. Combo enders are usually Nightmare Edge ({{clr|C|j.214C}}), Hell's Fang ({{clr|A|214A}}), and {{clr|D|D}} Inferno Divider into Ax Kick ({{clr|D|623D}}~{{clr|C|236C}}~{{clr|D|214D}}).<br />
<br />
Gauntlet Hades and Blood Scythe usually require some form of launching, which can include {{clr|A|6A}}, {{clr|C|6C}}, and throw. Not Over Yet and Dead Spike usually combo from knockdowns, such as {{clr|C|3C}}, {{clr|D|2D}}, and anti-air {{clr|D|5D}}.<br />
<br />
In the corner from Long starters, oftentimes two combo filler specials can be done before going to the combo ender. For example,<br />
* {{clr|B|5B}} > {{clr|C|2C}} > {{clr|C|5C}} > {{clr|C|3C}} > {{clr|D|2D}} > {{clr|D|236D}}~66, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D}}(1) > {{clr|B|214B}}~{{clr|D|214D}}, {{clr|B|5B}} > {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > {{clr|C|j.214C}}~{{clr|D|214D}}<br />
<br />
Note that while drives and specials are all useful to continue Ragna's combos, any hits with life-steal properties generally have poor damage proration, so it is recommended to use non-life-steal hits early on during a combo.<br />
<br />
Air combo enders are typically done in one of the following ways:<br />
* {{clr|B|5B}} > {{clr|C|5C}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|C|j.C}} > {{clr|D|j.D}} > Nightmare Edge or D Inferno Divider -- Generally the most damaging air combo route, but must be done relatively early for {{clr|C|5C}} > {{clr|C|j.C}} to still connect.<br />
* {{clr|C|2C}} > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > Nightmare Edge or D Inferno Divider -- Usually done in the corner following a Dead Spike dash cancel. When directly under the opponent, {{clr|B|5B}} and {{clr|C|5C}} tend to whiff and cross under when attempted.<br />
* {{clr|B|5B}} > ({{clr|C|2C}}) > {{clr|A|6A}} > hjc > {{clr|C|j.C}} > {{clr|D|j.D}} > jc > {{clr|D|j.D}} > Nightmare Edge or D Inferno Divider -- This is done when the combo has taken enough time that {{clr|B|5B}} > {{clr|C|5C}} will no longer validly combo, which necessitates the {{clr|A|6A}}. {{clr|A|6A}} gives far more untech time, but also heavily prorates the damage of the combo.<br />
<br />
Generally neither of Ragna's Distortions see much use in combos since they tend to add relatively little damage for the 50 meter cost (the threat of Carnage Scissors as a long-ranged cut through zoning tends to be far more relevant, as well). However, they provide relatively good life steal values when enhanced by Overdrive, for when an Overdrive combo would otherwise not kill - OD Devoured by Darkness ({{clr|D|214214D}}) in particular provides a whopping base 1000 life steal.<br />
<br />
Ragna can oftentimes use Overdrive Cancel or Rapid Cancel to dramatically increase the damage of a shorter combo (such as {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|214A}}~{{clr|D|214D}}), though he gets heavily diminishing rewards if the combo has already run most of its time out. The goal in most cases is to achieve around 4000 damage whenever resources are spent, or 5000+ if a combination of two or more of (counter-hit, RC, distortion) happens.<br />
<br />
Overdrive changes the properties of all of Ragna's life stealing hits, oftentimes giving wall-bounce, ground-bounce, or other properties, along with things such as dash cancel or jump cancel capability. Generally, all life steal hits can be combo'd from, greatly extending possibilities for continuing any route until either the combo timer or Overdrive runs out. Optimization of routes can also be done in either higher damage or higher life steal directions, depending on the situation.<br />
<br />
==Video Examples==<br />
<br />
<br />
'''BBCF2 Ragna Combo Collections'''<br />
{{#ev:youtube|n7TYizwclEQ}}<br />
<br />
<br />
'''Basic Ragna Combos by Meno'''<br />
{{#ev:youtube|fZZgwp1_FcI}}<br />
<br />
<br />
'''BBCF2 Combo Routes by platefork'''<br />
{{#ev:youtube|POO73cbvCL4}}<br />
<br />
<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.dustloop.com/forums/index.php?/forums/topic/12107-cf-ragna-combo-thread/ CF Ragna Combo Thread]<br />
*[https://www.evernote.com/shard/s566/client/snv?noteGuid=bc5114a7-f18e-4a87-a90d-e93b4023da25&noteKey=21d8722c676c995b930f666129f9afc2&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs566%2Fsh%2Fbc5114a7-f18e-4a87-a90d-e93b4023da25%2F21d8722c676c995b930f666129f9afc2&title=Ragna%2BCF%2Bbnb%2Bbible%2Bprototype Ragna CF bnb bible prototype] by [https://twitter.com/Bronagi Crothers]<br />
*[https://www.evernote.com/shard/s661/client/snv?noteGuid=36e5333b-c206-4498-8ca6-159e99f8a383&noteKey=2b22cd3063f5820e7c8e4f0acfa2fddb&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs661%2Fsh%2F36e5333b-c206-4498-8ca6-159e99f8a383%2F2b22cd3063f5820e7c8e4f0acfa2fddb&title=CF2%2BRagna%2BNightkasu%2BSpecific%2BList CF2 Ragna Nightkasu Specific List] by [https://twitter.com/AkasuraXrd Tongshadow]<br />
*[https://youtube.com/playlist?list=PL_j6DOqxBmtgoS7X4FEvtJ7T0xkPSqaEy Ragna Nightkasu (Kagura)] by [https://twitter.com/Black_Gato_Acer Black Gato Acer]<br />
*[https://docs.google.com/document/d/1ZUYqhlP27GVr48A7pP021FO7Wnj3xOYyrwHpptE7J5k/edit?usp=sharing/ RAGNA OTG 5C HJC AIR COMBO TABLE] by [https://twitter.com/Black_Gato_Acer Black Gato Acer]<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=335669BBCF/Ragna the Bloodedge2022-10-08T01:08:40Z<p>Skivva: /* {{clr|B|5B}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
Ragna's standard and most used poke, {{clr|B|5B}} will be your go-to button in many situations. Often the start of his pressure, but it is safer to use primarily as a footsie tool. However, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as {{Character Label|BBCF|Izanami}} with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|D|236D}} on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
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. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Strategy&diff=335194BBCF/Ragna the Bloodedge/Strategy2022-10-06T10:53:39Z<p>Skivva: /* Okizeme */ Added the midscreen Dead Spike safejump to the okizeme section, which includes a video demonstrating how to do it.</p>
<hr />
<div><center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
<div style="float:left; margin-right:25px;"><br />
{{TOC limit|3}}<br />
</div><br />
<br style="clear:both;"/><br />
==Offense==<br />
Maintaining offense is a very important aspect of Ragna's gameplan, although not his strongest. Learning how to mix-up and apply pressure properly is the only way to open up a good opponent in order to land combos and inflict damage, and while Ragna does not excel at this, he still has many tricks up his sleeve.<br />
<br />
===Mix-ups===<br />
Whenever your attacks get consistently blocked, you need a way to open the opponent up in order to inflict damage. The most common ways are overheads and throws.<br />
Ragna is by no means a mix-up character but can be a force to be reckoned with good use of his normals and specials. His main tools are: {{clr|B|5B}}, {{clr|A|2A}}, {{clr|B|2B}}, {{clr|C|2C}}, {{clr|D|2D}}, {{clr|B|6B}}, and throws. Occasionally, cross-ups such as cross-up {{clr|B|j.B}}, cross-up Blood Scythe, and cross-up instant air dash {{clr|D|D}} Inferno Divider are also viable. Refer to the [[BBCF/Ragna_the_Bloodedge#Normal_Moves|Move List]] to learn more about these moves.<br />
<br />
===Pressure===<br />
<br />
Ragna's pressure is quite solid. His abundance of late-cancels on many normals make his stagger pressure extremely threatening. Combining that with his all-around solid frame data, large normals, and variety of plus-on-block options for pressure resets, his pressure can be terrifying to deal with.<br />
<br />
====Example Block Strings====<br />
*1. {{clr|A|2A}} > {{clr|B|2B}} > {{clr|C|2C}} > {{clr|C|5C}} > {{clr|D|2D}}<br />
Run-of-the-mill block string. Works at most ranges and can catch jump out attempts. {{clr|C|5C}} > {{clr|D|2D}} has a gap and is punishable with a reversal in case {{clr|C|5C}} gets Instant Blocked, so beware and don't use {{clr|D|2D}} whenever that happens. {{clr|D|2D}} can be special canceled for more pressure with Dead Spike and Blood Scythe, but both are answerable even without Instant Blocking, and are thus not advised to go into the habit of using.<br />
After {{clr|D|2D}} you return to neutral and must once again fight for the pressure.<br />
<br />
*2. {{clr|A|2A}} > {{clr|B|2B}} > ({{clr|B|5B}}) > {{clr|C|3C}} > {{clr|D|2D}} or jc<br />
Must be done at fairly close ranges and contains 3 lows. You can choose to continue pressure by jump canceling the blocked {{clr|C|3C}} into jump in {{clr|C|j.C}}. However, that's quite easy to punish so dont use it too often. {{clr|B|2B}} can be canceled straight into {{clr|C|3C}} if range is an issue.<br />
<br />
*3. {{clr|A|2A}} > {{clr|C|2C}} > delay {{clr|C|5C}} > ({{clr|D|2D}})<br />
A block string packed with frame traps for those who love to mash. Again, refrain from using {{clr|D|2D}} whenever the {{clr|C|5C}} gets Instant Blocked.<br />
<br />
*4. {{clr|A|2A}} > ({{clr|B|2B}}) > ({{clr|C|2C}}) > {{clr|B|6B}} > {{clr|D|2D}}<br />
Basic block string into Ragna's standing overhead, {{clr|B|6B}}. Not particularly difficult to block since everyone knows that {{clr|B|6B}} can come after {{clr|A|2A}}/{{clr|B|2B}}/{{clr|C|2C}}. {{clr|B|6B}} > {{clr|D|2D}} can keep you safe on block, but even on normal block there will be a gap to challenge.<br />
<br />
*5. {{clr|A|2A}} > {{clr|B|5B}} (or Gauntlet Hades attempt) > {{clr|C|3C}} (or ground/air Gauntlet Hades attempt)<br />
The earlier the Gauntlet Hades, the better. Slightly more difficult to predict and block than the previous block string, but riskier as well. In case Gauntlet Hades gets blocked, the Spin Kick followup can be used to catch possible punish attempts, however this is incredibly risky as it's extremely unsafe on block, and crouching forces it to whiff - you should expect that your opponent knows that. <br />
Using Gauntlet Hades is a better option if you have at least 50% Heat to make it safe on block by Rapid Canceling it and continuing to apply pressure.<br />
<br />
<br />
Below you can find a blockstring gaps table based on Normal Block.<br />
<br />
0 = no gap, delaying at all will make a gap.<br />
<br />
Less than 0 = you have (X) frames to work with before a gap is made.<br />
<br />
Above zero = the size of the gap (1f gap, 2f, etc.).<br />
<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
|+ Blockstring Gap Table<br />
! Gap? !! {{clr|A|5A}} !! {{clr|A|2A}} !! {{clr|A|6A}} !! {{clr|B|5B}} !! {{clr|B|2B}} !! {{clr|B|6B}} !! {{clr|C|5C}} !! {{clr|C|2C}} !! {{clr|C|6C}} !! {{clr|C|3C}} !! {{clr|D|5D}} !! {{clr|D|2D}} !! {{clr|D|6D}} !! {{clr|A|214A}} !! {{clr|B|214B}} !! {{clr|D|236D}}<br />
|-<br />
| {{clr|A|5A}}/{{clr|A|2A}} || -6 || -4 || 1 || -3 || -2 || 13 || 2 || 1 || 9 || 1 || 4 || 6 || 10 || 4 || 13 || 15<br />
|-<br />
| {{clr|A|6A}} || || || || || || || || || || || -1 || 1 || 5 || -1 || 8 || 10<br />
|-<br />
| {{clr|B|5B}} || || || -4 || || -7 || || -3 || -4 || || -4 || -1 || 1 || 5 || -1 || 8 || 10<br />
|-<br />
| {{clr|B|2B}} || || || -1 || -5 || || 11 || 0 || -1 || || -1 || 2 || 4 || 8 || 2 || 11 || 13<br />
|-<br />
| {{clr|B|6B}} || || || -4 || || || || || || || || -1 || 1 || 5 || -1 || 8 || 10<br />
|-<br />
| {{clr|C|5C}} || || || -6 || || || || || -6 || 2 || -6 || -3 || -1 || 3 || -3 || 6 || 8<br />
|-<br />
| {{clr|C|2C}} || || || -4 || || || 8 || -3 || || 4 || -4 || -1 || 1 || 5 || -1 || 8 || 10<br />
|-<br />
| {{clr|C|6C(1)}} || || || || || || || || || || || -3 || || 3 || || || <br />
|-<br />
| {{clr|C|6C(2)}} || || || || || || || || || || || -3 || || 3 || -3 || 6 || 6<br />
|-<br />
| {{clr|C|3C}} || || || || || || || || || || || || -1 || || -3 || 6 || 8<br />
|-<br />
| {{clr|D|5D}} || || || || || || || || || || || || || || -5 || 4 || 6<br />
|-<br />
| {{clr|D|2D}} || || || || || || || || || || || || || || -3 || 6 || 8<br />
|-<br />
| {{clr|D|6D}} > {{clr|D|j.D}} || -5 || -3 || 2 || -2 || -1 || 14 || 3 || 2 || 10 || 2 || 5 || 7 || 11 || 5 || 14 || 16<br />
|-<br />
| {{clr|A|j.A}} || -6 || -4 || 1 || -3 || -2 || 13 || 2 || 1 || 9 || 1 || 4 || 6 || 10 || 4 || 13 || 15<br />
|-<br />
| {{clr|B|j.B}}/{{clr|D|j.D}} || -8 || -6 || -1 || -5 || -4 || 11 || 0 || -1 || 7 || -1 || 2 || 4 || 8 || 2 || 11 || 13<br />
|-<br />
| {{clr|C|j.C}} || -11 || -9 || -4 || -8 || -7 || 8 || -3 || -4 || 4 || -4 || -1 || 1 || 5 || -1 || 8 || 10<br />
|-<br />
|<br />
|-<br />
| || ~{{clr|D|D}} || || || || || || || || || {{clr|A|j.A}} || {{clr|B|j.B}} || {{clr|C|j.C}} || {{clr|D|j.D}} || {{clr|B|j.214B}} || {{clr|C|j.214C}} || {{clr|D|j.214D}}<br />
|-<br />
| {{clr|D|6D}} || -7 || || || || || || || || {{clr|A|j.A}} || -4 || -1 || 1 || 2 || 7 || 6 || 10<br />
|-<br />
| {{clr|A|214A}} || -3 || || || || || || || || {{clr|B|j.B}} || || || -1 || 0 || 5 || 4 || 8<br />
|-<br />
| {{clr|B|214B}} || -9 || || || || || || || || {{clr|C|j.C}} || || || || -3 || 2 || 1 || 5<br />
|-<br />
| {{clr|C|j.214C}} || -4 || || || || || || || || {{clr|D|j.D}} || || || || || 2 || 1 || 5<br />
|}<br />
<br />
====Pressure Extension====<br />
Those were just simple examples, but Ragna can do much better than that using other strategies and mix-ups. The strings themselves arent as important so much as the way they can be linked into each other. Some (albeit few) of Ragna's moves are positive on block and can be used to reset block strings so pressure can be maintained from them, such as:<br />
<br />
*{{clr|C|2C}} - +1 on block. One of his best options afterward is dash {{clr|A|2A}} > block string. However, it can lose to Instant Block and mashing. In that case use other moves such as {{clr|C|5C}}, {{clr|C|3C}}, or {{clr|A|2A}} without a dash to not get countered.<br />
<br />
*{{clr|D|6D}} > {{clr|D|j.D}} - Slow startup, but when blocked gives another opportunity to pressure and mix-up. A very important tool and can be canceled into from practically any move. You can also whiff the {{clr|D|j.D}} and go for a quick low such as {{clr|B|2B}} for a slight mixup. Don't be too predicable with it, though, since the start-up is rather slow and can lose to mashing.<br />
<br />
*Dead Spike > Dash Cancel - Another potentially advantageous move on block. {{clr|A|2A}} and {{clr|B|5B}} are relatively safe if done at short and long distances respectively. Dont be predictable with this one, since jumping can cause the Dead Spike to whiff and allow for a punish.<br />
<br />
*Blood Scythe - +3 on block. A very slow move to start-up, but when blocked gives Ragna the advantage.<br />
<br />
The key to pressure is mixing these moves into your block strings, for example:<br />
<br />
Block string #3 plus #5 <br />
{{clr|A|2A}} > {{clr|C|2C}} > delay {{clr|C|5C}} > '''Dead Spike > dc''' {{clr|A|2A}} > {{clr|B|5B}} (or Gauntlet Hades attempt)> {{clr|C|3C}} (or ground/air Gauntlet Hades attempt)'''<br />
<br />
Block string #4 into #1 plus #2 <br />
{{clr|A|2A}} > ({{clr|B|2B}}) > ({{clr|C|2C}}) > {{clr|B|6B}} > {{clr|D|6D}} > {{clr|D|j.D}}''' > {{clr|A|2A}} > {{clr|B|2B}} > '''{{clr|C|2C}}''' > dash {{clr|A|2A}} > {{clr|B|2B}} > ({{clr|B|5B}}) > {{clr|C|3C}} > {{clr|D|2D}} or jc <br />
<br />
That's the basic idea behind Ragna's mix-up. Don't forget to put some throws in the mix! <br />
But that's not the only thing he has to offer.<br />
<br />
====Stagger Pressure====<br />
Easy to execute and a very powerful tool. It basically consists of multiple {{clr|A|2A}}'s delivered at different timings to create frame traps or reset pressure. It's hard to deal with since the opponent is forced to block in case of a frame trap timing stuffing mash attempts. However, Barrier Guard and Instant Barrier can push you farther away and make this lose effectiveness more quickly. So make sure to mix this with other block strings and moves.<br />
<br />
Examples: <br />
*{{clr|A|2A}} > delay {{clr|A|2A}} > dash {{clr|A|2A}}...<br />
<br />
Delay {{clr|A|2A}} creates a frame trap and dash {{clr|A|2A}} puts you closer to start a better block string. Then mix everything so something like this can be done:<br />
<br />
*{{clr|A|2A}} > {{clr|C|2C}} > Blood Scythe > dash {{clr|B|5B}} (or throw attempt) > {{clr|B|2B}} > {{clr|C|2C}} > dash {{clr|A|2A}} (or throw attempt) > {{clr|A|2A}} > dash {{clr|A|2A}} (or throw attempt) > {{clr|B|5B}} > Gauntlet Hades<br />
<br />
This particular string is hard to react and block for most part. You can also throw at any of these points. Blocking for too long can be uncomfortable even for the most experienced players, so the Gauntlet Hades at the end can certainly hit since Ragna has many more options after {{clr|B|5B}}, including lows. In the event that it gets blocked, you can still Rapid Cancel to continue your pressure with another block string.<br />
<br />
''Note: Blood Scythe should be used very sparingly in block strings.'' Despite being plus on block, it is, as mentioned, incredibly slow. Even if the opponent is in blockstun when you start it, they will almost certainly recover by the time it becomes active. It is merely something to consider if the opponent is unwilling to challenge your offense.<br />
<br />
===Okizeme===<br />
Okizeme occurs when an opponent is forced to recover in a way that gives you initiative to begin pressure. Even though Ragna's main strength doesn't lie in mix-ups and okizeme, he's more than capable of getting in to inflict pressure.<br />
Ragna's okizeme, as stated before, starts after finishers/knockdowns such as Hell's Fang, Inferno Divider (to Ax Kick), and Nightmare Edge. Ideally, Ragna gets the greatest amount of advantage from Nightmare Edge, but there will be times when the other two are the only way to end a combo.<br />
<br />
*Inferno Divider >> Upper >> Ax Kick<br />
After Ax Kick, Ragna lands right next to the opponent at slight advantage, assuming the opponent techs immediately. If they attempt a late tech, use {{clr|B|2B}} > {{clr|B|5B}} > {{clr|D|5D(1)}} > Gauntlet Hades to catch them off the ground and carry further into the corner. <br />
In the event they obediently tech, dash in and start pressure with either {{clr|A|2A}}, {{clr|D|6D}}, or even an immediate throw. Watch out for reversals, if the opponent has any, as they can beat any of these options. You can also try to execute the rather gimmicky but surprisingly effective cross-up instant air dash into {{clr|D|D}} Inferno Divider (into Rapid Cancel) in order to catch the opponent off-guard and go into a very damaging combo. 50 Heat will be required for the Rapid Cancel to convert off of the hit.<br />
<br />
*Hell's Fang >> Follow-up<br />
Gives Ragna considerable advantage and much better mix-up options, especially in the corner. Mid-screen, despite the deceptive distance and recovery from Follow-up, it also gives enough time for Ragna to dash in and {{clr|B|5B}}, which can beat jump out attempts and forward rolls. Many players who back roll then like to jump to freedom, so consider the option of airdash into air throw in these cases.<br />
<br />
*Nightmare Edge ( >> Follow-up)<br />
Ragna's new best ender as of Central Fiction. Gives Ragna even more advantage than Hell's Fang, and slightly more corner carry. Options afterward are fairly similar, though in mid-screen Ragna can also elect to not use the follow-up to end with the opponent right in front of him with a ton of frame advantage, allowing for possibilities such as a cross-up microdash {{clr|B|j.B}}.<br />
<br />
*Dead Spike >> Dash Cancel >> delay Instant Air Dash {{clr|C|j.C}}<br />
A safejump off of Dead Spike that you will only perform midscreen, as in the corner you can simply combo off of the Dead Spike. You will commonly get this from long range {{clr|B|5B}} hits that you meterlessly convert into {{clr|D|2D}} > Dead Spike. While this doesn't offer as much damage as using Inferno Divider, it provides better corner carry and okizeme in the form of this safejump. To perform it, simply dash cancel Dead Spike, wait a moment, and then Instant Air Dash and press {{clr|C|j.C}} (the timing is demonstrated in this video [https://youtu.be/ZQF2qg2v_0s here]). The opponent can avoid {{clr|C|j.C}} by delay teching through its active frames, but this will still leave you plus and in their face with plenty of time to meaty. {{clr|C|j.C}} will also OTG late delay techs and catch rolls in both directions, so this oki is fairly airtight.<br />
<br />
In the corner, Ragna can set up for safejumps and their associated mix-ups by ending a combo in Inferno Divider (into Straight Punch) and Not Over Yet. After ending the combo, jump and do one of the following:<br />
<br />
*1. {{clr|C|j.C}} - Time the {{clr|C|j.C}} to potentially connect right before you land, for a safejump. In other words, if they block on wakeup the {{clr|C|j.C}} hits, if they reversal the {{clr|C|j.C}} whiffs but you land and recover in time to block and punish the reversal. It can also catch forward rolls, in case they try to escape from the corner. Works better with neutral jump. {{clr|B|j.B}} can also be used to the same effect and it catches forward rolls more easily than {{clr|C|j.C}}.<br />
<br />
*2. Air dash {{clr|C|j.C}} >> {{clr|D|j.D}} - Delayed double overhead mix-up, typically used after the opponents starts respecting your okizeme and blocks. Because most people are used to blocking high and then low at a set timing, this simple mix-up becomes very effective. Committing to mix-ups like this will lose the safejump and thus leave you vulnerable to reversals again, so be sure that your opponent is actually willing to block first.<br />
<br />
*3. {{clr|B|2B}} - Empty jump-in into low setup. Expecting the {{clr|C|j.C}}, and thus blocking high, makes the {{clr|B|2B}} hit unsuspecting opponents. It's a very good option to throw off their guard. It can lose to mashing, throws and obviously reversals.<br />
<br />
*4. Throw - Yet another mix-up option as an empty jump-in. As usual, mix-up this with any of the above to keep yourself unpredictable.<br />
<br />
*5. Air dash {{clr|C|j.C}} >> delay {{clr|D|j.D}} (whiff) >> {{clr|B|2B}}/throw - A very tricky mix-up that is specifically used to catch those who are expecting to block the regular air dash {{clr|C|j.C}} > {{clr|D|j.D}} mix-up. Game their reactions with a {{clr|D|j.D}} that doesn't become active before you land, then performing either the {{clr|B|2B}} low or a throw.<br />
<br />
If you end a combo near the corner, while you won't have a safejump, you do still get one additional distinct okizeme option.<br />
<br />
*6. Meaty Dead Spike >> Dash Cancel - Dead Spike gives Ragna considerable advantage and even more so if done as the opponent wakes up. It forces them to block and basically lets Ragna in for free.<br />
This setup loses to projectile invulnerable specials and Distortion Drives, as well as delayed neutral techs, so be wary of these options.<br />
<br />
Don't forget that all of these setups except for 1 and 6 will lose to any reversals. Just remember to always mix up these options and never let yourself become predictable.<br />
<br />
==Defense==<br />
Ragna's defensive game, like the rest of him, is quite well-rounded.<br />
<br />
*He has a strong DP in {{clr|C|C}} Inferno Divider, which is fast with a good hitbox, making it a great option for escaping pressure and taking your turn back. However, like any other DP, it carries a lot of risk with it, so generally restrict its use to places you know it will work, or when you have 50% Heat. In Overdrive, his DP can be comboed off of meterlessly, letting you get better okizeme and damage. ODr > DP is a good option against some things that would normally force you to immediately EA.<br />
**While Carnage Scissors is a reversal, when being pressured up close you should use DP > Rapid Cancel instead. This is advantageous on block, and on hit will provide better okizeme than CS outside of the corner, even letting you sideswap the opponent into the corner. Carnage Scissors is most useful as a reversal versus zoners, due to how far it travels across the screen. Making them whiff a projectile through the invulnerability is in most cases a guaranteed punish.<br />
<br />
*In terms of abare, Ragna has pretty good buttons for contesting pressure:<br />
** At closer ranges use {{clr|A|2A}}. It is a fairly standard, functional jab all around. Do not use {{clr|A|5A}}, as while it is 5f fast, it will whiff crouchers. In select scenarios it can be useful for escaping grounded pressure, but you should mostly use {{clr|A|5A}} as an anti-air.<br />
**At longer ranges, use {{clr|B|5B}}. It is fantastic for contesting at longer ranges and a great whiff punisher, making it a very effective tool once your opponent has been pushed back with Barrier/Instant Barrier.<br />
<br />
*For anti-airing out of pressure, Ragna has a couple options:<br />
**{{clr|A|6A}} is his dedicated anti-air, and is a great reaction anti-air due to the extremely fast head invulnerability. However, it can be easily baited because of its small hitbox and long recovery, so be careful when using it.<br />
**Ragna's safest anti-air is {{clr|A|5A}}. While it lacks any head invulnerability or verticality in its hitbox, it is 5f fast, allowing you to stuff IADs or longer range jump-ins quite well. Its greatest strength is its fast 9f recovery, making baiting it extremely difficult.<br />
<br />
*Ragna's Counter Assault is quite good, using the same hitbox as {{clr|B|5B}}. It's preferable to DP > Rapid Cancel instead with your 50 meter, as this will get you a short combo/your turn back; but in a scramble, scary pressure situation, or gapless blockstring, his CA is a good tool to get the opponent off of you, and is also much harder to bait. However, be aware that it can whiff if the opponent is too close, leaving Ragna open for a punish, and it can also be low profiled by moves such as {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
<br />
==Neutral==<br />
Ragna's neutral game is a lot stronger comparatively than his offense game, but it requires a good, deep understanding of Ragna's moves and how each should be used in what situations.<br />
<br />
*Ragna's primary footsies normals ({{clr|B|5B}}, {{clr|C|5C}}, {{clr|D|2D}}, {{clr|C|j.C}}) are all very powerful. They can lead to good combos on hit and are relatively safe when used outside of point-blank range. {{clr|B|5B}} is also incredibly easy to hit confirm into damage and good okizeme afterwards. Be sure to use these moves a lot; Ragna isn't called a footsies character for nothing.<br />
*Ragna's anti-air game is decent. It works well for the capabilities that he is given, but it's nothing particularly special. Regardless, it will still give opponents who try to approach you from the air a problem.<br />
**{{clr|A|6A}} is considered to be Ragna's official anti-air, and its range and time frame of head invulnerability makes this move work a lot of the time. However, the move has quite a lengthy recovery, and a few characters can take advantage of that, a prime example being [[BBCF/Hakumen|Hakumen]]'s {{MiniMoveCard|game=BBCF|chara=Hakumen|input=j.214B|label=Hotaru}}. Unfortunately, {{clr|A|6A}} is only jump cancelable on hit, meaning that you're forced to cancel into a drive or a special, putting yourself more at risk. Because of this, you're often discouraged to use {{clr|A|6A}} as an anti-air, but it is still useful in many situations.<br />
**{{clr|A|5A}} is also a very powerful anti-air given for its quick speed and easy hit confirm off of it. Compared to {{clr|A|6A}}, {{clr|A|5A}} leads into slightly less damaging combos, and doesn't have any invulnerability, but it is much safer to use in neutral. Additionally, {{clr|A|5A}} can gatling into absolutely any move, so you can go straight into a mix-up if you catch the opponent blocking your {{clr|A|5A}} in the air (it is also safe, so you can bait any reversals that you expect).<br />
**Although not conventionally an anti-air, {{clr|B|5B}} surprisingly serves well to catch lower jump-ins. It's faster than {{clr|A|6A}}, the hitbox is decent, the combos from this move output a lot of damage, and it's incredibly easy to hit confirm into a combo on Counter Hit. Keep in mind however there is also a hurtbox at his foot, and using the move when close to the opponent will often result in the opponent beating your move out. Because of this, limit its use to ranged situations, just like you would on ground.<br />
*Ragna's air-to-ground approach is still reasonably strong thanks to {{clr|C|j.C}}. While this may give you an easier time when in the air, anti-airs will still be able to beat your air approaches out, and {{clr|C|j.C}} doesn't make Ragna's aerial game that much stronger to the point where you should be in the air all the time. It's still important to stay grounded as much as possible.<br />
*As far as Ragna's air-to-air capabilites are concerned, Ragna tends not to spend much time in the air due to the sheer usefulness of his ground normals. However, that's not to say that his air normals are lacking.<br />
**{{clr|A|j.A}} is fast and cancels into itself on block. It therefore can be used as a safer alternative in situations that would normally force you to use one of Ragna's other anti-airs, such as {{clr|A|6A}} or {{clr|C|C}} Inferno Divider, should you be in the position to use it. Not only that, but high jumping into {{clr|A|j.A}} allows you to pursue an opponent normally too high for conventional anti-airs.<br />
**{{clr|D|j.D}} is used scarcely in neutral due to Ragna not really benefiting at mid range in the air, but it's worth noting that it's quite large and hits above Ragna, which is quite rare for an air normal, and has plentiful hitstun should you land it.<br />
<br />
==Tips and Tricks==<br />
<br />
[http://www.dustloop.com/forums/index.php?/forums/topic/13232-cf2-ragna-ne1-specific-list/ "Nightkasu" or one hit Nightmare Edge routes.]<br />
<br />
==Fighting Ragna==<br />
<br />
===Defense===<br />
<br />
Ragna's pressure is basic, but effective, and learning how to counter each of his moves is integral to dealing with it.<br />
<br />
====Normals & General Tips====<br />
<br />
One of Ragna's best offensive options is {{clr|A|2A}} stagger pressure. If Ragna gets in close and starts using {{clr|A|2A}} stagger, the safest counter is to use barrier block (or preferably instant barrier block). This will quickly push Ragna out and force him to use other means to maintain his pressure, that will have clearer, better counters.<br />
<br />
{{clr|C|2C}} is Ragna's go-to blockstring ender, being +1 on block with decent range and fantastic whiff recovery. Something Ragnas may try is spacing out their normals so they whiff {{clr|C|2C}} instead of hitting it on block, and because of its incredibly fast recovery, they then pressure reset immediately after. Do not let this happen, if you see Ragna whiff {{clr|C|2C}}, prepare to contest.<br />
<br />
{{clr|B|6B}} is Ragna's overhead normal, and is quite reactable. Keep in mind that Ragna can only gatling into {{clr|B|6B}} from his jabs, {{clr|B|2B}}, or {{clr|C|2C}}, so watch for the startup whenever blocking these moves. When {{clr|B|6B}} is blocked Ragna can still continue pressure, but his followups are limited to {{clr|A|6A}}, drive attacks, and special moves, making his next move predictable.<br />
<br />
{{clr|D|6D}} is a very tricky pressure reset and mixup tool for Ragna. He has three main options that he can do out of it:<br />
*{{clr|D|j.D}}, for overhead mixup or to pressure reset. Note that {{clr|D|6D}} > {{clr|D|j.D}} is always a true blockstring no matter what. Ragnas will use {{clr|D|j.D}} to condition you to block high and respect {{clr|D|6D}}, opening up their mixup options. When blocked, {{clr|D|j.D}} is very plus, letting Ragna dash in and reset pressure.<br />
*{{clr|D|j.D}} whiff into mixup. After conditioning you to respect {{clr|D|6D}} and block high with {{clr|D|j.D}}, Ragna can then whiff the {{clr|D|j.D}} and hit you with a {{clr|B|2B}} or throw. When {{clr|D|j.D}} is whiffed, Ragna is +1 on block, so if he goes for a mixup and you use a jab, you should beat out his option. Just keep in mind that Ragna is still at advantage, and can frametrap or maintain his turn if he wishes.<br />
*Jump canceling, which isn't a very powerful option, but it exists and is good to keep in mind so you don't let Ragna get any free pressure resets.<br />
*Something important to note about {{clr|D|6D}} is that it will ALWAYS have a gap before it, letting you reversal through it and avoid its tricky on-block situation. Barriering {{clr|D|6D}} out also limits Ragna's options afterwards immensely, as {{clr|D|j.D}} is guaranteed to whiff at longer ranges. Overdrive is also a powerful counter to this move, as on whiff it leaves Ragna wide open for a massive punish.<br />
<br />
Ragna has a powerful tick throw game, and due to his umremarkable other mixup options it is an important part of his pressure.<br />
Something to be wary of versus throws is the Throw Reject Miss (TRM) state, which many Ragnas exploit and bait out, such as with {{clr|A|5A}} whiff > throw. Be careful using throw OS against Ragna, as he has good options to deal with it.<br />
<br />
====Special Moves====<br />
All of Ragna's special moves have specific counters to them:<br />
*{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=236D|label=Dead Spike}}<br />
A common special move to see in Ragna's pressure as it is a long-range pressure reset that gets Ragna back in close and is plus on block when dash canceled. However, it has several powerful counters to it, that once you start applying will force Ragna to carefully consider when he uses it.<br />
<br />
The first is to jump over it. Dead Spike is pretty much always fuzzy jumpable (171), and if you jump over it you can get an easy punish.<br />
<br />
The second is instant block (IB). Dead Spike is +2 at the earliest possible dash cancel, meaning that if IB'd it will be minus on block. Against careless players this is an easy spot to score a counter hit, but be aware that better Ragnas will react to the IB and play around it. Even so, you are still robbing him of his frame advantage and putting yourself in the power position.<br />
<br />
*{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=214B|label=Gauntlet Hades}}<br />
One of Ragna's few mixup tools, and a risky one, as it is punishable on block. In order to punish Gauntlet Hades on block, use a crouching normal that is 12f or faster, as otherwise you may get caught by the Spin Kick followup attack. Most Ragnas will not use this move without 50 meter to keep it safe, but even so it is an option to always be aware of. The best counter to Gauntlet Hades is to simply react and block it, then punish accordingly. You can hit him out of the startup, but this is obviously risky, made even more so by Gauntlet Hades' ability to high profile some moves.<br />
<br />
Example video on punishing Gauntlet Hades with Ragna:<br />
<br />
{{#ev:youtube|SRayhLbaxmg}}<br />
<br />
*{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=214D|label=Blood Scythe}}<br />
An extremely slow pressure reset, mainly used by Ragnas to keep the opponent grounded. It is +3 on block, so if normal blocked be wary of your next action, as Ragna is at significant advantage. Note that on IB it becomes neutral, opening up your options immensely. The main caveat to this move is that it has 37f startup, making it easily reactable. Do not block Blood Scythe, simply anti-air Ragna out of it. It's worth noting that smaller anti-airs, if timed incorrectly, can clash with Blood Scythe due to its large, disjointed hitbox. Make sure to practice the timing for anti-airing Blood Scythe with your character to avoid this happening.<br />
<br />
Air Blood Scythe is a very different move, with much faster startup but much worse frame advantage. Ragnas will generally use this in pressure to catch opponents trying to jump out, but if blocked note that Ragna is very minus, potentially punishable depending on the height the move was used at.<br />
<br />
*{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=214A|label=Hell's Fang}}<br />
Hell's Fang is typically used to catch jump startup, or as a powerful pressure reset with 50 meter. On block this move is -4, making it relatively safe but putting Ragna at significant disadvantage. If IB'd, it becomes punishable, making this the preferred counter to Hell's Fang. Overdrive is also a powerful counter to this move, as ODing through it gives a guaranteed punish (make sure to punish with a fast button if ODing through the first hit, or you may be hit by the followup attack).<br />
<br />
===Offense===<br />
<br />
Ragna's defensive tools are good, but nothing particularly special.<br />
<br />
Ragna's only real defensive option outside of system mechanics is his DP, in {{clr|C|C}} Inferno Divider. It is quite fast, with a large vertical and horizontal hitbox (it even hits behind him, which can be relevant to some characters such as Azrael). This makes baiting it somewhat difficult, but not improbable. Just be careful not to give Ragna too much freedom by over-respecting his DP.<br />
<br />
Ragna's anti-air game is decent, fantastic in certain scenarios and underwhelming in others. Ragna can use his {{clr|A|5A}} as an anti-air, due to its fast 5f startup and high hitbox, which is very good at stuffing low jump-ins and instant air dashes. It's also extremely difficult to bait because of its fast recovery, which is why you want to try and approach Ragna from higher angles. {{clr|A|5A}} will not help him from an attack directly above him. In that scenario, he will have to use {{clr|A|6A}}, which is much easier to play around. {{clr|A|6A}} has very fast head invulnerability, but its hitbox is small, and its recovery is long, making it very easy to bait. It can also be crossed up due to the input, so ambiguous crossups are powerful against {{clr|A|6A}}.<br />
<br />
Ragna's pokes are extremely good, and this helps him contest pressure quite well, depending on the character he's facing. If he pushes you back with barrier or instant barrier to his range, and you are a character with stubby buttons who cannot contest in that range, Ragna is in a very good position. Pay close attention to his barrier usage and try to stay within your own range.<br />
<br />
It's also worth noting that Ragna's {{clr|A|2A}} is 7f fast, and his {{clr|A|5A}} whiffs crouchers, meaning that his fastest reliable button out of pressure is 7f. This can be useful in certain scenarios, such as a ±0 on block situation if you have a faster jab.<br />
<br />
===Neutral===<br />
<br />
Ragna's neutral is strong, being the area he excels in the most.<br />
<br />
====General Tips====<br />
<br />
Ragna has many large buttons that he uses to control space in neutral. His main footsies tools are {{clr|B|5B}}, {{clr|C|5C}}, {{clr|C|j.C}}, and {{clr|D|2D}}, which all have great range and are easily hit confirmable. If you cannot contest Ragna's range, then you will have to be cautious about making your way in. If going for an airborne approach, try to approach from a higher angle so Ragna is unable to use {{clr|A|5A}}, and be prepared to bait out his {{clr|A|6A}} and punish him. IADs are risky against Ragna, since his anti-airs are suited to stuffing fast, low airborne approaches.<br />
<br />
Ragna's air-to-air game is decent as well. {{clr|A|j.A}} is a very fast midair check, {{clr|C|j.C}} is a large, powerful general-use air normal (that is also his go-to air-to-ground button), and {{clr|D|j.D}}, while having limited use due to its slow startup, hits above Ragna, which is something to be wary of.<br />
<br />
Ragnas will typically stay grounded, using his powerful grounded normals to poke at the opponent and whiff punish. {{clr|B|5B}} is his main footsie tool, and despite how powerful it is it does have its drawbacks. It has 16f of recovery, so if Ragna is careless with his use of {{clr|B|5B}} then you can whiff punish it or force your turn. However, stay cautious of its 8 active frames, and do not try to whiff punish too early. Note that some characters can low profile {{clr|B|5B}}, such as Bullet or Izanami with their {{clr|B|2B}}s.<br />
<br />
In terms of keeping Ragna out, his main approaches will likely be with {{clr|B|5B}}, {{clr|C|j.C}}, or Hell's Fang (the latter of which has greater detail down below). These are all pretty standard fair moves, with simple but effective uses. Watch Ragna's approach and prepare to whiff punish or stuff him out with your character's favoured tools.<br />
<br />
====Special Moves====<br />
<br />
Ragna will not typically use a large number of special moves in neutral, but there are still some that can prove useful.<br />
<br />
{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=214A|label=Hell's Fang}} is the special you will likely see in neutral the most, as it can be a useful get-in tool, especially with meter. Its extremely active hitbox makes it hard to stuff out with normals once it has started travelling, but projectiles and disjointed normals will thwart this move very easily. You can also simply jump over it and punish from there. Be careful not to get counter hit by it as that gives Ragna a massive reward.<br />
<br />
{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=j.214B|label=Air Gauntlet Hades}} and {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=j.214D|label=air Blood Scythe}} can both also see some use in neutral, and they share similar purposes. Air Gauntlet Hades flings Ragna across the screen at a wide angle with an active hitbox, making it useful for travelling in some matchups. Air Blood Scythe travels less distance, but hits at a much wider angle, making it more generally applicable. Both of these moves are minus on block and can be anti-aired, so it's preferable to take a passive approach vs them. Just be careful not to give Ragna too much leeway when he's airborne because of these moves, but always remain aware of them.<br />
<br />
{{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=j.214C|label=Nightmare Edge}} is Ragna's divekick, and while it doesn't see a massive amount of use in his neutral game, it can be an effective tool to bait anti-airs. Be wary of this when anti-airing Ragna, and if possible try to attack once he's already within range of your attack. Keep in mind that when normal blocked, Nightmare Edge is -5, letting you take your turn back. It also sends Ragna directly downwards, so characters with large horizontal range on their anti-airs (that have their hurtbox retract quickly), such as Es with her {{MiniMoveCard|game=BBCF|chara=Es|input=6B|label={{clr|B|6B}}}}, can safely anti-air Ragna at certain ranges.<br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{BASEPAGENAME}}/Data|Links}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=335189BBCF/Ragna the Bloodedge2022-10-06T10:00:59Z<p>Skivva: /* Inferno Divider */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
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, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as [[BBCF/Izanami|Izanami]] with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|D|236D}} on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
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. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but also not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=335188BBCF/Ragna the Bloodedge2022-10-06T10:00:38Z<p>Skivva: /* Inferno Divider */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
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, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as [[BBCF/Izanami|Izanami]] with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|D|236D}} on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
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. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them, so this is an option you should use sparingly but not ignore completely. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=335187BBCF/Ragna the Bloodedge2022-10-06T09:58:00Z<p>Skivva: /* Inferno Divider */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
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, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as [[BBCF/Izanami|Izanami]] with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|D|236D}} on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
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. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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 mostly stick to using it when you know it will work or if 50 heat is available for a Rapid Cancel and there is something to hit (either the opponent themselves or something like Carl and Relius' puppets). Using it as a call-out has terrible risk/reward for Ragna, but it's also good to keep your opponent wary of all your options and not over-respect them. Rapid Canceling the first hit leaves Ragna on the ground with good frame advantage 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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals more damage, has better proration, has more range (due to moving you farther forward), and steals life. The fast start-up and high launch on Counter Hit means it can be used as a risky starter, though it leans more towards ''extremely'' 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=335186BBCF/Ragna the Bloodedge2022-10-06T09:43:15Z<p>Skivva: /* Hell's Fang */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
{{BBCF Move Card<br />
|input=5A<br />
|description=<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
{{BBCF Move Card<br />
|input=5B<br />
|description=<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
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, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as [[BBCF/Izanami|Izanami]] with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
{{BBCF Move Card<br />
|input=5C<br />
|description=<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
{{BBCF Move Card<br />
|input=2A<br />
|description=<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
{{BBCF Move Card<br />
|input=2B<br />
|description=<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
{{BBCF Move Card<br />
|input=2C<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
{{BBCF Move Card<br />
|input=6A<br />
|description=<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
{{BBCF Move Card<br />
|input=6B<br />
|description=<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
{{BBCF Move Card<br />
|input=6C<br />
|description=<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
{{BBCF Move Card<br />
|input=3C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}</div><br><br />
}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
{{BBCF Move Card<br />
|input=j.A<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
{{BBCF Move Card<br />
|input=j.B<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
{{BBCF Move Card<br />
|input=j.C<br />
|description=<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
{{BBCF Move Card<br />
|input=5D<br />
|description=<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
{{BBCF Move Card<br />
|input=2D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
{{BBCF Move Card<br />
|input=6D<br />
|description=<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
{{BBCF Move Card<br />
|input=j.D<br />
|description=<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
{{InputBadge|{{clr|B|5B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Back Throw</big>===<br />
{{InputBadge|{{clr|B|4B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=4B+C<br />
|description=<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Air Throw</big>===<br />
{{InputBadge|{{clr|B|j.B}}+{{clr|C|C}}}}<br />
{{BBCF Move Card<br />
|input=j.B+C<br />
|description=<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
}}<br />
<br />
===<big>Counter Assault</big>===<br />
{{InputBadge|{{clr|A|6A}}+{{clr|B|B}} while Blocking}}<br />
{{BBCF Move Card<br />
|input=6A+B<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
}}<br />
<br />
===<big>Crush Trigger</big>===<br />
{{InputBadge|{{clr|A|5A}}+{{clr|B|B}} (Chargeable)}}<br />
{{BBCF Move Card<br />
|input=5A+B,5[A+B] |versioned=input<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Taunt</big>===<br />
{{InputBadge|{{clr|8|AP}}}}<br />
{{BBCF Move Card<br />
|input=AP<br />
|description=<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
{{InputBadge|66 after specific moves}}<br />
{{BBCF Move Card<br />
|input=66<br />
|description=<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|D|236D}} on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
}}<br />
<br />
===<big>Hell's Fang</big>===<br />
{{InputBadge|{{clr|A|214A}}}}<br />
{{BBCF Move Card<br />
|input=214A<br />
|description=<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
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. It can also be used as a frametrap when you've exhausted all other options (such as ending a blockstring on {{clr|D|2D}}), and combining this with a Rapid Cancel makes for an extremely safe and powerful pressure reset. Combos into {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Hell's Fang}}<br />
{{BBCF Move Card<br />
|input=214A~214D<br />
|description=<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
{{InputBadge|{{clr|B|214B}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214B<br />
|description=<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Spin Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Gauntlet Hades}}<br />
{{BBCF Move Card<br />
|input=214B~214D<br />
|description=<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
}}<br />
<br />
===<big>Inferno Divider</big>===<br />
{{InputBadge|{{clr|C|623C}}/{{clr|D|D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=623C,j.623C,623D,j.623D |versioned=input<br />
|description=<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
}}<br />
<br />
===<big>Uppercut</big>===<br />
{{InputBadge|{{clr|C|236C}} after Inferno Divider}}<br />
{{BBCF Move Card<br />
|input=623X~236C<br />
|description=<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Straight Punch</big>===<br />
{{InputBadge|{{clr|C|236C}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~236C<br />
|description=<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
}}<br />
<br />
===<big>Ax Kick</big>===<br />
{{InputBadge|{{clr|D|214D}} after Uppercut}}<br />
{{BBCF Move Card<br />
|input=623X~236C~214D<br />
|description=<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
}}<br />
<br />
===<big>Dead Spike</big>===<br />
{{InputBadge|{{clr|D|236D}}}}<br />
{{BBCF Move Card<br />
|input=236D<br />
|description=<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
}}<br />
<br />
===<big>Blood Scythe</big>===<br />
{{InputBadge|{{clr|D|214D}} (Air OK)}}<br />
{{BBCF Move Card<br />
|input=214D,j.214D |versioned=input<br />
|description=<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
{{InputBadge|{{clr|C|j.214C}}}}<br />
{{BBCF Move Card<br />
|input=j.214C<br />
|description=<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
{{InputBadge|{{clr|D|214D}} after Nightmare Edge}}<br />
{{BBCF Move Card<br />
|input=j.214C~214D<br />
|description=<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
}}<br />
<br />
===<big>Not Over Yet</big>===<br />
{{InputBadge|{{clr|C|22C}} near downed opponent}}<br />
{{BBCF Move Card<br />
|input=22C<br />
|description=<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
{{InputBadge|{{clr|D|632146D}}}}<br />
{{BBCF Move Card<br />
|input=632146D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
{{InputBadge|{{clr|D|214214D}}}}<br />
{{BBCF Move Card<br />
|input=214214D<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
{{InputBadge|{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive}}<br />
{{BBCF Move Card<br />
|input=A+B+C+D<br />
|description=<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
{{InputBadge|{{clr|C|2141236C}}}}<br />
{{BBCF Move Card<br />
|input=2141236C<br />
|description=<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=332825BBCF/Ragna the Bloodedge/Data2022-09-29T20:20:14Z<p>Skivva: /* AP */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This'll sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="Are you even trying?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;Reversal;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58};Reversal;<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000;Reversal<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=332626BBCF/Ragna the Bloodedge/Data2022-09-29T00:47:39Z<p>Skivva: /* B+C */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This'll sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;Reversal;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58};Reversal;<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000;Reversal<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=332625BBCF/Ragna the Bloodedge/Data2022-09-29T00:47:08Z<p>Skivva: /* 623C */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;Reversal;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58};Reversal;<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000;Reversal<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=332624BBCF/Ragna the Bloodedge/Data2022-09-29T00:46:57Z<p>Skivva: /* j.623C */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move;reversal<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;Reversal;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58};Reversal;<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000;Reversal<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=332623BBCF/Ragna the Bloodedge/Data2022-09-29T00:46:33Z<p>Skivva: /* 2141236C */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
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|discord=<br />
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==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move;reversal<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;reversal;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58};Reversal;<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000;Reversal<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=332622BBCF/Ragna the Bloodedge/Data2022-09-29T00:46:17Z<p>Skivva: /* A+B+C+D */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move;reversal<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;reversal;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58};Reversal;<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=332621BBCF/Ragna the Bloodedge/Data2022-09-29T00:45:19Z<p>Skivva: /* 632146D */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move;reversal<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;reversal;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move;Reversal<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=332620BBCF/Ragna the Bloodedge/Data2022-09-29T00:44:48Z<p>Skivva: /* j.623C */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move;reversal<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;reversal;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move; reversal<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324403BBCF/Ragna the Bloodedge/Data2022-09-04T07:40:35Z<p>Skivva: /* Special Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324402BBCF/Ragna the Bloodedge/Data2022-09-04T07:38:47Z<p>Skivva: /* Universal Mechanics */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324400BBCF/Ragna the Bloodedge/Data2022-09-04T07:32:10Z<p>Skivva: /* j.C */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324399BBCF/Ragna the Bloodedge/Data2022-09-04T07:30:58Z<p>Skivva: /* 3C */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of Not Over Yet.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324398BBCF/Ragna the Bloodedge/Data2022-09-04T07:28:36Z<p>Skivva: /* 2141236C */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... '''the power of the Azure!'''"''\''"There is no hell, just darkness."''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png |hitboxCaption="More hitboxes, more Instant Kill." - Mori (probably).<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324397BBCF/Ragna the Bloodedge/Data2022-09-04T07:24:35Z<p>Skivva: /* A+B+C+D */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png |caption=&#32;\Just hold Overdrive and pray.<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324395BBCF/Ragna the Bloodedge/Data2022-09-04T07:22:51Z<p>Skivva: /* 632146D */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold {{clr|D|D}} to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324394BBCF/Ragna the Bloodedge/Data2022-09-04T07:22:26Z<p>Skivva: /* Distortion Drives */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png |hitboxCaption=Actually an anti-air (trust me).\Second hit, hold D to cancel.<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png |caption=What's yours is mine!\The eye slowly opens as the attack progresses.<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png |hitboxCaption=Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324392BBCF/Ragna the Bloodedge/Data2022-09-04T07:19:06Z<p>Skivva: /* Special Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}} is your go-to reversal.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png |hitboxCaption=First hit.\&#32;\&#32;\&#32;\Second hit.\&#32;\&#32;\&#32;<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png |caption=Otherwise known as "that one in the middle."<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png |hitboxCaption=Man, how does this whiff...<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=For when you're otherwise just out of corner's reach.<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png |hitboxCaption=Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Ragna's most universal form of knockdown.<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png |hitboxCaption=This'll usually hit.\But if it doesn't, the later active frames have your back.<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=A beefy projectile used for resetting pressure.<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png |hitboxCaption=For your size comparing pleasure.\Ragna's hurtbox during active frames.\The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png |hitboxCaption=That's a lot of red boxes.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main aerial combo ender, and provides solid okizeme.<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png |hitboxCaption=Initial hit, space well to make the final hit whiff.\&#32;\Variable hits based on height from the ground and distance from the opponent.\Landing hit, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png |hitboxCaption=He saw a nickel.<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Kill confirm super, plus lifesteal and corner combos in Overdrive<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324387BBCF/Ragna the Bloodedge/Data2022-09-04T06:59:47Z<p>Skivva: /* 5[A+B] */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}}, go-to reversal<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}}, gp-to combo ender for damage and knockdown<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=Corner carry<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Easy access to knockdown<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=Beefy projectile for resetting pressure<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is very slow but advantageous, air version is great for corner carry<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main air combo ender, provides good oki<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades oki for damage, lifesteal, and corner carry<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Great corner carry, as well as use in corner combos<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Kill confirm super, plus lifesteal and corner combos in Overdrive<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324386BBCF/Ragna the Bloodedge/Data2022-09-04T06:59:27Z<p>Skivva: /* Special Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash.<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |hitboxCaption=He runs.<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel.<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16.\&#32;\Frames 17-27 alternate between these two hitboxes.<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |hitboxCaption=Frames 19-21.<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=A risky overhead.<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=You'll rarely see these frames hitting.\These frames will hit launched or airborne opponents.\These frames will hit grounded opponents.<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Frames 9-12, will always whiff crouchers.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}}, go-to reversal<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}}, gp-to combo ender for damage and knockdown<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=Corner carry<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Easy access to knockdown<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=Beefy projectile for resetting pressure<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is very slow but advantageous, air version is great for corner carry<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main air combo ender, provides good oki<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades oki for damage, lifesteal, and corner carry<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Great corner carry, as well as use in corner combos<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Kill confirm super, plus lifesteal and corner combos in Overdrive<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324385BBCF/Ragna the Bloodedge/Data2022-09-04T06:51:39Z<p>Skivva: /* Universal Mechanics */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This will sting!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo.<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png |caption=Who said you could jump?<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, with the same hitbox.<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png |hitboxCaption=Frames 13-15, uses frames 10-12 of {{clr|B|5B}}'s hitbox.<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=A Crush Trigger that is as basic as you can get.<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png |hitboxCaption=Charge...\... and release.<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png |caption="You're kidding, right?"<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |hitboxCaption=If only his taunt was cooler...<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16\Frames 17-27<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Combo ender for corner carry and oki<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=Risky overhead<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=These frames will rarely hit\Will hit launched or aerial opponents\Will hit grounded opponents<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Sees lots of love in midscreen combos<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Will always whiff on crouching opponents<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}}, go-to reversal<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}}, gp-to combo ender for damage and knockdown<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=Corner carry<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Easy access to knockdown<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=Beefy projectile for resetting pressure<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is very slow but advantageous, air version is great for corner carry<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main air combo ender, provides good oki<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades oki for damage, lifesteal, and corner carry<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Great corner carry, as well as use in corner combos<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Kill confirm super, plus lifesteal and corner combos in Overdrive<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324382BBCF/Ragna the Bloodedge/Data2022-09-04T06:43:02Z<p>Skivva: /* j.D */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |hitboxCaption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This'll hurt!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, same hitbox<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=Very simple Crush Trigger<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16\Frames 17-27<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Combo ender for corner carry and oki<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=Risky overhead<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=These frames will rarely hit\Will hit launched or aerial opponents\Will hit grounded opponents<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Sees lots of love in midscreen combos<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Will always whiff on crouching opponents<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}}, go-to reversal<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}}, gp-to combo ender for damage and knockdown<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=Corner carry<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Easy access to knockdown<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=Beefy projectile for resetting pressure<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is very slow but advantageous, air version is great for corner carry<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main air combo ender, provides good oki<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades oki for damage, lifesteal, and corner carry<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Great corner carry, as well as use in corner combos<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Kill confirm super, plus lifesteal and corner combos in Overdrive<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324381BBCF/Ragna the Bloodedge/Data2022-09-04T06:42:33Z<p>Skivva: /* 5D */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\Frames 17-19.\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |caption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This'll hurt!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, same hitbox<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=Very simple Crush Trigger<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16\Frames 17-27<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Combo ender for corner carry and oki<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=Risky overhead<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=These frames will rarely hit\Will hit launched or aerial opponents\Will hit grounded opponents<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Sees lots of love in midscreen combos<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Will always whiff on crouching opponents<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}}, go-to reversal<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}}, gp-to combo ender for damage and knockdown<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=Corner carry<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Easy access to knockdown<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=Beefy projectile for resetting pressure<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is very slow but advantageous, air version is great for corner carry<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main air combo ender, provides good oki<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades oki for damage, lifesteal, and corner carry<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Great corner carry, as well as use in corner combos<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Kill confirm super, plus lifesteal and corner combos in Overdrive<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324380BBCF/Ragna the Bloodedge/Data2022-09-04T06:41:14Z<p>Skivva: /* 5B */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\Frames 13-15.<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\&#32;\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |caption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This'll hurt!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, same hitbox<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=Very simple Crush Trigger<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16\Frames 17-27<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Combo ender for corner carry and oki<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=Risky overhead<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=These frames will rarely hit\Will hit launched or aerial opponents\Will hit grounded opponents<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Sees lots of love in midscreen combos<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Will always whiff on crouching opponents<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}}, go-to reversal<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}}, gp-to combo ender for damage and knockdown<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=Corner carry<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Easy access to knockdown<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=Beefy projectile for resetting pressure<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is very slow but advantageous, air version is great for corner carry<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main air combo ender, provides good oki<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades oki for damage, lifesteal, and corner carry<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Great corner carry, as well as use in corner combos<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Kill confirm super, plus lifesteal and corner combos in Overdrive<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324379BBCF/Ragna the Bloodedge/Data2022-09-04T06:40:11Z<p>Skivva: /* 5B */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\&#32;<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\&#32;\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |caption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This'll hurt!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, same hitbox<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=Very simple Crush Trigger<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16\Frames 17-27<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Combo ender for corner carry and oki<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=Risky overhead<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=These frames will rarely hit\Will hit launched or aerial opponents\Will hit grounded opponents<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Sees lots of love in midscreen combos<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Will always whiff on crouching opponents<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}}, go-to reversal<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}}, gp-to combo ender for damage and knockdown<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=Corner carry<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Easy access to knockdown<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=Beefy projectile for resetting pressure<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is very slow but advantageous, air version is great for corner carry<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main air combo ender, provides good oki<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades oki for damage, lifesteal, and corner carry<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Great corner carry, as well as use in corner combos<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Kill confirm super, plus lifesteal and corner combos in Overdrive<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324378BBCF/Ragna the Bloodedge/Data2022-09-04T06:39:51Z<p>Skivva: /* Drive Moves */</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere.<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit.\&#32;\Frames 32-34, second hit.\Frames 32-34, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Frame 17.\Frame 18.\Frame 17-18, Overdrive version.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup potential, but has slow startup.<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Frames 21-23.\Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal, at the cost of damage scaling.<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |caption=Frames 13-16.\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This'll hurt!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, same hitbox<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=Very simple Crush Trigger<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16\Frames 17-27<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Combo ender for corner carry and oki<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=Risky overhead<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=These frames will rarely hit\Will hit launched or aerial opponents\Will hit grounded opponents<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Sees lots of love in midscreen combos<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Will always whiff on crouching opponents<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}}, go-to reversal<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}}, gp-to combo ender for damage and knockdown<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=Corner carry<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Easy access to knockdown<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=Beefy projectile for resetting pressure<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is very slow but advantageous, air version is great for corner carry<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main air combo ender, provides good oki<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades oki for damage, lifesteal, and corner carry<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Great corner carry, as well as use in corner combos<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Kill confirm super, plus lifesteal and corner combos in Overdrive<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge/Data&diff=324368BBCF/Ragna the Bloodedge/Data2022-09-04T06:29:43Z<p>Skivva: /* Normal Moves */ Changed captions back to their previous version.</p>
<hr />
<div>{{TOC limit|3}}<br />
<br />
==Nav==<br />
<section begin="Nav"/>{{CharNav|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/71-ragna-the-bloodedge/<br />
|videos=http://horibuna.web.fc2.com/BBCF/BBCF_RG.html<br />
|discord=<br />
}}<section end="Nav"/><br />
==Links==<br />
<section begin=Links/>{{CharLinks-BB|charMainPage=BBCF/Ragna the Bloodedge<br />
|image=BBCF_Ragna_Icon.png<br />
|videos=https://bb.keeponrock.in/#/?p1chars=ragna<br />
|discord=https://discord.gg/KtMtMBqJwm<br />
|matchups=yes<br />
|unlimited=true<br />
}}<section end=Links/><br />
<br />
==Infobox Data==<br />
{{BBCF-character<br />
| name =Ragna the Bloodedge<br />
| health =10,000<br />
| prejump =4F<br />
| backdash =22F (1-5F Inv All)<br />
| portrait =BBCF_Ragna_Portrait.png<br />
| icon =BBCF_Ragna_the_Bloodedge_Icon.png<br />
| umo=<br />
}}<br />
<br />
==Normal Moves==<br />
===5A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=B |guard=All |invuln=<br />
|startup=5 |active=3 |recovery=9 |onBlock=0 |onODR=+10<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_5A.png |caption=Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
|hitboxes=BBCF_Ragna_5A_hitbox.png |hitboxCaption=Frames 5-7.<br />
|notes=<br />
}}<br />
<br />
===5B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5B |name=<br />
|damage=660 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=B |guard=Mid |invuln=<br />
|startup=8 |active=8 |recovery=16 |onBlock=-7 |onODR=-5<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=17 |groundCH=22 |airCH=31<br />
|images=BBCF_Ragna_the_Bloodedge_5B.png |caption=Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
|hitboxes=BBCF_Ragna_5B_hitbox1.png;BBCF_Ragna_5B_hitbox2.png;BBCF_Ragna_5B_hitbox3.png |hitboxCaption=Frames 8-9, short range.\Frames 10-12, fully extends.\<br />
|notes=Hitbox fully extends on frame 10<br />
}}<br />
<br />
===5C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=5C |name=<br />
|damage=900 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=S(J)R |attribute=B |guard=Mid |invuln=<br />
|startup=13 |active=4 |recovery=20 |onBlock=-5 |onODR=-10<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19 |airHit=19 |groundCH=24 |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_5C.png |caption=The slower, but longer alternative to {{clr|B|5B}}.<br />
|hitboxes=BBCF_Ragna_5C_hitbox.png |hitboxCaption=Frames 13-16.<br />
|notes=<br />
}}<br />
<br />
===2A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2A |name=<br />
|damage=300 |p1=100 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSR |attribute=F |guard=All |invuln=<br />
|startup=7 |active=2 |recovery=10 |onBlock=0 |onODR=+8<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_2A.png |caption=The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
|hitboxes=BBCF_Ragna_2A_hitbox.png |hitboxCaption=Frames 7-8.<br />
|notes=<br />
}}<br />
<br />
===2B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2B |name=<br />
|damage=550 |p1=90 |p2=85 |starter=Long<br />
|level=2 |cancel=SR |attribute=F |guard=Low |invuln=<br />
|startup=9 |active=2 |recovery=15 |onBlock=-3 |onODR=+1<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_2B.png |caption=Fast low, and can also be used as a footsie.<br />
|hitboxes=BBCF_Ragna_2B_hitbox.png |hitboxCaption=Frames 9-10.<br />
|notes=<br />
}}<br />
<br />
===2C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=2C |name=<br />
|damage=800 |p1=100 |p2=89 |starter=Long<br />
|level=3 |cancel=SR |attribute=F |guard=Mid |invuln=<br />
|startup=12 |active=3 |recovery=13 |onBlock=+1 |onODR=-1<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=Crumple 36 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_2C.png |caption=Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
|hitboxes=BBCF_Ragna_2C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===6A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6A |name=<br />
|damage=700 |p1=90 |p2=79 |starter=Long<br />
|level=3 |cancel=S(J)R |attribute=B |guard=Mid |invuln=4~13 H<br />
|startup=12 |active=4 |recovery=24 |onBlock=-11 |onODR=-13<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Launch |airHit=26 |groundCH=Launch |airCH=40<br />
|images=BBCF_Ragna_the_Bloodedge_6A.png |caption=Staple but reliable anti-air, featuring extremely fast head invuln.<br />
|hitboxes=BBCF_Ragna_6A_hitbox1.png;BBCF_Ragna_6A_hitbox2.png |hitboxCaption=Frame 12.\Frames 13-15, hits higher.<br />
|notes=<br />
}}<br />
<br />
===6B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6B |name=<br />
|damage=800 |p1=80 |p2=89 |starter=Normal<br />
|level=3 |cancel=SR |attribute=B |guard=High |invuln=<br />
|startup=24 |active=4 |recovery=19 |onBlock=-6 |onODR=-20<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=19 |airHit=17 + Down 23 |groundCH=24 |airCH=31 + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_6B.png |caption=Decent overhead, but great for combos.<br />
|hitboxes=BBCF_Ragna_6B_hitbox1.png;BBCF_Ragna_6B_hitbox2.png |hitboxCaption=Frames 24-25.\Frames 26-27.<br />
|notes=Bonus Proration: 110%;Forces crouching on ground hit<br />
}}<br />
<br />
===6C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=6C |name=<br />
|damage=700×2 |p1=90 |p2=82 |starter=Long<br />
|level=4 |cancel=(S)R, SJR |attribute=F, B |guard=Low, Mid |invuln=<br />
|startup=20 |active=2(4)2 |recovery=33 |onBlock=-16 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=19, Launch |airHit=40 |groundCH=24, Launch |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_6C.png |caption=Staple launcher off crouching opponents.<br />
|hitboxes=BBCF_Ragna_6C_hitbox1.png;BBCF_Ragna_6C_hitbox2.png |hitboxCaption=Frames 20-21, first hit.\Frames 26-27, second hit.<br />
|notes=<br />
}}<br />
<br />
===3C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=3C |name=<br />
|damage=900 |p1=90 |p2=92 |starter=Long<br />
|level=4 |cancel=SJR |attribute=F |guard=Low |invuln=<br />
|startup=12 |active=3 |recovery=27 |onBlock=-11 |onODR=-15<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=40 |groundCH=Launch |airCH=55 + Down 16<br />
|images=BBCF_Ragna_the_Bloodedge_3C.png |caption=Simple sweep, allows the use of {{MiniMoveCard|game=BBCF|chara=Ragna the Bloodedge|input=22C|label=Not Over Yet}}.<br />
|hitboxes=BBCF_Ragna_3C_hitbox.png |hitboxCaption=Frames 12-14.<br />
|notes=<br />
}}<br />
<br />
===j.A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.A |name=<br />
|damage=300 |p1=80 |p2=80 |starter=Normal<br />
|level=1 |cancel=CSJR |attribute=H |guard=High/Air |invuln=<br />
|startup=7 |active=3 |recovery=9 |onBlock=<br />
|blockstun=11 |blockstop=9 |hitstop=+0 |CHstop=+0<br />
|groundHit=12 |airHit=12 |groundCH=16 |airCH=23<br />
|images=BBCF_Ragna_the_Bloodedge_jA.png |caption=Simple aerial jab.<br />
|hitboxes=BBCF_Ragna_jA_hitbox.png |hitboxCaption=Frames 7-9.<br />
|notes=<br />
}}<br />
<br />
===j.B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.B |name=<br />
|damage=600 |p1=80 |p2=85 |starter=Long<br />
|level=2 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=10 |active=9 |recovery=12 |onBlock=<br />
|blockstun=13 |blockstop=10 |hitstop=+0 |CHstop=+1<br />
|groundHit=14 |airHit=14 |groundCH=18 |airCH=26<br />
|images=BBCF_Ragna_the_Bloodedge_jB.png |caption=Aerial crossup move.<br />
|hitboxes=BBCF_Ragna_jB_hitbox.png;BBCF_Ragna_jB_hitbox2.png;BBCF_Ragna_jB_hitbox3.png |hitboxCaption=Frames 10-12.\Frames 13-15.\Frames 16-18, the hitbox is always the same, Ragna's sprite just slightly changes.<br />
}}<br />
<br />
===j.C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=normal<br />
|input=j.C |name=<br />
|damage=900 |p1=80 |p2=89 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=4 |recovery=26 |onBlock=<br />
|blockstun=16 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=19 |groundCH=22 |airCH=33<br />
|images=BBCF_Ragna_the_Bloodedge_jC.png |caption=Main aerial approach, due to the huge hitbox and high damage.<br />
|hitboxes=BBCF_Ragna_jC_hitbox.png |hitboxCaption=Frames 12-15, veeery slightly disjointed.<br />
|notes=<br />
}}<br />
<br />
==Drive Moves==<br />
===5D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=5D |name=<br />
|damage=500, 600<br/>[500, 660] |p1=100 |p2=94, 84 |starter=Long<br />
|level=5 |cancel=SR<br/>[SR, SRDa] |attribute=B |guard=Mid, All |invuln=<br />
|startup=15 |active=5(12)3 |recovery=29 |onBlock=-11 |onODR=-37<br />
|blockstun=20 |blockstop=6, 13 [6, 16] |hitstop=+0 |CHstop=+8<br />
|groundHit=21 [Launch] |airHit=24, 38 + GBounce + Down 23 |groundCH=30 [Launch] |airCH=43, 57 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5D_1.png;BBCF_Ragna_the_Bloodedge_5D_2.png |caption=&#32;\Valuable in combos, not so much elsewhere<br />
|hitboxes=BBCF_Ragna_5D_hitbox1.png;BBCF_Ragna_5D_hitbox2.png;BBCF_Ragna_5D_hitbox3.png;BBCF_Ragna_5D_hitboxod.png |hitboxCaption=Frames 15-16, first hit\Frames 32-34, second hit\Frames 32-34, Overdrive version<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Fatal Counter;[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===2D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=2D |name=<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=SR<br/>[SRDa] |attribute=F |guard=Low |invuln=<br />
|startup=17 |active=2 |recovery=23 |onBlock=-6 |onODR=-15<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 + GBounce + Down 25 [+ Down 33] |groundCH=Launch |airCH=34 + GBounce + Down 25 [+ Down 33]<br />
|images=BBCF_Ragna_the_Bloodedge_2D.png |caption=Safe when spaced, and can catch fuzzy jumps<br />
|hitboxes=BBCF_Ragna_2D_hitbox.png;BBCF_Ragna_2D_hitbox2.png;BBCF_Ragna_2D_hitboxod.png |hitboxCaption=Normal hitbox\Overdrive hitbox, same height but reaches farther<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];[Frame advantage after earliest Dash Cancel: -2]<br />
}}<br />
<br />
===6D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=6D |name=<br />
|damage=1000 [1100] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=SJR |attribute=H |guard=Mid |invuln=4~20F<br />
|startup=21 |active=3 |recovery=30 |onBlock=-12 |onODR=-27<br />
|blockstun=20 |blockstop=13 [16] |hitstop=+0 |CHstop=+8<br />
|groundHit=Crumple 31 |airHit=25 [40] |groundCH=Crumple 84 |airCH=44 [56]<br />
|images=BBCF_Ragna_the_Bloodedge_6D.png |caption=Great mixup tool, but slow startup<br />
|hitboxes=BBCF_Ragna_6D_hitbox.png;BBCF_Ragna_6D_hitboxod.png |hitboxCaption=Normal version\Overdrive version<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];15~37F in the air;Bonus Proration: 110%;Fatal Counter<br />
}}<br />
<br />
===j.D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=drive<br />
|input=j.D |name=<br />
|damage=740 [814] |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=SJR |attribute=H |guard=High/Air |invuln=<br />
|startup=13 [11] |active=4 |recovery=20 |onBlock=<br />
|blockstun=16 |blockstop=11 [16] |hitstop=+0 |CHstop=+2<br />
|groundHit=17 |airHit=22 [36] |groundCH=Launch |airCH=36 [50]<br />
|images=BBCF_Ragna_the_Bloodedge_jD.png |caption=Gives good lifesteal at the cost of poor damage scaling<br />
|hitboxes=BBCF_Ragna_jD_hitbox.png;BBCF_Ragna_jD_hitboxod.png |caption=Frames 13-16\Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
==Universal Mechanics==<br />
===B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=B+C |name=Forward Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_B+C.png |caption="This'll hurt!"<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===4B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=4B+C |name=Back Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0 |cancel=-, SR |attribute=T |guard=Throw (70) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=-6<br />
|blockstun= |blockstop= |hitstop=0 |CHstop=+0<br />
|groundHit=Launch 60|airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_4B+C.png |caption=Here comes the combo<br />
|hitboxes=BBCF_Ragna_Throw_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===j.B+C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=j.B+C |name=Air Throw<br />
|damage=0, 1500 |p1=100 |p2=50 |starter=Normal<br />
|level=0, 4 |cancel=-, SR |attribute=T |guard=Throw (90) |invuln=<br />
|startup=7 |active=3 |recovery=23 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop=0, 12 |CHstop=+0<br />
|groundHit= |airHit=80 + WBounce |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_jB+C.png<br />
|hitboxes=BBCF_Ragna_AThrow_hitbox.png<br />
|notes=100% minimum damage: 1500<br />
}}<br />
<br />
===6A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=6A+B |name=Counter Assault<br />
|damage=0 |p1=50 |p2=92 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~20 All<br />
|startup=13 |active=3 |recovery=32 |onBlock=-18 |onODR=-21 |onODR=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=19 |groundCH=Launch |airCH=34<br />
|images=BBCF_Ragna_the_Bloodedge_6A+B.png |caption=Same animation as {{clr|B|5B}}, same hitbox<br />
|hitboxes=BBCF_Ragna_5B_hitbox2.png<br />
|notes=180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5A+B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5A+B |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=60 |starter=Normal<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 32/Barrier |invuln=<br />
|startup=20 |active=1 |recovery=25 |onBlock=0 |onODR=-19<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===5[A+B]===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=5[A+B] |name=Crush Trigger<br />
|damage=1000 |p1=80 |p2=100 |starter=Long<br />
|level=3 |cancel=R |attribute=B |guard=Guard Break 60/Barrier |invuln=<br />
|startup=30~60 |active=1 |recovery=25 |onBlock=0 |onODR=-29~-60<br />
|blockstun=24 |blockstop=11 |hitstop=+0 |CHstop=+2<br />
|groundHit=Crumple 50 |airHit=60 + GBounce + Down 23 |groundCH=Crumple 100 |airCH=74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_5A+B.png |caption=Very simple Crush Trigger<br />
|hitboxes=BBCF_Ragna_CT_hitbox1.png;BBCF_Ragna_CT_hitbox2.png<br />
|notes=Lifesteal: 200 (in OD);180F Heat Gauge Cooldown<br />
}}<br />
<br />
===44===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=44 |name=Backdash<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=1~5 All<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Backdash.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Backdash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===AP===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=AP |name=Taunt<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=71 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_Taunt.png<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png<br />
|notes=<br />
}}<br />
<br />
==Special Moves==<br />
===66 Cancel===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=other<br />
|input=66 |name=Dash Cancel<br />
|damage= |p1= |p2= |starter=<br />
|level= |cancel= |attribute= |guard= |invuln=<br />
|startup= |active= |recovery=22 |onBlock= |onODR=<br />
|blockstun= |blockstop= |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_ForwardDash.png |caption=Not the same as his normal dash<br />
|hitboxes=BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===214A===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A |name=Hell's Fang<br />
|damage=900 |p1=80 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=<br />
|startup=15 |active=13 |recovery=26 |onBlock=-4 |onODR=-27<br />
|blockstun=22 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=27 |airHit=40 |groundCH=32 |airCH=55<br />
|images=BBCF_Ragna_the_Bloodedge_214A.png |caption=Leads into very damaging combos with Rapid Cancel<br />
|hitboxes=BBCF_Ragna_Hell's_Fang_hitbox1.png;BBCF_Ragna_Hell's_Fang_hitbox2.png;BBCF_Ragna_Hell's_Fang_hitbox3.png |hitboxCaption=Frames 15-16\Frames 17-27<br />
|notes=27F hitstun on grounded hit;28~46F cancelable into Additional Attack;Immediately enters recovery animation on block or hit<br />
}}<br />
<br />
===214A~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214A~214D |name=Additional Attack<br />
|damage=1000 [1100] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=19 |active=3 |recovery=35 |onBlock=-19 |onODR=-30<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=56 [80 + WBounce] |groundCH=Launch |airCH=71 [95 + WBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_214A~214D.png |caption=Combo ender for corner carry and oki<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];200% Heat Gain;[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B |name=Gauntlet Hades<br />
|damage=800 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=20 |active=7 |recovery=28 |onBlock=-12 |onODR=-28<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 29 |airHit=30 |groundCH=Crumple 58 |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png |caption=Risky overhead<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png |hitboxCaption=These frames will rarely hit\Will hit launched or aerial opponents\Will hit grounded opponents<br />
|notes=30~41F cancelable into Spin Kick;12~41F in the air;Hits crouching Ragna on 24F (frame advantage based on this frame)<br />
}}<br />
<br />
===j.214B===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214B |name=Aerial Gauntlet Hades<br />
|damage=700 |p1=90 |p2=92 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=High/Air |invuln=<br />
|startup=12 |active=9 |recovery=Until L+15 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=30 |groundCH=Launch |airCH=45<br />
|images=BBCF_Ragna_the_Bloodedge_214B.png<br />
|hitboxes=BBCF_Ragna_Gauntlet_Hades_hitbox1.png;BBCF_Ragna_Gauntlet_Hades_hitbox2.png;BBCF_Ragna_Gauntlet_Hades_hitbox3.png<br />
|notes=24F~until landing cancelable into Spin Kick<br />
}}<br />
<br />
===214B~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214B~214D |name=Spin Kick<br />
|damage=800 [880] |p1=100 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=9 |active=4 |recovery=Until L+12 |onBlock=<br />
|blockstun=18 |blockstop=12 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=38 [70] |groundCH=Launch |airCH=53 [85]<br />
|images=BBCF_Ragna_the_Bloodedge_214B~214D.png |caption=Sees lots of love in midscreen combos<br />
|hitboxes=BBCF_Ragna_Spin_Kick_hitbox.png |hitboxCaption=Will always whiff on crouching opponents<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];Launches opponents on hit<br />
}}<br />
<br />
===623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623C |name=C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=Mid |invuln=1~13 All<br />
|startup=9 |active=5, 8 |recovery=39 |onBlock=-28 |onODR=-34<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=14~34F cancelable into Uppercut;12~41F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623C |name=Aerial C Inferno Divider<br />
|damage=600×2 |p1=60 |p2=82×2 |starter=Very Short<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=1~9 All<br />
|startup=5 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623C.png |caption={{clr|C|623C}}, go-to reversal<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=10~30F cancelable into Uppercut;Counter Hit state for entire move;<br />
}}<br />
<br />
===623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623D |name=D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=B |guard=Mid, All |invuln=<br />
|startup=7 |active=5, 8 |recovery=48 |onBlock=-37 |onODR=-41<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;10~49F in the air;Counter Hit state for entire move<br />
}}<br />
<br />
===j.623D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.623D |name=Aerial D Inferno Divider<br />
|damage=600×2 [660×2] |p1=100 |p2=82×2 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=7 |active=5, 8 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 [16] |hitstop=+0 |CHstop=+0<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623D.png |caption={{clr|D|623D}}, gp-to combo ender for damage and knockdown<br />
|hitboxes=BBCF_Ragna_Inferno_Divider_hitbox1.png;BBCF_Ragna_Inferno_Divider_hitbox2.png;BBCF_Ragna_Inferno_Divider_hitbox3.png;BBCF_Ragna_Inferno_Divider_hitbox4.png;BBCF_Ragna_Inferno_Divider_hitbox5.png;BBCF_Ragna_Inferno_Divider_hitbox6.png;BBCF_Ragna_Inferno_Divider_hitbox7.png;BBCF_Ragna_Inferno_Divider_hitbox8.png<br />
|notes=Values in [] are during OD;Lifesteal: 50×2 [75×2];12~32F cancelable into Uppercut;Counter Hit state for entire move<br />
}}<br />
<br />
===623X~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C |name=Uppercut<br />
|damage=460 |p1=100 |p2=92 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=14 |active=3 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=42 |groundCH=Launch |airCH=57<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C.png<br />
|hitboxes=BBCF_Ragna_Upper_hitbox.png<br />
|notes=15~25F cancelable into Straight Punch or Ax Kick<br />
}}<br />
<br />
===623X~236C~236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~236C |name=Straight Punch<br />
|damage=500 |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=15 |active=3 |recovery=Until L+17 |onBlock=<br />
|blockstun=18 |blockstop=24 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=35 + WBounce 30 + WStick 18 |groundCH=Launch |airCH=50 + WBounce 30 + WStick 18<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~236C.png |caption=Corner carry<br />
|hitboxes=BBCF_Ragna_Straight_Punch_hitbox.png<br />
|notes=<br />
}}<br />
<br />
===623X~236C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=623X~236C~214D |name=Ax Kick<br />
|damage=1400 [1540] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=19 |active=4 |recovery=Until L+19 |onBlock=<br />
|blockstun=18 |blockstop=12 |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [60 + GBounce] |groundCH=Launch |airCH=75 [75 + GBounce]<br />
|images=BBCF_Ragna_the_Bloodedge_623X~236C~214D.png |caption=Easy access to knockdown<br />
|hitboxes=BBCF_Ragna_Ax_Kick_hitbox1.png;BBCF_Ragna_Ax_Kick_hitbox2.png<br />
|notes=Values in [] are during OD;Lifesteal: 50 [75]<br />
}}<br />
<br />
===236D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=236D |name=Dead Spike<br />
|damage=900 [900, 300×2] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=RDa |attribute=P1 |guard=All |invuln=<br />
|startup=26 |active=13 [19] |recovery=Total 57 |onBlock=-1 [+9] |onODR=-31<br />
|blockstun=18 |blockstop=0/+12<br/>[0/+6] |hitstop=+12 [+6] |CHstop=+17 [+11]<br />
|groundHit=Launch |airHit=36 |groundCH=Launch |airCH=51<br />
|images=BBCF_Ragna_the_Bloodedge_236D.png |caption=Beefy projectile for resetting pressure<br />
|hitboxes=BBCF_Ragna_236D_Hitbox_Relative.png;BBCF_Ragna_Dead_Spike_hitbox1.png;BBCF_Ragna_Dead_Spike_hitbox3.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [50×3];33~45F dash cancelable;Frame advantage after earliest dash cancel: +2 (+12 in OD);Counter Hit state until 33F<br />
}}<br />
<br />
===214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=214D |name=Blood Scythe<br />
|damage=1250 [1375] |p1=80 |p2=84 |starter=Long<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=5~16 BFP<br />
|startup=37 |active=3 |recovery=15 |onBlock=+3 [+7] |onODR=-28<br />
|blockstun=20 [24] |blockstop=16 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=28 + Slide 12 [+ GBounce 60] |groundCH=Launch |airCH=47 + Slide 12 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150];5~46F in the air;Fatal Counter<br />
}}<br />
<br />
===j.214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214D |name=Aerial Blood Scythe<br />
|damage=1000 |p1=80 |p2=84 |starter=Normal<br />
|level=5 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=21 |active=4 |recovery=Until L+14 |onBlock=<br />
|blockstun=20 |blockstop=13 |hitstop=+0 |CHstop=+8<br />
|groundHit=Launch |airHit=60 + Slide 15 [+ GBounce 60] |groundCH=Launch |airCH=76 + Slide 15 [+ GBounce 60]<br />
|images=BBCF_Ragna_the_Bloodedge_214D.png |caption=Ground version is very slow but advantageous, air version is great for corner carry<br />
|hitboxes=BBCF_Ragna_Blood_Scythe_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 100 [150]<br />
}}<br />
<br />
===j.214C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C |name=Nightmare Edge<br />
|damage=480×N |p1=80 |p2=79 |starter=Long<br />
|level=3 |cancel=R |attribute=H |guard=All |invuln=<br />
|startup=17 |active=2, [4]×N(2)2 |recovery=20 |onBlock=-5<br />
|blockstun=16 |blockstop=11, 2×N, 11 |hitstop=-1, -1×N, -7 |CHstop=+2, +1×N, +2<br />
|groundHit=17×N, Launch |airHit=60 + GBounce×N, 60 + GBounce + Down 23 |groundCH=22×N, Launch |airCH=74 + GBounce×N, 74 + GBounce + Down 23<br />
|images=BBCF_Ragna_the_Bloodedge_j214C.png |caption=Main air combo ender, provides good oki<br />
|hitboxes=BBCF_Ragna_Nightmare_Edge_hitbox1.png;BBCF_Ragna_Nightmare_Edge_hitbox2.png;BBCF_Ragna_Nightmare_Edge_hitbox3.png;BBCF_Ragna_Nightmare_Edge_hitbox4.png<br />
|notes=After landing 1~14F cancelable into Additional Attack<br />
}}<br />
<br />
===j.214C~214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=j.214C~214D |name=Additional Attack<br />
|damage=1200 [1320] |p1=100 |p2=82 |starter=Long<br />
|level=4 |cancel=R [RDa] |attribute=B |guard=All |invuln=<br />
|startup=12 |active=3 |recovery=33 |onBlock=-17 |onODR=-21<br />
|blockstun=18 |blockstop=16 [20] |hitstop=+0 |CHstop=+5<br />
|groundHit=Launch |airHit=60 [80 + WBounce] |groundCH=Launch |airCH=75 [95 + WBounce<br />
|images=BBCF_Ragna_the_Bloodedge_j214C~214D.png |caption=Trades oki for damage, lifesteal, and corner carry<br />
|hitboxes=BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png<br />
|notes=Values in [] are during OD;Lifesteal: 200 [300];[Frame advantage after earliest Dash Cancel: -4]<br />
}}<br />
<br />
===22C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=special<br />
|input=22C |name=Not Over Yet<br />
|damage=0, 1110 |p1=100 |p2=100, 92 |starter=Long<br />
|level= |cancel=-, SRDa 0, 4 |attribute=T |guard= |invuln=<br />
|startup=11 |active=8 |recovery=11 |onBlock=<br />
|blockstun= |blockstop= |hitstop=0, 18 |CHstop=+0<br />
|groundHit=Launch |airHit=30 + Slide 39 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_22C.png |caption=Great corner carry, as well as use in corner combos<br />
|hitboxes=BBCF_Ragna_Not_Over_Yet_hitbox.png<br />
|notes=2nd hit has 0% Heat Gain<br />
}}<br />
<br />
==Distortion Drives==<br />
===632146D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=632146D |name=Carnage Scissors<br />
|damage=1250, 3200<br/>[1250, 3200, 320×4] |p1=80 |p2=82 |starter=Normal<br />
|level=4 |cancel=R |attribute=B |guard=All |invuln=1~18 All<br />
|startup=9+(40 Flash)+4~12 |active=2(38)4<br/>[2(38)4,1,1,1,1] |recovery=58 |onBlock=-43 [-40] |onODR=-27~-35<br />
|blockstun=18 |blockstop=12,6<br/>[12,6,5×4] |hitstop=+0 |CHstop=+5<br />
|groundHit=Crumple 42, Launch |airHit=90 + GBounce, 90 [×5] |groundCH=Crumple 84, Launch |airCH=105 + GBounce, 105 [×5]<br />
|images=BBCF_Ragna_the_Bloodedge_632146D.png |caption=Kill confirm super, plus lifesteal and corner combos in Overdrive<br />
|hitboxes=BBCF_Ragna_Carnage_Scissors_hitbox1.png;BBCF_Ragna_Carnage_Scissors_hitbox2.png<br />
|notes=Values in [] are during OD;20% minimum damage: 890 [1146];Lifesteal: 300 [200, 100×4];Can cancel 2nd hit by holding down D button (must input D on frame 21 of recovery after first hit to trigger);Start-up after super freeze varies based on distance from opponent;Start-up/Active/Recovery becomes 9+4~12/2/37 if button is held after 1st attack;First hit when D button is held is -20 on block, which is also the actionable gap between the two hits for the opponent;Counter Hit state for entire move<br />
}}<br />
<br />
===214214D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=super<br />
|input=214214D |name=Devoured by Darkness<br />
|damage=0, 4000 [0, 5000] |p1=80 |p2=100, 25 |starter=Very Short<br />
|level=4 |cancel=R |attribute=B |guard=All [Unblockable] |invuln=1~16 All<br />
|startup=13+(30 Flash)+12 |active=3 |recovery=55 |onBlock=-39 |onODR=-56<br />
|blockstun=18 |blockstop=10 |hitstop=10, 14 |CHstop=+0<br />
|groundHit=Launch |airHit=100 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_214214D_1.png;BBCF_Ragna_the_Bloodedge_214214D_2.png<br />
|hitboxes=BBCF_Ragna_Devoured_by_Darkness_hitbox.png<br />
|notes=Values in [] are during OD;25% minimum damage: 1000 [1250];Lifesteal: 500 [1000];Counter Hit state for entire move<br />
}}<br />
<br />
==Exceed Accel==<br />
===A+B+C+D===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=exceed accel<br />
|input=A+B+C+D |name=Seed of Tartarus<br />
|damage=600, 2450 {600, 700×4, 2450} |p1=100 |p2=100 |starter=Long<br />
|level=4| |cancel= |attribute=B |guard=All |invuln=1~22 All<br/>[1~12 All]<br />
|startup=20 [10] |active=3 |recovery=34 |onBlock=-10 |onODR=-30 [-20]<br />
|blockstun=26 |blockstop=20 |hitstop=20, 12 {20, 5×4, 20} |CHstop=+5<br />
|groundHit=Launch |airHit=60 + WBounce + Down 23 |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_A+B+C+D_1.png;BBCF_Ragna_the_Bloodedge_A+B+C+D_2.png<br />
|hitboxes=BBCF_Ragna_EA_hitbox.png |hitboxCaption=Same animation as {{clr|D|5D}}'s second hit, but different hitbox<br />
|notes=Values in [] are when canceled into or immediately after activating OD;Values in {} are during Active Flow;10% minimum damage: 305 {585+58}<br />
}}<br />
<br />
==Astral Heat==<br />
===2141236C===<br />
{{MoveData-BBCF |character=Ragna the Bloodedge |type=astral<br />
|input=2141236C |name=Black Onslaught<br />
|damage=0, 2100×6, 300×8, 15000 |p1=100 |p2=94 |starter=Long<br />
|level=5 |cancel= |attribute=B |guard=All |invuln=1~19 All<br />
|startup=3+(75 Flash)+15 |active=2 |recovery=24 |onBlock=-11 |onODR=-17<br />
|blockstun=20 |blockstop=60/-6 |hitstop= |CHstop=<br />
|groundHit= |airHit= |groundCH= |airCH=<br />
|images=BBCF_Ragna_the_Bloodedge_2141236C_1.png;BBCF_Ragna_the_Bloodedge_2141236C_2.png |caption=''"I'll show you... the power of the Azure!"''\''"There is no hell, only darkness"''<br />
|hitboxes=BBCF_Ragna_Black_Onslaught_hitbox.png<br />
|notes=180F Heat Gauge Cooldown;Counter Hit state for entire move;100% minimum damage: 30000<br />
}}<br />
<br />
==Category==<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=319497BBCF/Ragna the Bloodedge2022-08-25T18:44:05Z<p>Skivva: /* Overview */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him a round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_5A.png |Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5A_hitbox.png |Frames 5-7.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_5B.png |Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5B_hitbox1.png |Frames 8-9, short range.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5B_hitbox2.png |Frames 10-12, fully extends.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
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, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as [[BBCF/Izanami|Izanami]] with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_5C.png |The slower, but longer alternative to {{clr|B|5B}}.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5C_hitbox.png |Frames 13-16.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_2A.png |The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2A_hitbox.png |Frames 7-8.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_2B.png |Fast low, and can also be used as a footsie.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2B_hitbox.png |Frames 9-10.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_2C.png |Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2C_hitbox.png |Frames 12-14.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_6A.png |Staple but reliable anti-air, featuring extremely fast head invuln.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6A_hitbox1.png |Frame 12.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6A_hitbox2.png |Frames 13-15, hits higher.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_6B.png |Decent overhead, but great for combos.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6B_hitbox1.png |Frames 24-25.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6B_hitbox2.png |Frames 26-27.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_6C.png |Staple launcher off crouching opponents.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6C_hitbox1.png |Frames 20-21, first hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6C_hitbox2.png |Frames 26-27, second hit.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_3C.png |Staple trip move, allows the use of Not Over Yet.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_3C_hitbox.png |Frames 12-14.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jA.png |Simple aerial jab.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jA_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jB.png |Aerial crossup move.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jB_hitbox.png |Frames 10-12.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jC.png |Main aerial approach, due to the huge hitbox and high damage.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jC_hitbox.png |Frames 12-15.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_5D-1.png |<br />
BBCS_Ragna_5D-2.png |Valuable in combos, not so much elsewhere.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5D_hitbox1.png |Frames 15-16, first hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5D_hitbox3.png |Frames 32-34, second hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5D_hitboxod.png |Frames 32-34, Overdrive version.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_2D.png |Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2D_hitbox.png |Frame 17.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2D_hitboxod.png |Frame 17-18, Overdrive version.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_6D.png |Great mix-up potential, but has slow start-up.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6D_hitbox.png |Frames 21-23.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6D_hitboxod.png |Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jD.png |Gives good lifesteal, at the cost of damage scaling.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jD_hitbox.png |Frames 13-16.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jD_hitboxod.png |Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_F_Throw.png |"This will sting!"<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Throw_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_BThrow.png |Here comes the combo.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Throw_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|B|j.B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_AThrow.png |Who said you could jump?<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_AThrow_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Counter_Assault.png |Same animation as {{clr|B|5B}}, with the same hitbox.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5B_hitbox2.png |Frames 13-15.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
{{CloseCard}}<br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Ragna_CrushTrigger.png |A Crush Trigger that is as basic as you can get.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_CT_hitbox1.png |Charge...<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_CT_hitbox2.png |... and release.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Taunt</big>===<br />
<span class="input-badge">'''{{clr|8|AP}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Taunt.png |"You're kidding, right?"<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |If only his taunt was cooler...<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="AP"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
<span class="input-badge">'''66 after specific moves'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_ForwardDash.png |Not the same as his normal dash.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |He runs.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="66 Cancel"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|D|236D}} on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
{{CloseCard}}<br />
<br />
===<big>Hell's Fang</big>===<br />
<span class="input-badge">'''{{clr|A|214A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_HellsFang.png |Leads into very damaging combos with Rapid Cancel.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Hell's_Fang_hitbox1.png |Frames 15-16.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Hell's_Fang_hitbox2.png |Frame 17 and onward.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
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 {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
{{CloseCard}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Hell's Fang'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS Ragna 214A~214D.png |Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |Frames 19-21.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
{{CloseCard}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
<span class="input-badge">'''{{clr|B|214B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_GauntletHades.png |A risky overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Gauntlet_Hades_hitbox1.png |You'll rarely see these frames hitting.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Gauntlet_Hades_hitbox2.png |These frames will hit launched or airborne opponents.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Gauntlet_Hades_hitbox3.png |These frames will hit grounded opponents.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214B" or input="j.214B")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Spin Kick</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Gauntlet Hades'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Spin_Kick.png |Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Spin_Kick_hitbox.png |Frames 9-12, will always whiff crouchers.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214B 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Inferno Divider</big>===<br />
<span class="input-badge">'''{{clr|C|623C}}/{{clr|D|D}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_C_Inferno_Divider.png |{{clr|C|623C}} is your go-to reversal.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_D_Inferno_Divider.png |{{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Inferno_Divider_hitbox1.png |First hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Inferno_Divider_hitbox5.png |Second hit.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C" or input="623D" or input="j.623D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
{{CloseCard}}<br />
<br />
===<big>Uppercut</big>===<br />
<span class="input-badge">'''{{clr|C|236C}} after Inferno Divider'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_Upper.png |Otherwise known as "that one in the middle."<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Upper_hitbox.png |Man, how does this whiff...<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C 236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Straight Punch</big>===<br />
<span class="input-badge">'''{{clr|C|236C}} after Uppercut'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_Straight.png |For when you're otherwise just out of corner's reach.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Straight_Punch_hitbox.png |Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C 236C 236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Ax Kick</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Uppercut'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_AxKick.png |Ragna's most universal form of knockdown.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Ax_Kick_hitbox1.png |This'll usually hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Ax_Kick_hitbox2.png |But if it doesn't, the later active frames have your back.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C 236C 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
{{CloseCard}}<br />
<br />
===<big>Dead Spike</big>===<br />
<span class="input-badge">'''{{clr|D|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Ragna_DeadSpike.png |A beefy projectile used for resetting pressure.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Dead_Spike_hitbox1.png |Ragna's hurtbox during active frames.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Dead_Spike_hitbox3.png |The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
{{CloseCard}}<br />
<br />
===<big>Blood Scythe</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Ragna_BloodScythe.png |Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Blood_Scythe_hitbox.png |That's a lot of red boxes.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="j.214D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
{{CloseCard}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
<span class="input-badge">'''{{clr|C|j.214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_NightmareEdge.png |Main aerial combo ender, and provides solid okizeme.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Nightmare_Edge_hitbox1.png |Initial hit, space well to make the final hit whiff.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Nightmare_Edge_hitbox2.png |Variable hits based on height from the ground and distance from the opponent.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Nightmare_Edge_hitbox4.png |Landing strike, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
{{CloseCard}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Nightmare Edge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_NightmareEdgeFollowUp.png |Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |Frames 12-14.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214C 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>Not Over Yet</big>===<br />
<span class="input-badge">'''{{clr|C|22C}} near downed opponent'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_NotOverYet.png |Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Not_Over_Yet_hitbox.png |Frames 11-18.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
<span class="input-badge">'''{{clr|D|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_CarnageScissors.png |Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Carnage_Scissors_hitbox1.png |Actually an anti-air (trust me).<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Carnage_Scissors_hitbox2.png |Second hit, hold D to cancel.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
{{CloseCard}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
<span class="input-badge">'''{{clr|D|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_DevouredByDarkness.png |What's yours is mine!<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_DevouredByDarkness2.png |The eye slowly opens as the attack progresses.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Devoured_by_Darkness_hitbox.png |Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Seed_of_Tartarus.png |<br />
BBCF_Ragna_the_Bloodedge_Seed_of_Tartarus2.png |Just hold Overdrive and pray.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_EA_hitbox.png |Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
<span class="input-badge">'''{{clr|C|2141236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_BlackOnslaught.png |"''I’ll show you… '''the power of the Azure!'''"'' <br />
BBCS_Ragna_BlackOnslaught2.png|''"There is no hell, only darkness."''<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Black_Onslaught_hitbox.png | "More Hitboxes, More Instant Kill" - Mori (probably)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2141236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Iron_Tager&diff=319184BBCF/Iron Tager2022-08-24T20:27:06Z<p>Skivva: /* Overview */ Added 360A to fastest ground abare. It is his fastest meterless option on the ground, and will be relevant often.</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Tager is Blazblue's resident '''grappler''' who uses powerful command throws and guard point moves to deal high damage combos. Tager has very '''low mobility'''; He can't forward dash, and he can't double jump or air dash. However, Tager has a couple of things going for him. For one, he's a walking tank with the '''highest health''' in the game. Additionally, he has an amazing backdash with long invulnerability and can use some of his guard point attacks to close in against certain moves. Lastly, Tager has his Drive. Tager's Drive gives him the ability to magnetize his opponents in order to pull them towards him. With it, he can drag opponents into his attacks and open up new combo options for better damage. Once in, Tager's command grabs and '''high damage''' can mix up his opponent and take rounds.<br />
<br />
As a low mobility grappler, Tager struggles against characters with strong neutral and low committal offense. His huge hurtbox also opens up unique combo options and mixups for the cast. Tager relies on reading his opponents and calling out their attacks with his command grabs. Thankfully, Tager's Distortion Drives (especially with Overdrive) can create huge momentum swings in his favor. With patient play and good fundamental defense, Tager can turn the tide on anyone and run his game.<br />
|lore= Iron Tager is a Sector Seven professor who has been mechanically enhanced to perform field-work. Originally the leader of a Sector Seven assault team sent to retrieve Nirvana in the 4th Hierarchical City of Naobi, Tager suffered a mortal wound during the mission, and due to being the only survivor, was forced to withdraw. He was revived as an enormous cyborg by Kokonoe, whom he pledged loyalty to afterward. After his revival, he bears a similar resemblance to a demon, which resulted in him dubbed as the "Red Devil of Sector Seven". He is feared by many, but in truth he is very calm and calculated, only engaging in violence when necessary.<br />
|quote= <br />
|summary= is a low mobility grappler with the ability to magnetize and pull in opponents.<br />
|pros=<br />
*'''Very Threatening Up-Close:''' Tager excels in close-range offense. His damaging combos, tick throw setups, and reset traps make him a fright to deal with when he gets in. <br />
*'''Good Damage:''' Many of Tager's combos are easy to land and provide good damage, allowing him to win off of relatively few interactions.<br />
*'''Strong Punishes:''' Tager has a very invincible backdash to avoid committal options, and smart use of Instant Blocking can allow for damaging command throw reversals.<br />
*'''Magnetism:''' Tager's Drive can be used to extend combos for higher damage, and allows him to set up dangerous reset traps.<br />
|cons=<br />
*'''Limited Mobility:''' Tager has no run, double jump, or air dash, making approaches difficult and unorthodox (especially against zoners).<br />
*'''Risky Defense:''' With no meterless reversal, unreliable anti-air options, and a slow 7f {{clr|A|5A}}, Tager needs to be very careful and patient on defense.<br />
*'''Momentum Heavy:''' Without magnetism, Tager has a hard time getting in, and his gameplan has to revolve around getting magnetism.<br />
*'''Big Hurtbox:''' Tager is susceptible to fuzzy/unblockable setups and character-specific combos.<br />
*'''Magnetism:''' Magnetism can sometimes work against Tager, pulling foes in to confirm an attack they might have whiffed otherwise.<br />
| fastestAttack = [[#Genesic Emerald Tager Buster|720C]] (5F)<br/>[[#Gigantic Tager Driver|360A]] (6F)<br/>[[#5A|5A]] (7F)<br />
| reversal = [[#Magna Tech Wheel|236236B]] (19F)<br/>[[#Genesic Emerald Tager Buster|720C]] (5F)<br />
| fatalStarter = [[#6C|6C]]<br/>[[#j.2C|j.2C]]<br/>[[#2D|2D]]<br />
|unique_mechanic1_name= Drive: Voltic Battler<br />
|unique_mechanic1=<br />
Tager can magnetize opponents for a small duration by landing certain attacks on hit or block. If the opponent is already magnetized and gets hit by an attack with magnetism, the duration stacks (max 1000F). The magnetism duration normally reduces at a rate of 1 point per frame, but if Tager's opponent is in hitstun, the rate halves to 1 point per 2 frames (when they perform a tech, the rate goes back to normal). Magnetism duration does not decrease during superflash or hitstop.<br/><br />
<br/><br />
When the opponent is magnetized, certain attacks will pull in the opponent. All Drive moves, as well as {{clr|A|6A}}, {{clr|A|360A}}/{{clr|B|B}}, {{clr|C|623C}}, {{clr|C|j.360C}}, and Distortion Drives, will pull in magnetized opponents. Each move attracts differently and for different durations, and they may pull in airborne and grounded opponents differently. For example, Atomic Collider strongly attracts airborne opponents, but does not affect standing or crouching opponents at all. The forces are noted in the frame data. Typically attractive moves start their attraction early on during startup and end during the active frames. Magnetism pulls do not affect a player's ability to perform moves since it doesn't directly cause any kind of hitstun, however it can mess up spacing and force players to land earlier or later than normal, causing some unpredictable and sometimes amusing effects. <br/><br />
<br/><br />
In all cases, players performing Distortion Drives and executing throws that have successfully connected are completely unaffected by magnetism.<br/><br />
<br/><br />
Tager's magnetism cannot force enemies into an airborne state if they're currently grounded, enemies doing any kind of ground tech also cannot be pulled vertically, even though emergency techs are considered airborne and can be pulled sideways surprisingly fast<br/><br />
<br/><br />
In addition to magnetism, Tager has an extra gauge: the Electricity Meter. This gauge fills up at 1 point per frame (freezes during hitstop and superflash) and has a maximum of 1000 points. When the gauge is full, Tager can use the Spark Bolt attack.<br />
|unique_mechanic2_name= Overdrive: Voltic Field<br />
|unique_mechanic2=<br />
Unlike most other overdrives, Tager's focuses more on taking advantage during neutral, with much stronger methods of applying and keeping magnetism. This isn't to say that it doesn't boost his combo damage, but this is limited to just what the overdrive cancel allows and greatly enhanced distortion drives, rather than boosted normals.<br />
<br />
*All normal drive moves all gain projectile guardpoints as well as attribute specific guardpoints depending on the move <br />
*Spark Bolt Gauge fills up four times as fast<br />
*All moves that apply magnetism apply the maximum amount on hit or block<br />
*Distortion Drives are enhanced (more information below)<br />
*While grounded and not in hitstun, magnetized opponents are constantly pulled towards Tager with a velocity of 2,000u/F (about 2/5 of average backwalking speed, so basically not much).<br />
<br />
|unique_mechanic3_name= Unique Mechanic: 360 inputs<br />
|unique_mechanic3=<br />
While not completely unique to Tager, he has the largest number of special inputs that involve performing at least one full rotation of the direction stick before inputting a button. If you aren't familiar with these from other games, it's important to know the following:<br />
<br />
*You do not need to do a full circle. Instead what you need to do all four cardinal directions in sequence, so 4268 is a valid 360 input. Diagonal inputs are ignored entirely.<br />
*360 Inputs have a 30F input window, 720 has 45F and 1080 has 75F. This timer counts from the moment you ''leave'' the first input.<br />
*Moves that require multiple spins require them to be in sequence and in the same direction. 42684268 is a valid 720 motion, 42686248 is not.<br />
*The starting point and the direction of the spin is not important.<br />
*Spin inputs have a higher input priority than 236 or 623 inputs (So try to do these motions neatly if you don't want a 360 instead).<br />
<br />
This may feel unintuitive, since pressing upwards will usually make Tager jump, so there are some useful tricks to know:<br />
<br />
*Jump startup may be special cancelled, therefore performing 4268A or 6248A quickly enough will allow you to perform 360A from a standing start. This can be done with a 720 spin, but it's extremely hard to do.<br />
*You can also avoid jumping by doing the spin when Tager can't jump anyway (Known as "Buffering" the move). This includes:<br />
**During Tager's own moves.<br />
**While in the air, since Tager has no double jump<br />
**While blocking or being hit<br />
**During super pauses, especially overdrive activation<br />
<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_5A.png |Slow, but does everything.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_5A_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Surprisingly large hitbox; hits crouching, low-dashing and even tech-rolling characters with ease.<br />
*Cannot self cancel, even on hit<br />
*Useful for setting up tick throws<br />
*One of Tager's few jump-cancelable normals.<br />
Tager's 5A is a good poke, and can even lead to decent damage. While it's not as fast as the average jab, its neutral frame advantage and generally large size gives it many uses including to set up tick throws.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_5B.png |Fast low, versatile tool<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_5B_Hitbox.png| Can hit surprisingly high up<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*One of Tager's few jump-cancelable normals.<br />
*Fundemental part of the low/throw mixup, but beware of normals that avoid both.<br />
<br />
{{clr|B|5B}} is a very important normal for its use in low/throw mixups. It has similar uses to {{clr|B|2B}}, and while it's slower and deals slightly less damage, its larger hitbox and numerous cancel options make it more useful for blockstrings and combos.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_5C.png |Chops! Tager's best starter<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_5C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*High proration, strongest combo starter.<br />
*Hitting with the tip of the attack normally doesn't lead to any combos outside of Spark Bolt followup.<br />
A decent poke, an excellent starter if you land it up close and also a nice high damage combo filler, basically everything you want in a {{clr|C|5C}} with the exception that if often pushes the opponent away too far for comboing followups unless it's a counterhit. If you know a counterhit is guarenteed, follow it up with {{clr|C|6C}} to lead into some truly nasty damage.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_2A.png |Kind of an anti-air<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_2A_Hitbox.png|Low profile hitboxes<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
Like a slower {{clr|A|5A}} with fewer cancel options but a lower profile and much more disjointed hitbox (Tager's arm has no hurtbox during the move, unlike {{clr|A|5A}}), {{clr|A|2A}} sees some use as a ghetto anti air and a mashable button, since it can self cancel up to three times but {{clr|A|5A}} cannot self cancel at all. As an anti-air it's a bit weak since it requires a rather fast reaction to jump cancel into the followup combo, but it's still useful for disrupting your opponent's pressure nonetheless.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_2B.png |The monkey kick that's surprisingly fast and safe<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_2B_Hitbox.png| Good hitbox for catching tech rolls and other pass-throughs<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*After doing {{clr|B|2B}} > {{clr|B|5B}} >{{clr|B|2B}} you cannot cancel into {{clr|B|5B}} again for that string.<br />
In previous iterations, {{clr|B|5B}} and {{clr|B|2B}} were pretty interchangable, however {{clr|B|2B}}'s use has now moved from being a combo tool to being a very safe low poke when up close. It has a very nice frame advantage making it ideal for setting up Wedge catapault attempts, deliberate whiffs on techs and other shenanigans. {{clr|B|2B}}'s relatively short range limits its use to just an oki tool in many cases since it's not easy or practical for Tager to close in unimpeded most of the time.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_2C.png |Risky anti-air, mostly combo filler<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_2C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*High risk, high reward anti-air.<br />
*Long recovery time, extremely dangerous to whiff.<br />
*Small amound of head invulnerability.<br />
*Good vertical reach, but poor horizontal reach.<br />
Tager's 2C mostly sees use in combos, usually following 6A. Due to its abysmal recovery, it's generally not a good idea to use unless you're certain it will hit.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Tager_6A.png |Pose when delaying the move...<br />
BBCS_Tager_6A.png |And release<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_6A_1_Hitbox.png|Frames 19-22<br />
BBCF_Iron_Tager_6A_2_Hitbox.png|Frames 23-25<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6[A]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hold button to delay. <br />
*Move is attractive to magnetized opponents throughout its startup and active frames, including if you delay the move. <br />
*Armor throughout the charge animation against Body, Head and Projectile attacks. Somewhat uniquely, attacks against {{clr|A|6A}}'s armor will still deal half of their base damage to Tager (And can still end the round).<br />
*Negative knockback, opponents are knocked towards you when it connects in any way. Floor slides at Tager's feet on air hit.<br />
*Large hitbox that encompasses the spark around Tager's hand, overall reach slightly larger than {{clr|C|5C}}.<br />
*Tager's only normal that can cancel into his command throws.<br />
<br />
Tager's {{clr|A|6A}} is a very good multi-purpose tool. It brings the opponent closer to him, allowing him to start close range pressure and grab mixup. It also is a very good combo tool that removes the need to dash or jump cancel like other characters would need to. Usually in combos it gets used after a {{clr|C|5C}}, a link which eventually fails during long combos. Other times include after Sledgehammer B, Back throw and, with some timing, Spark bolt and {{clr|D|j.D}}.<br />
<br />
This move also has a strange property where the ground-sliding animation and untech time lasts MUCH longer when the opponent is hit by this at a low height. The untech time is long enough to allow combos of all kinds. The normal version will generally only combo into {{clr|C|2C}}, {{clr|B|6B}} and {{clr|A|236A}} but if you get the long-untech time version, {{clr|A|6A}} will combo into {{clr|B|236B}}, {{clr|C|6C}}, and Crush Trigger as well, allowing a lot of combo possibilities. You'll want to learn this timing to get maximum damage combos, especially after Spark Bolt.<br />
----<br />
Charging {{clr|A|6A}} simply extends the armor frames and attractive time allows you to delay the attack for a bit more damage. Charging fully is generally useless, except if you read that a hit is coming and you want to guard point through it.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_6B.png<br />
BBCS Tager 6B 2.png |Good tool for calling out low attacks<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_6B_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can cancel into itself once.<br />
*Forces crouching on standing hit allowing combos into {{clr|A|236A}} (And {{clr|D|5D}} on fatal combos)<br />
*Hard knockdown on air hit. Combos into A Sledge and Gadget finger but not {{clr|C|2C}} with a few exceptions.<br />
*Has foot invulnerability on start-up, allowing you to counter low hitting pressure.<br />
*Moves Tager forward slightly.<br />
<br />
{{clr|B|6B}} is an important tool thanks to its foot invulnerability. Since Tager's armored moves lose to low attacks, this can be used to call out those moves. On counterhit, {{clr|B|6B}} combos into {{clr|C|6C}}, leading to massive damage.<br />
<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_6C.png|Long range overhead. SMASH!!<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_6C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter.<br />
*Jump cancelable on hit, but not on block.<br />
*Tager's only real overhead, but basically useless as a mixup tool due to its massive tell and slow startup. <br />
*Ground Bounces.<br />
*110% Bonus Proration.<br />
<br />
Can be used as a poke at large distances, but it extends Tager's hurtbox forward thus it can can be stuffed and its hitbox doesn't extend as high as you might think, making it only really able to catch jumpouts. {{clr|D|5D}} is generally a much safer option. Inside combos however it's a very useful tool to boost damage, especially in the corner where you can loop it with {{clr|D|5D}} to pile on the damage and magnetism. <br />
<br />
<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_3C.png |This is where the fun begins.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_3C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Massive untech time, allowing Tager to hit his opponent and then lift them unto the air with a whiffed Atomic Collider to continue the combo. <br />
*Hitting with {{clr|C|3C}} at any point in the combo enables using Gadget Finger for that combo, even if they never hit the floor.<br />
*Hard knockdown on grounded counterhit, even if you fling them into the air first (They'll eventually air tech if you fling them for too long).<br />
*Surprisingly large vertical hitbox for a sweep attack.<br />
*110% Bonus Proration.<br />
<br />
Tager's {{clr|C|3C}} is a useful tool since it starts a lot of his magnetized combos. The untech time is long enough to combo {{clr|C|3C}} > {{clr|C|623C}} whiff > {{clr|C|5C}} and can net you 3K off a simple interaction. It's a great poke as well, extending almost as far as {{clr|C|5C}} and coming out a bit faster, and it can also be used at the end of shorter combos to get magnetism with {{clr|D|22D}}.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_jA.png |The best move nobody uses<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_jA_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Useful air to air poke, much larger range than other j.As<br />
*Combo filler needed when using {{clr|A|5A}}'s or {{clr|A|2A}}'s jump cancel to make a combo.<br />
<br />
A fantastic but often overlooked move, used to win air to air battles, particularly ones your opponent didn't expect when trying to jump-in towards you. If you do it early enough in your jump, a counterhit {{clr|A|j.A}} can chain into {{clr|D|j.D}} for some nice combos.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_jB.png |Go-to jump-in and decent air-to-air<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_jB_Hitbox.png| Not distjointed, won't clash with anti-airs.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cross-up tool<br />
*Ground bounces on counterhit against airborne opponents.<br />
**Ground bounce adjusts with height, allowing you to use the same followups from various starting heights.<br />
*General purpose jump in attack with a huge active time.<br />
<br />
Extremely useful air button. It has generous active frames and leads to decent damage in most combos. It has a long whiff recovery, however, so don't throw it out too carelessly.<br />
<br />
{{clr|B|j.B}} can also be used for a safejump after Atomic Collider. This keeps the opponent closer than Gadget Finger and thus allows for more immediate pressure, but beware it will lose to reversals that come out before frame 7.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_jC.png |Forward momentum, good for closing in<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_jC_Hitbox.png| Surprisingly deep hitbox inside Tager, catches more than you think.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Adds a small amount of forwards momentum to Tager.<br />
*Hitbox covers most of Tager's arms.<br />
*Relatively fast recovery.<br />
<br />
*Has a tendency to clash in air footsies.<br />
*Long untech time on a counterhit, usually possible to land and pick up the combo.<br />
*Hitbox also covers most of Tager's arms, making it a reasonable jump-in move.<br />
*Quite decent recovery, advantageous in air to air situations.<br />
<br />
{{clr|C|j.C}} is a very useful tool for Tager. It gives Tager forward momentum, so it can be used as a ghetto approach option combined with {{clr|A|j.63214A}}<br />
<br />
This move also works well as an air-to-air since the hitbox covers most of Tager's hurtbox. On Counter Hit, it's usually possible to land and pick up the combo with {{clr|C|5C}}.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|j.2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_j2C.png |The anti-anti-air<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_j2C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Ends all air momentum on startup, Tager falls straight down once the move goes active.<br />
*Has a fast startup version when used very close to the ground.<br />
<br />
The fatal counter move you will most likely actually get a counterhit with, {{clr|C|j.2C}} is a useful punish tool for when you successfully jump out of ground pressure. You can also use it to delay your jump-in momentum to call out anti-air attacks, but you won't get a counterhit that way usually, on hitting a grounded opponent, you usually only have time for Gadget Finger, if at all, but you can rapid cancel the fall to eliminate the landing recovery and pick the combo up with {{clr|B|5B}}. It's still very risky however, since it's very punishable on block.<br />
<br />
In combos this move is very frequently used after {{clr|C|6C}} to bring the opponent back down to earth. Ensure you hit them with Tager as low as you can to give yourself time to recover and use {{clr|B|5B}} or {{clr|C|3C}}.<br />
<br />
The quick start up version seems to be a bug that was deliberately left in the game where the game cancels much of the startup into the landing animation (which has some active frames). This quick version is useful for getting surprise fatal counters on jump ins, and is also quite safe. However its use is very limited due to the rather precise height you need to be to activate it. Bizarrely enough it's still an overhead when you do this.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_5D.png |The punch of science.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_5D_1_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Causes stagger on grounded CH, allowing for followups.<br />
*Blows opponent away on air hit, and causes floorslide.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
<br />
{{clr|D|5D}} is a massive poke that magnetizes the opponent and can lead to good damage. On counter hit, it can combo into {{clr|B|360B}} just outside of max range or {{clr|A|6A}} at any range. It's also possible to follow up with Spark Bolt from any hit, including air hit if you're fast enough. As a combo ender, it can also be canceled into {{clr|D|214D}} for a quick Spark Bolt charge.<br />
<br />
However, this move has a fairly long startup. Don't abuse this move, or you'll eat painful counter hits yourself.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_2D.png |Plus on block, but slow and risky.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_2D_Hitbox.png|Smaller than you might think.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Fatal Counter<br />
*Magnetises for 300F (1000F in Overdrive)<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Recovery starts immediately after the move connects, so frame advantage is always the same.<br />
*Gains Foot and Projectile guardpoint during Overdrive<br />
**Attacks do not cause hitstop<br />
*Unblockables still cannot be armored.<br />
<br />
Despite its enticing frame advantage, this move isn't as useful as it appears. Its slow startup and telegraphed animation means you normally won't be surprising your opponent, but on block it leaves Tager plus and close-up against a magnetized opponent, which is a very favorable position. Its best use is to close short distances or take advantage of opponents that are conditioned not challenge during blockstun.<br />
<br />
This move does Fatal Counter, so on the off-chance you catch your opponent, you can follow up with either {{clr|C|3C}} > {{clr|C|623C}} (whiff) or {{clr|C|5C}} > {{clr|A|6A}} to start the combo. On regular hit, though, this move has no cancel options outside of Rapid Cancel. On air hit, the opponent gets a floorslide similar to 5D, but with no cancels to work with there's no real followup outside of a corner hit ''and'' a rapid cancel.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|4D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_4D.png |Nice blockstring ender because of its speed and frame advantage.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_4D_1_Hitbox.png|Frames 13-14, can be low profiled fairly easily.<br />
BBCF Iron Tager 4D 2 Hitbox.PNG|Frames 15-16, lower hitbox<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Magnetises for 180F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Body and Projectile guardpoint during Overdrive.<br />
**Guarded attacks do not cause blockstop for Tager <br />
**Unblockables cannot be armored.<br />
<br />
{{clr|D|4D}} is a very useful move thanks to its frame advantage. It's mostly used as a blockstring ender to set up a tick throw situation, since it's relatively fast and applies magnetism.<br />
<br />
It can also be used instead of Gadget Finger in certain scenarios. For example, {{clr|C|623C}} , {{clr|D|4D}} will pull the opponent directly towards you if they emergency tech, or hit them if they delay tech.<br />
<br />
Similarly to {{clr|D|2D}}, followups are only possible on counter hit since it has no cancel options. On counter hit, you can follow up with {{clr|C|3C}} > {{clr|C|623C}} (whiff) for decent damage.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_jD.png |Pulls the oppponent in for big damage.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_jD_Hitbox.png|Very large hitbox, hits when you might not expect it.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Magnetizes for 300F (1000F in Overdrive).<br />
*Attractive to magnetized opponents during startup and active frames.<br />
*Gains Head and Projectile guardpoint during Overdrive.<br />
**Projectiles do not cause hitstop, but unblockable projectiles still cannot be armored.<br />
*Hitbox extends far beyond Tager's arms.<br />
<br />
{{clr|D|j.D}} is a somewhat situational move since Tager is usually grounded, but it can be used to control air space. More importantly, it can lead to high damage if landed close to the ground, comboing into Wedge Catapult or {{clr|C|6C}}. It's a very strong move during combos as well, most commonly after {{clr|C|6C}}, due to its long untechable time and high proration values.<br />
<br />
It's also used in the Fatal Counter loop of {{clr|C|j.C}} > {{clr|D|j.D}}. On Fatal, your goal should be to get into this loop as fast as you can to get the most damage.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_FThrow.png |Surprisingly useful standard grab.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_B+C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 401 pixel range compared to the standard 266 pixel range.<br />
*Leads to higher damage, heat gain and is much safer on whiff than {{clr|A|360A}}, but has no startup invulnerability or magnetic attraction and has slightly less range. <br />
*Your best choice as a close range punish tool if you haven't got much advantage to work with.<br />
*Special cancellable.<br />
<br />
While technically as quick as {{clr|A|360A}} to perform, keep in mind that this is much quicker to use on reaction than spinning the stick for {{clr|A|360A}} or even {{clr|C|720C}}. Since you'll be using atomic collider further down the combo, swapping sides, bare in mind which throw gives you the best positioning afterwards.<br />
</div><br />
</div><br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_BThrow.png |Similarly useful, but sideswitches as well.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_B+C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Functions the same as Foward Throw before it hits.<br />
*Not special cancellable.<br />
<br />
Leads to almost identical damage to forward throw, so which one to pick is a matter of which one gives you the best position advantage. Remember that you will probably use atomic collider in the followup combo, swapping sides again. <br />
<br />
Not special cancellable, but the bounce is close enough that you can followup with {{clr|B|5B}} or, more ideally, a low sliding {{clr|A|6A}} > {{clr|C|6C}}<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|B|j.B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_AThrow.png |Unfortunately, not quite as useful as his ground throws.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_jB+C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Throws|Functions the same as every other throw, but with more range.]]<br />
** Has 453 pixel range compared to the standard 344 pixel range.<br />
*Cancellable from {{clr|A|j.A}}.<br />
*Swaps sides.<br />
*Hard knockdown after a small bounce. Follow up by landing a lowest-possible {{clr|C|j.2C}}, {{clr|B|5B}}... or {{clr|C|j.C}}, {{clr|C|5C}}.<br />
<br />
Not exactly a useful move for Tager since he doesn't have many opportunities to get close mid air, or set up airthrow traps since Air Driver does these things much better. But it does at least recover much more quickly than Air Driver if you miss and does lead to slightly more damage.<br />
{{CloseCard}}<br />
<br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_6B.png |Keeps opponent close, providing good oki.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_6B_Hitbox.png| 6B Version 2.0<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Uses {{clr|B|6B}}'s animation<br />
*Soft knockdown, even on counterhit<br />
*Hard knockdown on air hit<br />
*Slightly slower than other counter assaults<br />
<br />
Sometimes the only way to end the endless pressure games you often face, particularly from low air dashes. Use it to disrupt the flow of your opponent and get back to neutral, where you often have the advantage. Unlike other Counter assaults, Tager's does not knock his opponent away, likely giving you close range okizeme instead.<br />
<br />
Though rare, on air hit this causes a hard knockdown<br />
{{CloseCard}}<br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Tager_CrushTrigger.png |Only useful in specific situations<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_5A+B_Hitbox.png<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Gives a small floorbounce followed by a hard knockdown, essentally giving it a long knockdown time.<br />
*Useful in some combos, can be followed up with {{clr|B|5B}}, {{clr|C|3C}}, {{clr|B|6B}} and on some characters, {{clr|C|5C}}.<br />
*Not the most useful move for Tager at neutral since has much better ways of dealing with people who guard too much that cost no Meter.<br />
*Also not that useful during combos since Tager has other moves in most cases that lead to similar or better damage with no meter cost using {{clr|C|6C}} or B Sledgehammer.<br />
*That said, it is possible to throw enemies that are in the guard crush state, so this can be used sparingly as a way to attempt a throw without being punishable on block.<br />
*Basic CT combo route is 5c 6a 6bb CT, can follow with 5b 5c spark bolt for good damage<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Specials==<br />
===<big>Gigantic Tager Driver</big>===<br />
<span class="input-badge">'''{{clr|A|360A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_Buster.png |'''This is not a reversal''', but still a potent defensive tool<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_360A_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="360A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Medium damage command grab, hits grounded opponents only.<br />
*Attractive to grounded maganetised opponents during startup and active frames.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into, except from {{clr|A|6A}}.<br />
*Small invulnerability window on frames 3-6. Cannot be increased by holding {{clr|A|A}}.<br />
*Bad whiff recovery, Tager is in a Counterhit state in this time.<br />
*Hitbox extends to the ground; cannot be low-profiled.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*Final 5 frames after hitting is cancellable into Gadget Finger, no other cancels are possible, including rapid cancel.<br />
*Has 210 pixel range between bounding boxes.<br />
<br />
Due to {{clr|A|360A}}'s fast startup and brief invulnerability, it can be used to punish pressure gaps of 3 frames or larger. This is particularly potent when combined with Instant Blocking. However, be wary of becoming predictable as it is extremely punishable and vulnerable to jump cancel, frametraps, throw invulnerable moves and meaty attacks.<br />
<br />
It's also useful as a tick throw, most commonly after {{clr|A|5A}} or {{clr|D|4D}} to keep your opponent on their toes.<br />
<br />
While it might seem as a Grappler that your gameplan should revolve around landing this move, it actually only leads to weak damage compared to Tager's other options. Typically you'll need to use this move to keep your opponent from doing bad blockstrings on the ground and also to win out point-blank jab contests when at near-neutral frame advantage, forcing your opponent to play less aggressively. Players playing against you will fear this move and you can use this to make them make other mistakes instead.<br />
<br />
<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Wedge Catapult</big>===<br />
<span class="input-badge">'''{{clr|B|360B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Tager_WedgeCatapult1.png |Punish the opponent's big buttons.<br />
BBCF_Tager_WedgeCatapult2.png |<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_360B_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="360B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Command throw, hits grounded opponents only.<br />
*Disables opponent's burst on hit.<br />
*Attractive to magnetized opponents during startup.<br />
*Long startup but generous invulnerability between frames 6-30.<br />
*Cannot kill.<br />
*Can only be cancelled into from {{clr|A|6A}}.<br />
*Bad whiff recovery, Tager is in a counterhit state in this time.<br />
*Combo throw, does not incur purple !! marks if used during blockstun or a combo and benefits from the 10% damage bonus on counterhits. Does not have 100% minimum damage.<br />
*Untech time always lasts until the opponent hits the floor.<br />
*Tager is immune to external push forces during this move (Such as Wind or another Tager's magnetism).<br />
*If Tager's back is near to a wall when he hits, then he will be pushed away from the wall towards the middle of the screen to allow followups.<br />
*Has 210 pixel range between bounding boxes<br />
<br />
Tager's brand-new throw, {{clr|B|360B}} is useful for calling out the opponent's moves and jump-ins due to its very generous invulnerability. However, it has a very slow startup and long recovery, meaning that abusing or whiffing it will lead to eating a painful punish.<br />
<br />
As a combo starter, Wedge Catapult allows for a followup {{clr|C|5C}} or {{clr|C|6C}} for around 3-3.5K damage. If Tager's back is to the corner, it can be followed up with {{clr|D|5D}} to go into {{clr|C|6C}} > {{clr|D|5D}} corner loops.<br />
<br />
This move is also a combo throw, which means like Atomic Collider it will never purple throw. It can be used in the middle of specific combos.<br />
*{{clr|B|360B}} can combo after: {{clr|D|5D}} (counter hit), {{clr|D|j.D}} (counter hit), {{clr|B|236B}} (counter hit), {{clr|A|6A}} max charge (counter hit), Gadget Finger (requires RC).<br />
<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Impact Driver</big>===<br />
<span class="input-badge">'''{{clr|B|360B}} After Wedge Catapault'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Tager_ImpactDriver.png |High minimum damage, good for finishing a round.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="360B~360B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Burst-proof followup to Wedge Captapault<br />
*Deals 100% damage if Wedge catapault was the first hit of the combo. 50% minimum damage otherwise.<br />
*You can input the move at any time during Wedge catapault's recovery after the wallbounce and it will connect.<br />
*Opponent is returned to the same side they were on when Wedge catapault grabbed them<br />
*Can be cancelled into Gadget Finger during the final recovery frames.<br />
<br />
The impact driver followup is seldom used due to other combos from Wedge Catapault causing more damage. However it is unburstable and will always connect at any point in a combo, so if you manage to get wedge catapault late in a combo (Pretty much only possible from a Gadget finger RC), or when your opponent is very low on life, you can use impact driver as a solid combo ender. Can only be followed up with gadget finger.<br />
<br />
</div><br />
</div><br />
<br />
===<big>Air Driver</big>===<br />
<span class="input-badge">'''{{clr|C|j.360C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Tager_Air_Driver.png |Tager Driver, but in the air.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_j360C_Hitbox.png | Huge minimum range, but small hitbox for an air throw<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.360C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Attractive to magnetized opponents during startup and active frames.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**Weakly attractive to grounded opponents. They'll be slowly dragged across the ground.<br />
*Can be held to extend active frames.<br />
*Cannot be special cancelled into at all.<br />
*No invulnerability unlike {{clr|A|360A}}.<br />
*Whiff recovery lasts until Tager lands plus 12 frames, very punishable.<br />
*Has 210 pixel range between bounding boxes, but the hitbox tends to be the limiting factor.<br />
<br />
An interesting tool that can be used to surprise opponents at long distance, giving similar damage to a meterless raw AC combo and making them afraid to jump. Do be careful since, just like Atomic Collider, opponents using superjumps and airdashes can cause them to overshoot and get a free hit on you. If your opponent is magnetised, you can jump and use this move to catch them jumping.<br />
<br />
Can be disrespectfully used during combos as a purple throw or a tech trap to do an absurd amount of extra damage, but there's no way to do reliable Throw Reject Miss setups since you cannot cancel into this move from {{clr|A|j.A}}<br />
{{CloseCard}}<br />
<br />
===<big>Atomic Collider</big>===<br />
<span class="input-badge">'''{{clr|C|623C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_Collider.png |Strong combo ender, and another pseudo-anti-air.<br />
BBCF Tager AtomicCollider2.png | Switches sides<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_623C_Hitbox.png| Much bigger than it looks, there's also no range check unlike other command throws<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Attractive to airborne magnetized opponents during startup and active frames.<br />
*Switches sides on hit.<br />
**Strongly attractive to airborne opponents, including during moves like {{Character Label|BBCF|Yuuki_Terumi|label=Terumi's}} {{MiniMoveCard|game=BBCF|chara=Yuuki Terumi|input=5C|label={{clr|C|5C}}}}.<br />
**No effect on grounded opponents.<br />
*Can be held, but grab only becomes active upon release.<br />
*Can never grab a grounded opponent, regardless of hitboxes.<br />
*Combo throw. It will not incur a purple throw if used in a combo and will benefit from the 10% bonus damage from counter hits. Does not have 100% minimum damage.<br />
**First hit also does 0 damage, so you'll never see the base damage of this move even if it's the first hit (Will do 1350 damage)<br />
*Can be deliberately missed to reposition magnetised opponents, very important for combos.<br />
*Can grab extended hitboxes.<br />
*Trades inconistently due to its Head invulnerability expiring on its first active frame. Who wins the trade is determined by [[BBCF/Miscellaneous#Character_Priority|Character Priority]], which is usually Tager, but not always.<br />
<br />
<br />
Atomic Collider is a move that will add good damage to any combo. On hit, it is often not possible to follow up with anything other than Gadget Finger, meaning you'll generally want to add this in at the end of your combos. Very early on you can use {{clr|A|5A}} > {{clr|A|j.A}} > {{clr|B|j.B}} > {{clr|C|j.C}} > Crimson Punisher. With an RC you can use {{clr|C|6C}} or B Sledgehammer and on fatal counter {{clr|A|5A}} > {{clr|C|5C}} > {{clr|D|5D}}/{{clr|A|6A}} will work early in the combo. Due to the side switch, you may want to opt for a different move in your combo so you can keep them in the corner. Similarly, if you find your own back is against the wall, getting any combo to lead into Atomic Collider will turn the tables on them!<br />
<br />
{{clr|C|3C}} is a common button to set up the float on whiff. From there, you can followup with plenty of options.<br />
{{CloseCard}}<br />
<br />
===<big>Voltec Charge</big>===<br />
<span class="input-badge">'''{{clr|D|214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_Charge.png | Guard point the world then hammer their skulls afterward.<br />
</gallery><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Stance move used to either charge up your spark bolt faster, or as a guard point trap.<br />
*Hold button to remain in stance for longer. The Electric gauge charges more based on how long Tager holds the stance. Minimum of 66 of Spark meter generated, Maximum of 510. <br />
**This equates to 6 units of extra spark bolt charge for every optional frame of this stance held.<br />
*Blocks Head, Body and Projectile attribute moves while held. <br />
*If your opponent activates the guardpoint, you can input an Additional attack (236A) while still holding D to cancel into it. This will prevent the normal Electric Gauge gain from Voltic Charge, however.<br />
<br />
Due to the slow nature of cancelling into additional attack, which also only has a standing and projectile guard, your opponent can notice they've hit your guard point and simply cancel their blockstring into a low hit and score and easy counter hit on you. Therefore this is inadvisble to use to trap grounded attacks unless you're doing a hard read on a reversal (which typically don't hit low). Useful against air jump ins however, but beware of crossup attacks, even if your opponent has completely crossed over by the time you start using {{clr|A|236A}}, Tager will not change facing and will therefore do the additional attack the wrong way. <br />
{{CloseCard}}<br />
<br />
===<big>A Sledgehammer</big>===<br />
<span class="input-badge">'''{{clr|A|236A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_Sledge.png | Good combo filler, not-so-good neutral tool.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_236X_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*General purpose short ranged special, guard point against all projectiles including unblockable ones. Range is similar to {{clr|C|5C}} but without the extended hurtbox.<br />
**Guardpoint also prevents any hitstop from projectiles it guards.<br />
*Can only be followed up with Additional Attack on a standing non-counter hit. If your opponent is crouching (Use {{clr|B|6B}} to force crouch) or during a fatal counter combo, you can follow up with {{clr|A|5A}} > {{clr|C|3C}}...<br />
*Can only be followed up on an air hit if the opponent was off the ground, fully downed opponents can only be hit with gadget finger or Additional Attack.<br />
*The safest special cancel Tager has, still punishable on instant block though.<br />
A special move that doesn't get used a lot at neutral due to other normals generally being better choices. While it has frame 1 projectile armour, it doesn't tend to get used much since most players don't use projectiles at such short range, There are a few exceptions however. It is also quite good damage if you can use it during combos, doing only slightly less than the B version.<br />
<br />
Unusually for Tager however, this move has a very disjointed hurtbox during its active frames, so while it can still be stuffed just before then, it can be used as something of a safe poke.<br />
{{CloseCard}}<br />
<br />
===<big>B Sledgehammer</big>===<br />
<span class="input-badge">'''{{clr|B|236B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_236B_Charge.png|Charging pose<br />
BBCS_Tager_Sledge.png | Good at closing the distance against zoners...sometimes<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_236X_Hitbox.png|Same hitbox as {{clr|A|236A}}<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Covers considerably more range than the A version, covers slightly more when fully charged.<br />
*It autoguards projectiles during start-up and active frames and Head and Body attacks during start-up. Unlike the A version, B Sledgehammer does not guard against unblockables.<br />
**Guard point also prevents any hitstop for Tager.<br />
*Causes Crumple stun on grounded hit. On Counterhit gives a crumple stun similar to {{clr|D|5D}}'s standing counterhit, allowing all manner of followups.<br />
*Causes a launching tumble on air hit or downed hit. Allows easy followups.<br />
*Often used to close gaps and punch through reckless projectile spam, but it's far from ideal since it's your only real way to do this.<br />
*Used in corner combos after a {{clr|D|5D}} air hit.<br />
<br />
Not necessarily the best way to close gaps as predictable Sledge use will usually be punished. Vary between using this, super jump {{clr|C|j.C}} and simply taking a nice stroll towards the opponent to keep them guessing. In combos it works as a great move due to its huge damage, decent scaling and can be followed with {{clr|A|6A}} > {{clr|C|6C}} fairly easily if you scoop them off the floor with it (Such as after a {{clr|C|3C}} counterhit or a {{clr|D|5D}} air hit into the corner).<br />
{{CloseCard}}<br />
<br />
===<big>Additional Attack</big>===<br />
<span class="input-badge">'''{{clr|A|236A}} after Sledgehammer'''</span> <span class="input-badge">'''{{clr|A|236A}} after Voltec Charge guardpoint'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_Hammer.png | Gimmicky overhead followup.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_236X~236A_Hitbox.png|Much higher than you might expect<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("from Sledge")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236X~236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("from Voltec")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214D~236A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Commonly named "Hammer" by players.<br />
*Same Guard point properties as B Sledgehammer, but actually lasts until it goes active.<br />
*Doesn't guard unblockables, even when done from A Sledgehammer<br />
*Combo ender in most cases, will always connect after either sledgehammer unless the combo has prorated severely.<br />
*Can be cancelled into on whiff on either sledgehammer.<br />
*Can be RC'd into {{clr|B|5B}} very easily allowing the combo to continue. {{clr|C|6C}} Can also be used, but the timing is much tighter.<br />
*Overhead, leading to a gimmicky mixup after a blocked sledgehammer, highly punishable if blocked and only possible to followup on a counterhit.<br />
*Counterhits lead to short short combos due to its short starter property. For example, AA CH, {{clr|B|5B}} > {{clr|C|5C}} > {{clr|A|6A}} will miss on the {{clr|A|6A}}. Use AA, {{clr|B|5B}} > {{clr|C|5C}} > AC, {{clr|D|22D}} instead.<br />
*Counterhit state throughout<br />
<br />
A seldom used move for Tager, mostly sees use from Voletc Charge since it can still give a reasonable punish, occasionally sees use elsewhere as either a desperate finish to a combo to close a round, or more commonly mid combo with a rapid cancel to add good damage or to convert off awkward routes (Such as from a 6B air hit). Very punishable, but occasionally useful to throw out after Sledgehammer misses to catch sleeping opponents or ones who don't have a quick enough {{clr|A|2A}} to punish Sledgehammer B. Incredibly risky to do since getting blocked or evaded will eat a nasty punish.<br />
{{CloseCard}}<br />
<br />
===<big>Gadget Finger</big>===<br />
<span class="input-badge">'''{{clr|D|22D}} on downed opponent'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_Finger.png |Common after combos to set up RPS oki.<br />
BBCF_Tager_Finger2.png |Drops them from up here<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_22D_Hitbox.png| It's a throw, but it has no meaningful range or position check<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Okizeme move, picks up the opponent off the floor or airborne near the floor and drops them in front of Tager, {{keyword|Re-stand}}ing them.<br />
**Magnetizes for 360F (1000F in Overdrive)<br />
**Attractive to magnetized opponents during startup and active frames.<br />
**Can be held to extend active frames.<br />
**The recovery is affected Fatal Counter and Jubei's crouching hitstun but not combo length<br />
*Only usable if the combo has fully downed the opponent at some point before trying to activate Gadget Finger (floorbounce does not count).<br />
**The moves that cause this are {{clr|B|6B}} (air hit), {{clr|A|6A}} (air hit), {{clr|D|5D}} and {{clr|D|2D}} (air hit, after floorslide begins), Crush Trigger, {{clr|A|360A}}, {{clr|C|j.360C}}, Impact Driver, {{clr|C|j.2C}} (non-CH), and air throw.<br />
** Also includes any time the opponent hits the ground and simply chooses not to Emergency Roll.<br />
**{{clr|C|3C}} and Atomic Collider will instantly allow the use of Gadget Finger, they do not need to touch the ground first in these cases.<br />
*100% minimum damage, 5% fixed heat gain.<br />
*Unaffected by hitstun decay.<br />
<br />
Gadget Finger is an incredibly versatile tool for Tager, used to end most combos with some magnetism and preventing recovery rolls. It's a natural followup to {{clr|A|360A}}, {{clr|C|j.360C}}, and {{clr|C|623C}}. Since it leaves Tager at +10, this allows for mixups: {{clr|C|5C}} or {{clr|C|3C}} to catch mash, {{clr|A|360A}} to catch block, and blocking or backdash to cover reversal options like DP or Overdrive.<br />
<br />
On some characters, particularly larger characters, the frame advantage also lets Tager follow up with {{clr|A|5A}}.<br />
*{{clr|A|5A}} after Gadget Finger works on: Amane, Arakune, Bang (only in corner and CH), Bullet (only on CH), Hakumen, Jubei, Kagura, Rachel, Ragna, Susanoo, Tager, and Tsubaki<br />
<br />
Gadget Finger whiffs can also be used to extend combos after {{clr|C|2C}} due to its magnetism pulling opponents back into range. These often function as longer, more damaging combo routes than Tager's unmagnetized combos, and they can be seen on his [[{{PAGENAME}}/Combos|Combos]] page.<br />
<br />
Due to the opponent remaining in hitstun until they hit the ground, it is possible to prevent the opponent from recovering using the infamous "Timeout Tager" or "Tager Circus" strategy. After landing Gadget Finger (preferably after the opponent is thoroughly magnetized), you can Rapid Cancel and repeatedly whiff {{clr|C|j.360C}}. This is much harder than it sounds, and must be done with great care to not launch the opponent too far. If done correctly, with 100 meter, you can easily get a win by timeout even if a lot of time was remaining at the start of the circus.<br />
<br />
Gadget Finger Rapid Cancel isn't just for the timeout strategy either. {{clr|D|22D}} > RC {{clr|B|360B}}~{{clr|B|360B}} adds at least 800 damage at the end of a combo, and can be very useful unburstable damage or to finish off a low-health opponent.<br />
{{CloseCard}}<br />
<br />
===<big>Spark Bolt</big>===<br />
<span class="input-badge">'''{{clr|D|41236D}}'''</span> <span class="input-badge">'''{{clr|D|623D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Tager_SparkBolt.png |Combos, neutral, magnetism, this tool does it all.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_41236D_Hitbox.png|{{clr|D|41236D}}<br />
BBCF_Iron_Tager_623D_Hitbox.png|{{clr|D|623D}}<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Horizontal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="41236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Diagonal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Magnetises for 480F (1000F during OD). Does not attract magnetised opponents, unlike other drive moves.<br />
*Requires a full Spark bolt guage to fire and consumes all of it on the first startup frame, therefore getting this move stuffed will cause you to lose the spark bolt.<br />
*Charges up in 1000 frames (16 2/3 seconds) normally.<br />
*Charges four times as fast during Overdrive (Charges in approximately 4 seconds).<br />
*Wall bounces on hit, allowing combos from any range.<br />
*Each version has a slightly different hit effect, with the diagonal version causing higher vertical force and less horizontal rebound force then the horizontal version.<br />
*Can be used to extend combos.<br />
*A level 2 projectile, Destroys most projectiles without being destroyed itself. <br />
*Absurdly fast startup and projectile speed. Reaches quite far from Tager even on its first active frame.<br />
*The projectile is large enough to hit floorsliding opponents (Such as from {{clr|D|5D}}'s air hit), but will miss fully downed opponents.<br />
<br />
A key tool for Tager, since once you have it available you have the means to counter pretty much any whiffed poke and any big and slow long ranged move. Therefore don't throw it away recklessly! Hold onto it and use that looming threat to keep your opponent playing cautiously at range, allowing you to close in via other means. In combos its big untechable time, quick startup, long range magnetism and big damage makes it an extremely useful tool for extending combos that would otherwise fail due to hitstun reduction or just pushing the opponent out of range. It's particularly useful for turning random {{clr|D|5D}} hits into full combos since it will combo from air and ground hits with a generous amount of time to react to the hit.<br />
{{CloseCard}}<br />
<br />
===<big>Crimson Punisher</big>===<br />
<span class="input-badge">'''{{clr|A|j.63214A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Tager_GrandPunish.png | Whoa! Air combo oki ender :O<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_j63214A_Hitbox.png| Not as big as it seems, but still huge<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.63214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Two stage attack, if the initial arm sweep hits, his opponent is hit straight down with a hard knockdown and Tager immediately follows up with a bellyflop on the stricken opponent. <br />
*Huge hitbox underneath Tager.<br />
*First hit disables bursts on hit.<br />
*Can only be used once per jump.<br />
*During the initial arm sweep, Tager is launched slightly upwards and forwards and loses all previous jumping momentum, enabling it to easily hit enemies slightly above him, but also makes hitting it on standing opponents very tricky. Also not an overhead.<br />
*Can be used as a ghetto double jump to perform crossups and bait out anti-air attacks, though {{clr|C|j.2C}} is arguably better for baiting anti-airs.<br />
Air combo finisher with big damage. Can be Rapid cancelled on either hit to continue the combo, although this is only worth doing early in the combo. There also exists some cases where the second hit will not actually connect, either due to the smack down attack being techable (only happens in some very long combos) or some external forces causing Tager's fall to miss (such as another Tager's magnetism before the attack hit). On successful hit there are various oki options to catch tech rolls, including using 5A and 2B.<br />
<br />
{{CloseCard}}<br />
<br />
==Distortion Drives==<br />
<br />
===<big>Magna Tech Wheel</big>===<br />
<span class="input-badge">'''{{clr|B|236236B}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_MTW.png |Tacks on a good bit of damage to any combo.<br />
BBCS_Tager_MTW_2.png |Everyone gets caught once by the overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_236236B_1_Hitbox.png| Tager is just all hitbox<br />
BBCF_Iron_Tager_236236B_2_Hitbox.png| Will hit even if they were behind Tager<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Normal")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Overdrive")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236B OD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum damage: 864 OD: 1080<br />
*General purpose Distortion to add good damage to your combo.<br />
*Strongly attractive to magnetised opponents.<br />
*Guard point against everything until the third hit, then blocks anything that includes the projectile attribute for the rest. Can guardpoint through unblockables.<br />
*Can be used as a reversal that can hit airborne opponents. But ensure you have heat left to rapid cancel should you get blocked since you will eat the worst possible combo your opponent has available otherwise.<br />
*Combos nicely after {{clr|B|6B}} air hit, {{clr|C|6C}}, {{clr|C|2C}} (If magnetised) and somewhat awkwardly in other scenarios.<br />
*Final hit hits overhead, can be used as a gimmicky mixup on RC if you swap to a low hit. Bear in mind that a rapid cancel won't remove the massive hitstop on the final hit.<br />
*Only possible to follow up with Terra Break or Rapid cancel, Opponent otherwise can tech before Tager even recovers.<br />
<br />
Tager's ever faithful big damage Distortion Drive. However due to the awkwardness of getting this move to actually combo without sacrificing hits like atomic collider, it's often better to use Rapid Cancels in most combos since they tend to give more damage. It is still useful as a wakeup reversal, but be aware that opponents hitting the guard point can Rapid Cancel in response to seeing the superflash and block, making it somewhat unreliable. <br />
<br />
In Overdrive however, this move and its followup gain far more damage and will also force Active Flow if Tager hasn't activated it that round. If you wish to use it in this way, use MTW as early as you can in the combo to maximise damage.<br />
</div><br />
</div><br />
<br />
===<big>Terra Break</big>===<br />
<span class="input-badge">'''{{clr|B|236236B}} after Magna Tech Wheel'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_TerraBreak.png |More damage, and extends combos in Overdrive.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_236236B~236236B_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236236B~236236B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Minimum damage: 720 OD: 840<br />
*Followup to Magna Tech Wheel to add even more damage.<br />
*Mashing out this move as early as possible after hitting Magna-Tech Wheel will cause it to miss; The ideal timing is just before your opponent reaches the highest point of the bounce from the MTW. The easiest way to do it is to continually roll the 236 motion and just press B at the right time.<br />
*Blows opponent away on hit and wallbounds.<br />
*Overdrive version causes wallbounce and hard knockdown that allows for folloup with various moves, the higher up they are when you hit them, the more time you will get.<br />
*If the preceding Magna-Tech Wheel was the Overdrive version, then Terra break will also be the Overdrive version, even if Overdrive has already ended.<br />
<br />
Only really useful as an ender to long combos (which you generally won't need to use it for) or in overdrive. It's not advised if you landed MTW as the first hit of the combo, you will actually get more damage by using a rapid cancel to create a followup combo than by using Terra Break. Similarly, even though it has some invulnerability, do not attempt to use it if MTW gets blocked, use a rapid cancel instead!<br />
<br />
If you manage to use it during overdrive however, it will deal more damage and wallbounces for even more followup hits (Including using exceed accel!). If this happens, try to get Terra Break to hit as early as you can (While not missing completely) since this will give you more time to use harder hitting followup moves.<br />
<br />
{{CloseCard}}<br />
<br />
===<big>Genesic Emerald Tager Buster</big>===<br />
<span class="input-badge">'''{{clr|C|720C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_GETB.png |Don't be too reckless with it.<br />
BBCS_Tager_GETB2.png |This is what you want to see.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_720C_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="720C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*A true reversal command throw with absurd range (especially with magnetism).<br />
*Awful recovery and Tager is in a counterhit state during this time.<br />
*Goes active on the superflash frame, meaning that your opponent cannot respond to the superflash if they're already in a valid grabbing position. <br />
*Hold C to extend active frames, but Tager is not invulnerable during this time.<br />
*Hilariously attractive during its startup before going weaker when held.<br />
*Catches standing or crouching enemies only. <br />
*Moves forward and swaps sides after use, meaning it's impossible to corner someone with this.<br />
*No followups possible, including rapid cancels<br />
*Overdrive version magnetises opponent for the maximum duration of 1000F in addition to dealing much more damage.<br />
*100% minimum damage.<br />
*Has minimum distance check larger than its hitbox, which is unusual for throws, meaning that it's possible to be in range but miss since no hitboxes line up. Be aware that throws actually measure to the front of a player's collision box which gets pushed forward during some moves, such as Ragna's {{clr|B|5B}}.<br />
<br />
Tager's signature Distortion drive, sadly with less damage from previous iterations but can still be brought up considerably with overdrive and active flow damage boosts. Ideally used more as a reversal than a punish unless you really need your combo to be burst proof or your punish window isn't large enough for {{clr|C|5C}} to connect. This isn't a move to be thrown out lightly since anyone familiar with fighting against Tager will be keen to bait this move out with their own jump cancellable normals and other throw safe moves. Try to use it at more unpredictable times or in conjunction with Overdrive to see if they're vulnerable before committing your heat as well (You can easily buffer this move during overdrive startup). Remember to take advantage of the fact that it can pull in enemies from surprising distances before it goes active on top of its already massive reach, so remember you can use it as a medium ranged attack.<br />
<br />
This move also costs more than it seems; It cannot be used as part of a combo, so it requires you to commit 50 Heat up front and, even if it hits, you have no way to follow it up with any other move. Therefore there's no way to recover or offset the heat cost when using this move. Given that the opponent is ''also'' completely free to roll away afterwards, you'll generally want to use this as a round ender rather than a way to do big damage mid round.<br />
</div><br />
</div><br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Charged Lightning</big>===<br />
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_5C.png |Same animation as {{clr|C|5C}}<br />
BBCF_Tager_ChargeLightning.png |Good damage, but there's usually a better option<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_5C_Hitbox.png|Same hitbox as {{clr|C|5C}}<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Ends the faster spark bolt gauge gain from OD the instant the move hits, so it can't be used to pad out this gain.<br />
*[[BBCF/Offense#Exceed_Accel| Otherwise behaves the same as every other Exceed Accel.]]<br />
*322/639 Minimum Damage<br />
<br />
An expensive reversal and oddly gives no magnetism, but still very useful since Active flow Tager is pretty terrifying. Launches opponent far away from Tager, unfortunately. Can be used with overdrive raids to escape pressure and take advantage back better than most characters can. Tager can use the overdrive super flash to buffer any move and can mix this move up with his throws and atomic collider to cover all possibilities. Often not used if overdrive screen freeze shows a 720 opportunity since that will deal more damage, and give magnetism.<br />
<br />
During combos the damage this deals is fairly weak, so it's only really worth using if you're in active flow or need an unburstable finish since it leaves your opponents far away from you. It does combo off pretty much anything however. Can go into this easily off of OD MTW > TB 6BB if you still have overdrive left.<br />
{{CloseCard}}<br />
<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>King of Tager</big>===<br />
<span class="input-badge">'''{{clr|D|1080D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Tager_Astral.png |Fairly impractical to land, even among Astrals.<br />
BBCS_Tager_Astral2.png |<br />
BBCS_Tager_Astral3.png |But oh boy when it lands.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Iron_Tager_1080D_Hitbox.png|<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="1080D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot be cancelled into from anything.<br />
*Startup is extendable by holding the button, attack will only happen after it is released.<br />
*Extremely attractive towards magnetised opponents, including during extended startup.<br />
*The invulnerability ends before the move becomes active, so you can still get hit by some moves.<br />
*Can catch airborne, standing and crouching enemies as long as they're inside the hitbox in front of Tager.<br />
*Technically a command throw but cannot be throw rejected under any circumstances (Moves with throw attribute invulnerability will defend against this).<br />
*Combos easily after Spark Bolt, or even more easily after Wedge Catapult.<br />
*Awful whiff recovery, you basically die.<br />
*Has a horizontal distance check of 670px (Approximately slightly less than roundstart position), which is longer than the actual hitbox (Which extends 657px from Tager's origin). Meaning this can catch some extended hurtbox moves, particularly if they "push" forward of their position, but not all of them.<br />
<br />
Not as easily comboable as other Astrals due to the long startup, but still quite usable as a hail mary due to the strong attraction and huge unblockable hitbox. Difficult to use on reaction however due to the long input that needs buffering. In most cases a 720 will work much better as it will always finish someone off in critical health.<br />
{{CloseCard}}<br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Tager}}<br />
<br style="clear:both;"/><br />
<br />
==External References==<br />
*[https://www.youtube.com/c/MoustachedVillain/search?query=tager%20tech MustachedVillain's Channel]. Contains a decent amount of Tager gameplay and Tech.<br />
*[https://docs.google.com/document/d/10UCKSAYzrOrf9aWq1yiOO--ifMmroTzHsM3gzINynr8/edit?usp=sharing Tager Basics]<br />
*[https://www.evernote.com/shard/s710/client/snv?noteGuid=db9629c3-0e92-4604-9d0e-b2364b4cdb4a&noteKey=c09a52306d9ade7ea533a224eb81bfcc&sn=https%3A%2F%2Fwww.evernote.com%2Fshard%2Fs710%2Fsh%2Fdb9629c3-0e92-4604-9d0e-b2364b4cdb4a%2Fc09a52306d9ade7ea533a224eb81bfcc&title=Iron%2BTager%2BCombos%2BCompilation Tager Combo Doc]<br />
**These combos are recorded on iThatGuy's channel. [https://www.youtube.com/watch?v=IgkCcPksd0E&t=1s The First Part is Here]<br />
* Japanese Name: テイガー<br />
* [http://www40.atwiki.jp/blazblue/pages/1894.html Japanese Wiki]<br />
* [http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1361005075 Japanese BBS]<br />
* [http://www.bbcf.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&character=tg&pref=0 Arcade Profile Dan Rankings]<br />
* [http://www.dustloop.com/forums/showthread.php?15330-CP-Iron-Tager-Video-Thread Character Video Thread]<br />
*[https://blazblue.wiki/wiki/Iron_Tager/Gameplay#Palettes Color Palettes on https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Iron Tager|42px|BBCF_Tager_Icon.png}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=319180BBCF/Ragna the Bloodedge2022-08-24T20:19:42Z<p>Skivva: /* {{clr|C|2C}} */</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him the round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_5A.png |Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5A_hitbox.png |Frames 5-7.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_5B.png |Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5B_hitbox1.png |Frames 8-9, short range.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5B_hitbox2.png |Frames 10-12, fully extends.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
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, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as [[BBCF/Izanami|Izanami]] with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_5C.png |The slower, but longer alternative to {{clr|B|5B}}.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5C_hitbox.png |Frames 13-16.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_2A.png |The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2A_hitbox.png |Frames 7-8.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_2B.png |Fast low, and can also be used as a footsie.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2B_hitbox.png |Frames 9-10.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_2C.png |Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2C_hitbox.png |Frames 12-14.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery makes {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_6A.png |Staple but reliable anti-air, featuring extremely fast head invuln.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6A_hitbox1.png |Frame 12.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6A_hitbox2.png |Frames 13-15, hits higher.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_6B.png |Decent overhead, but great for combos.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6B_hitbox1.png |Frames 24-25.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6B_hitbox2.png |Frames 26-27.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_6C.png |Staple launcher off crouching opponents.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6C_hitbox1.png |Frames 20-21, first hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6C_hitbox2.png |Frames 26-27, second hit.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_3C.png |Staple trip move, allows the use of Not Over Yet.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_3C_hitbox.png |Frames 12-14.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jA.png |Simple aerial jab.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jA_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jB.png |Aerial crossup move.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jB_hitbox.png |Frames 10-12.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jC.png |Main aerial approach, due to the huge hitbox and high damage.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jC_hitbox.png |Frames 12-15.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_5D-1.png |<br />
BBCS_Ragna_5D-2.png |Valuable in combos, not so much elsewhere.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5D_hitbox1.png |Frames 15-16, first hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5D_hitbox3.png |Frames 32-34, second hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5D_hitboxod.png |Frames 32-34, Overdrive version.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_2D.png |Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2D_hitbox.png |Frame 17.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2D_hitboxod.png |Frame 17-18, Overdrive version.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_6D.png |Great mix-up potential, but has slow start-up.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6D_hitbox.png |Frames 21-23.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6D_hitboxod.png |Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jD.png |Gives good lifesteal, at the cost of damage scaling.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jD_hitbox.png |Frames 13-16.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jD_hitboxod.png |Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_F_Throw.png |"This will sting!"<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Throw_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_BThrow.png |Here comes the combo.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Throw_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|B|j.B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_AThrow.png |Who said you could jump?<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_AThrow_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Counter_Assault.png |Same animation as {{clr|B|5B}}, with the same hitbox.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5B_hitbox2.png |Frames 13-15.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
{{CloseCard}}<br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Ragna_CrushTrigger.png |A Crush Trigger that is as basic as you can get.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_CT_hitbox1.png |Charge...<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_CT_hitbox2.png |... and release.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Taunt</big>===<br />
<span class="input-badge">'''{{clr|8|AP}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Taunt.png |"You're kidding, right?"<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |If only his taunt was cooler...<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="AP"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
<span class="input-badge">'''66 after specific moves'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_ForwardDash.png |Not the same as his normal dash.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |He runs.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="66 Cancel"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|D|236D}} on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
{{CloseCard}}<br />
<br />
===<big>Hell's Fang</big>===<br />
<span class="input-badge">'''{{clr|A|214A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_HellsFang.png |Leads into very damaging combos with Rapid Cancel.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Hell's_Fang_hitbox1.png |Frames 15-16.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Hell's_Fang_hitbox2.png |Frame 17 and onward.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
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 {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
{{CloseCard}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Hell's Fang'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS Ragna 214A~214D.png |Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |Frames 19-21.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
{{CloseCard}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
<span class="input-badge">'''{{clr|B|214B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_GauntletHades.png |A risky overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Gauntlet_Hades_hitbox1.png |You'll rarely see these frames hitting.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Gauntlet_Hades_hitbox2.png |These frames will hit launched or airborne opponents.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Gauntlet_Hades_hitbox3.png |These frames will hit grounded opponents.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214B" or input="j.214B")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Spin Kick</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Gauntlet Hades'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Spin_Kick.png |Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Spin_Kick_hitbox.png |Frames 9-12, will always whiff crouchers.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214B 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Inferno Divider</big>===<br />
<span class="input-badge">'''{{clr|C|623C}}/{{clr|D|D}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_C_Inferno_Divider.png |{{clr|C|623C}} is your go-to reversal.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_D_Inferno_Divider.png |{{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Inferno_Divider_hitbox1.png |First hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Inferno_Divider_hitbox5.png |Second hit.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C" or input="623D" or input="j.623D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
{{CloseCard}}<br />
<br />
===<big>Uppercut</big>===<br />
<span class="input-badge">'''{{clr|C|236C}} after Inferno Divider'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_Upper.png |Otherwise known as "that one in the middle."<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Upper_hitbox.png |Man, how does this whiff...<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C 236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Straight Punch</big>===<br />
<span class="input-badge">'''{{clr|C|236C}} after Uppercut'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_Straight.png |For when you're otherwise just out of corner's reach.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Straight_Punch_hitbox.png |Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C 236C 236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Ax Kick</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Uppercut'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_AxKick.png |Ragna's most universal form of knockdown.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Ax_Kick_hitbox1.png |This'll usually hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Ax_Kick_hitbox2.png |But if it doesn't, the later active frames have your back.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C 236C 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
{{CloseCard}}<br />
<br />
===<big>Dead Spike</big>===<br />
<span class="input-badge">'''{{clr|D|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Ragna_DeadSpike.png |A beefy projectile used for resetting pressure.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Dead_Spike_hitbox1.png |Ragna's hurtbox during active frames.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Dead_Spike_hitbox3.png |The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
{{CloseCard}}<br />
<br />
===<big>Blood Scythe</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Ragna_BloodScythe.png |Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Blood_Scythe_hitbox.png |That's a lot of red boxes.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="j.214D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
{{CloseCard}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
<span class="input-badge">'''{{clr|C|j.214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_NightmareEdge.png |Main aerial combo ender, and provides solid okizeme.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Nightmare_Edge_hitbox1.png |Initial hit, space well to make the final hit whiff.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Nightmare_Edge_hitbox2.png |Variable hits based on height from the ground and distance from the opponent.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Nightmare_Edge_hitbox4.png |Landing strike, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
{{CloseCard}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Nightmare Edge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_NightmareEdgeFollowUp.png |Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |Frames 12-14.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214C 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>Not Over Yet</big>===<br />
<span class="input-badge">'''{{clr|C|22C}} near downed opponent'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_NotOverYet.png |Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Not_Over_Yet_hitbox.png |Frames 11-18.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
<span class="input-badge">'''{{clr|D|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_CarnageScissors.png |Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Carnage_Scissors_hitbox1.png |Actually an anti-air (trust me).<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Carnage_Scissors_hitbox2.png |Second hit, hold D to cancel.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
{{CloseCard}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
<span class="input-badge">'''{{clr|D|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_DevouredByDarkness.png |What's yours is mine!<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_DevouredByDarkness2.png |The eye slowly opens as the attack progresses.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Devoured_by_Darkness_hitbox.png |Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Seed_of_Tartarus.png |<br />
BBCF_Ragna_the_Bloodedge_Seed_of_Tartarus2.png |Just hold Overdrive and pray.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_EA_hitbox.png |Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
<span class="input-badge">'''{{clr|C|2141236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_BlackOnslaught.png |"''I’ll show you… '''the power of the Azure!'''"'' <br />
BBCS_Ragna_BlackOnslaught2.png|''"There is no hell, only darkness."''<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Black_Onslaught_hitbox.png | "More Hitboxes, More Instant Kill" - Mori (probably)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2141236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
<br />
==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
<br style="clear:both;"/><br />
<br />
==Navigation==<br />
<center>{{Character Label|BBCF|Ragna the Bloodedge|42px}}</center><br />
{{#lst:{{PAGENAME}}/Data|Links}}<br />
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}<br />
{{#lst:BBCF/Navigation}}</div>Skivvahttps://www.dustloop.com/wiki/index.php?title=BBCF/Ragna_the_Bloodedge&diff=319177BBCF/Ragna the Bloodedge2022-08-24T20:10:21Z<p>Skivva: /* Overview */ Reworded a bit.</p>
<hr />
<div>{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}<br />
======<span style="visibility:hidden;font-size:0">Overview</span>======<br />
{{Overview<br />
|overview= Ragna is a '''very beginner friendly''' rushdown character. He has tools to deal with many situations, with '''strong mid-range pokes''' and a versatile arsenal of special moves. Ragna's Drive uniquely works as a sort of '''lifesteal mechanic'''. Connecting Drive attacks will heal Ragna and more than make up for his below average health. Ragna's Overdrive cranks up the lifesteal and improves his Soul Eater attacks, giving access to powerful combos that greatly increase his survivability. Ragna excels at the mid-range where he can flex his strong pokes, and once he's up close, he has solid pressure to keep his opponent locked down.<br />
<br />
Ragna can run a simple, effective gameplan and shines in the hands of players with a strong understanding of system mechanics.<br />
|lore= The protagonist of the series. Ragna and his siblings, Jin and Saya, lived peacefully under the care of their guardian at a church within the forest. One day, the man known as Yuuki Terumi would arrive, burn down the church, and sever Ragna's right arm, kidnapping his sister in the process. Ragna is then saved by Rachel Alucard, who gives him the Azure Grimoire (the titular "BlazBlue") to replace his missing arm. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.<br />
|voice_actor= Tomokazu Sugita<br />
|quote= I'll show you... the power of the Azure!<br />
|summary= is a rushdown character with a unique lifesteal mechanic and great mid-range pokes.<br />
|pros=<br />
*'''Lifesteal:''' High effective HP with Soul Eater, amazing comeback potential.<br />
*'''Fundamentals Ace:''' Normals have great range and are easy to hitconfirm, and has a great DP with {{clr|C|623C}}. A strong beginner character, you'll love {{clr|B|5B}}.<br />
*'''Great Pressure:''' Solid frame data, spacing options, stagger pressure, late cancels, and many plus-on-block options make Ragna's pressure difficult to escape.<br />
*'''Reliable Combos:''' Consistent mid-high combo damage and Heat Gain, as well as near fullscreen corner carry on some routes. Overdrive allows you to cash in for immense damage and lifesteal anywhere on the screen.<br />
|cons=<br />
*'''High Risk:''' Ragna's most effective pressure tools have vulnerabilities, making resetting pressure or going for mix-ups risky without resources for Rapid Cancel. <br />
*'''Low Base Health:''' Ragna is tied for the lowest base HP in the game, and relies on landing Drive hits to offset that; because of this, one or two bad calls can easily lose him the round.<br />
*'''Lacking At Range:''' Has no projectile or any real fullscreen options. May require a risky approach and commitment to the mid/close ranges.<br />
| fastestAttack = [[#5A|5A]] (5F whiffs crouchers)<br/>[[#2A|2A]] (7F)<br />
| reversal = [[#Inferno Divider|(j.)623C]] (9F/j.5F)<br/>[[#Carnage Scissors|632146D]] (13~25F)<br />
| fatalStarter = [[#5D|5D]]<br/>[[#6D|6D]]<br/>[[#Blood Scythe|214D]]<br />
|unique_mechanic1_name= Drive: Soul Eater<br />
|unique_mechanic1=<br />
Soul Eater allows Ragna to heal when dealing damage with certain attacks. This offsets Ragna's low starting health, giving him the potential to have one of the highest effective health pools in the game. How much a given Soul Eater attack heals is based on its "Lifesteal" value (noted on each relevant move), and attacks with Soul Eater also deal chip damage equal to their Lifesteal value. Soul Eater will trigger on both damage on hit and chip damage, meaning Ragna will heal against normal block but not Barrier Block (which prevents chip damage).<br />
<br />
Soul Eater also has a mechanic that increases healing in long combos. A multiplier is applied to a Soul Eater attack's Lifesteal value depending on how many Soul Eater hits have already connected within the same combo:<br />
*1st to 5th Soul Eater hit: 100% Lifesteal<br />
*6th Soul Eater hit: 110% Lifesteal<br />
*7th Soul Eater hit: 120% Lifesteal<br />
*8th Soul Eater hit: 130% Lifesteal<br />
*9th Soul Eater hit: 140% Lifesteal<br />
*10th Soul Eater hit and beyond: 150% Lifesteal<br />
<br />
Note that the "Lifesteal" is simply a heal independent of how much damage an attack actually deals, and does not actually steal life from the opponent or otherwise affect damage.<br />
|unique_mechanic2_name= Overdrive: Blood Kain IDEA<br />
|unique_mechanic2=<br />
Ragna's Overdrive augments all of his Soul Eater moves. Universally, they all gain higher damage and greater Lifesteal, as well as gain more combo utility through higher hitstun, dash cancels, ground bounces, or wall bounces.<br />
<br />
*{{clr|D|5D(2)}} ground bounces on hit, is dash cancelable, and gains a larger hitbox.<br />
*{{clr|D|2D}} is dash cancelable and gains a larger hitbox.<br />
*{{clr|D|6D}} launches the opponent much higher on air hit and gains a larger hitbox.<br />
*{{clr|D|j.D}} is faster, has notably more hitstun, and gains a larger hitbox.<br />
*{{clr|A|5A}}+{{clr|B|B}} (Crush Trigger) gains lifesteal property on hit or guard crush.<br />
*{{clr|A|214A}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|623D}} just gains more damage and lifesteal.<br />
*{{clr|C|623C}}/{{clr|D|D}}~{{clr|C|236C}}~{{clr|D|214D}} ground bounces and lets Ragna act as he is falling.<br />
*{{clr|B|214B}}~{{clr|D|214D}} launches the opponent much higher on hit and is jump cancelable.<br />
*{{clr|D|236D}} hits three times, gains a larger hitbox with each hit, and travels further across the screen.<br />
*{{clr|D|214D}}'s ground version is more advantageous on block, and both versions ground bounce on hit.<br />
*{{clr|C|j.214C}}~{{clr|D|214D}} wall bounces on hit and is dash cancelable.<br />
*{{clr|D|632146D}} gains more hits on the second part of the attack.<br />
*{{clr|D|214214D}} becomes unblockable and gains immensely more lifesteal and damage.<br />
}}<br />
<br />
==Normal Moves==<br />
<br />
===<big>{{clr|A|5A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_5A.png |Although the start-up is fast, {{clr|A|5A}} only sees somewhat occasional use.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5A_hitbox.png |Frames 5-7.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Whiffs on all characters' crouching hitboxes, except Tager (while in hitstun).<br />
*Jump cancelable on hit or block.<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
Staple standing jab that is faster than most {{clr|A|5A}}'s by 1 frame. Because of the fact that {{clr|A|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.<br />
<br />
Combos netted from this are generally weaker than combos from {{clr|A|6A}}, but out of the two, {{clr|A|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|5B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_5B.png |Also known as the Jesus Kick. You will fear it, and you will respect it.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5B_hitbox1.png |Frames 8-9, short range.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5B_hitbox2.png |Frames 10-12, fully extends.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hurtbox fully extends on frame 8, hitbox fully extends on frame 10.<br />
*Can late chain.<br />
<br />
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, {{clr|B|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 {{clr|B|5B}} is a powerful tool, it is important to be aware of its relatively long recovery, and make careful use of it in neutral. Some characters can also low-profile {{clr|B|5B}} at longer ranges, such as [[BBCF/Izanami|Izanami]] with her {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label={{clr|B|2B}}}}, which is something to be very wary of in certain matchups.<br />
<br />
{{clr|B|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, {{clr|B|5B}}'s 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. Ragna's throw-box is also pushed forwards, so be careful with your spacing when trying to use it to beat them.<br />
<br />
Combos into {{clr|D|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 {{clr|B|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|5C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_5C.png |The slower, but longer alternative to {{clr|B|5B}}.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5C_hitbox.png |Frames 13-16.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit.<br />
*Can late chain.<br />
<br />
Ragna's longest range poke which when used at maximum range is extremely hard to punish, even with Instant Block. {{clr|C|5C}}'s hitbox has a slight disjoint towards the end of it, which can be used to punish active moves or assist you in footsies. Ragna also pulls his hurtbox back considerably as soon as the active frames end, making {{clr|C|5C}} very hard to whiff punish when spaced correctly.<br />
<br />
In some ways, {{clr|B|5B}} is better than {{clr|C|5C}}, and vice versa. {{clr|B|5B}} is quicker, has plenty of Revolver Action options, and can be used as an anti-air, but its long recovery coupled with its shorter range provides more risk. {{clr|C|5C}} has longer range, a disjointed hitbox, and is harder to whiff punish (if spaced correctly), but it is slower, has limited Revolver Action options, and is more vulnerable to air options. Deciding between the two in various situations will require an understanding of the opponent's available options.<br />
<br />
{{clr|C|5C}} is Ragna's 2nd highest damage starter, only slightly behind {{clr|D|5D(1)}}. However, {{clr|C|5C}} is generally preferred over {{clr|D|5D(1)}} as your go-to Counter Hit punisher, as it has more versatile combo routing, and {{clr|D|5D(1)}} only leads to good damage if you spend Heat. Combos into {{clr|C|6C}} on crouching hit or Counter Hit, allowing for high damage meterless combos that work even if it connected near max range. Counter Hit {{clr|C|5C}} combos into {{clr|D|6D}} at close range and leads to extreme damage, so use this route to punish whiffed or blocked reversals. Be careful when using {{clr|C|5C}} as combo filler, as it has very little vertical range on its hitbox, making it whiff easily on airborne opponents. This will commonly occur after landing an air hit {{clr|B|5B}} when the opponent is too high for {{clr|C|5C}} to connect, and you must instead route straight into {{clr|D|5D(1)}}. Sometimes including slight delays may allow {{clr|C|5C}} to land in these situations.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|2A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_2A.png |The ±0 frame advantage makes {{clr|A|2A}} a useful pressure tool.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2A_hitbox.png |Frames 7-8.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Throw cancelable on hit or block.<br />
*Can late chain.<br />
<br />
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 {{clr|A|2A}} > {{clr|C|2C}}, leaving Ragna plus on block if he guessed wrong and allowing him to re-engage.<br />
<br />
The key feature to the pressure ability of {{clr|A|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|2B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_2B.png |Fast low, and can also be used as a footsie.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2B_hitbox.png |Frames 9-10.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can late chain, although time window is smaller.<br />
<br />
In terms of pressure, {{clr|B|2B}} is not quite as effective as {{clr|A|2A}}, but it is one of the most useful tools in mix-up. However, chains into and from {{clr|B|2B}} tend to have gaps where the opponent can reversal, so be wary of how often you're using it.<br />
<br />
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 {{clr|B|2B}} lands is {{clr|B|2B}} > {{clr|B|5B}}. If canceled on the earliest frame possible, this string has no gaps for the opponent to exploit, even when {{clr|B|2B}} is instant blocked.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|2C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_2C.png |Ragna's only normal that is plus on block. A fantastic pressure tool.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2C_hitbox.png |Frames 12-14.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Crumples opponent on Counter Hit.<br />
*Plus on normal block, but negative on Instant Block.<br />
<br />
The +1 frame advantage and 13f recovery make {{clr|C|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 {{clr|C|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 {{clr|C|2C}} is used properly, you can utilize effective guessing games with the opponent. Also because of its fast recovery, {{clr|C|2C}} is extremely safe against Overdrive, and you are likely plus if you whiff through it.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|A|6A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_6A.png |Staple but reliable anti-air, featuring extremely fast head invuln.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6A_hitbox1.png |Frame 12.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6A_hitbox2.png |Frames 13-15, hits higher.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Head invincible on frames 4~13.<br />
*Higher hitbox during later active frames.<br />
*Jump cancelable on hit.<br />
*Launches opponent on hit.<br />
<br />
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 {{clr|A|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 {{clr|A|6A}}'s head invulnerability to do the trick.<br />
<br />
If {{clr|A|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. {{clr|D|6D}}, Blood Scythe, Dead Spike). {{clr|D|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 {{clr|B|5B}} and {{clr|C|5C}}, knowing when to use {{clr|A|6A}} over {{clr|A|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.<br />
<br />
Using {{clr|A|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 {{clr|C|6C}}, {{clr|C|3C}} into Not Over Yet or Overdrive Cancel, etc.)<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|6B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_6B.png |Decent overhead, but great for combos.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6B_hitbox1.png |Frames 24-25.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6B_hitbox2.png |Frames 26-27.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Forces crouching state on ground hit.<br />
*Cannot emergency tech on air hit.<br />
*Bonus 110% proration.<br />
<br />
Ragna's normal overhead is among some of the slower and more obvious overheads in the game. Moreover, as {{clr|B|6B}} lacks any Revolver Action into {{clr|C|C}} normals, it doesn't have a completely safe blockstring. Due to these limited cancels and the weaknesses among them, using {{clr|B|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.<br />
<br />
If {{clr|B|6B}} is blocked, almost every Revolver Action option after is either unsafe (e.g. {{clr|A|6A}}, Hell's Fang, Gauntlet Hades), or easy to disrespect (e.g. Blood Scythe, Dead Spike). {{clr|B|6B}} > {{clr|D|5D}} is the hardest cancel option to punish, as it only punishable on Instant Block, but this will end Ragna's turn. Going for {{clr|D|6D}} will allow him to maintain his offense, however this is a risky option as {{clr|D|6D}} is very vulnerable to mashing (on Instant Block), reversals, and Overdrive Raids.<br />
<br />
The bonus damage proration that applies the first time {{clr|B|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|6C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_6C.png |Staple launcher off crouching opponents.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6C_hitbox1.png |Frames 20-21, first hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6C_hitbox2.png |Frames 26-27, second hit.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits twice.<br />
*Second hit is jump cancelable on hit or block.<br />
*Second hit launches and pulls the opponent on hit.<br />
<br />
Combo filler launcher for high damage routes. The main purpose of {{clr|C|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|3C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_3C.png |Staple trip move, allows the use of Not Over Yet.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_3C_hitbox.png |Frames 12-14.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="3C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
*Knocks the opponent down on hit.<br />
<br />
Staple launcher at close range to route into Not Over Yet or when Heat is available for Rapid Cancels and Overdrive Cancels, leading into higher damage than either {{clr|A|6A}} or {{clr|C|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 {{clr|C|j.C}} before touching the ground.<br />
<br />
{{clr|C|3C}} proves to be a very strong tool for okizeme thanks to its ability to give Ragna a safe-jump set-up, for which you must slightly delay your jump after hitting {{clr|C|3C}}. However, this is limited by Ragna's combo routes as {{clr|C|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 {{clr|C|3C}} okizeme can be performed are after Dead Spike > Dash Cancel, Blood Scythe, and intentionally whiffing the landing hit of Nightmare Edge (also known as 'Nightkasu'). However, these options often cut combo potential decently early, and as a result will miss out on damage, Heat Gain, and Lifesteal, so you must decide if oki or damage is more important based on your current situation.<br />
<br />
*Dead Spike is the most viable option in the corner, as there are many combo routes that will allow you to route to Dead Spike late and only give up a Hell's Fang or {{clr|D|D}} Inferno Divider, the loss of which is negligible when considering {{clr|C|3C}}'s significantly better oki (although sometimes {{clr|C|22C}} oki in the corner is preferable over {{clr|C|3C}}).<br />
*Blood Scythe is generally not useful for {{clr|C|3C}} oki, as you must end your combo significantly early, giving up more damage than the oki is worth.<br />
*Nightkasu is a viable option midscreen and in the corner, and usually doesn't involve giving up very much damage, but has a ton of character specifics and is difficult to correctly route into for much of the cast. If you know how to perform Nightkasu on the character you're fighting, it is often worth it to do it (especially if they have a DP) and take the better oki that it provides.<br />
<br />
As for the options after {{clr|C|3C}} okizeme, here are a few. Note that you should always delay your jump to the timing of the safejump, to keep your next move unpredictable. Of course, you are free to experiment and find your own mix-ups: <div class="mw-collapsible mw-collapsed" data-expandtext="3C okizeme options" data-collapsetext="TL;DR"><br />
:*Double/triple overhead → jump, delayed air dash {{clr|C|j.C}} > {{clr|D|j.D}} > Aerial Gauntlet Hades<br />
:*Low → Empty jump, {{clr|B|2B}}/{{clr|C|3C}}/{{clr|C|6C}}<br />
:*Throw → Empty jump, Forward/Back Throw<br />
:*Safe jump → Jump, {{clr|B|j.B}} or {{clr|C|j.C}}<br />
{{CloseCard}}<br />
</div><br />
<br />
===<big>{{clr|A|j.A}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jA.png |Simple aerial jab.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jA_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
<br />
A simple aerial jab, {{clr|A|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 {{clr|A|j.A}}s, or even attempt a [[BBCF/Defense#Throw Reject Miss|TRM]] purple throw mixup, to bait out throw [[Option Select#Gameplay Related Terms|Option Select]] attempts. As the hitbox is only on his arm this move will NOT hit opponents in or beneath Ragna.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|B|j.B}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jB.png |Aerial crossup move.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jB_hitbox.png |Frames 10-12.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.B"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
<br />
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, {{clr|B|j.B}} can also be used; at worst, you will trade.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|C|j.C}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jC.png |Main aerial approach, due to the huge hitbox and high damage.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jC_hitbox.png |Frames 12-15.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
<br />
This move has a huge hitbox below Ragna, so it is useful as an approach on grounded opponents. {{clr|C|j.C}} is also hard to stuff with moves that are quick but lack any sort of invincibility (e.g. Ragna's {{clr|A|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, {{clr|C|j.C}} will serve as your main weapon.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Drive Moves==<br />
<br />
===<big>{{clr|D|5D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_5D-1.png |<br />
BBCS_Ragna_5D-2.png |Valuable in combos, not so much elsewhere.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5D_hitbox1.png |Frames 15-16, first hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5D_hitbox3.png |Frames 32-34, second hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5D_hitboxod.png |Frames 32-34, Overdrive version.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Hits twice.<br />
*Second hit knocks the opponent down on air hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
{{clr|D|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 {{clr|D|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 {{clr|D|5D}} sees more use in punishes where the first hit is guaranteed to be a Counter Hit.<br />
<br />
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.<br />
<br />
----'''Overdrive Version'''<br />
*Hits twice.<br />
*Second hit gains a larger hitbox.<br />
*Second hit ground bounces into knockdown on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Fatal Counter property on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
The Overdrive version's properties allow the second hit to combo into any of Ragna's normals or special moves, save for {{clr|D|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.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|2D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_2D.png |Safe move when spaced properly, and good for catching people fuzzy jumping.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2D_hitbox.png |Frame 17.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_2D_hitboxod.png |Frame 17-18, Overdrive version.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
As a footsie, {{clr|D|2D}}'s range is second only to {{clr|C|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 {{clr|D|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.<br />
<br />
In combos, {{clr|D|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 {{clr|D|2D}} into Dead Spike and into a full combo. The launch on Counter Hit gives Ragna new combo routes, usually into {{clr|C|5C}} mid-screen or into {{clr|D|6D}} in the corner.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -2<br />
*Knocks the opponent down on hit.<br />
*Launches into knockdown on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
This version's higher hitstun and its dash cancel property gives it much more flexible pressure and combo potential. However, {{clr|D|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 {{clr|D|5D}} and Hell's Fang.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|6D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_6D.png |Great mix-up potential, but has slow start-up.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6D_hitbox.png |Frames 21-23.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_6D_hitboxod.png |Frames 21-23, Overdrive version. Don't ask me why his hurtbox shrinks.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Foot attribute invincible on frames 4~20.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 100<br />
<br />
A good pressure tool that leads to Ragna's more ambiguous mix-up situations, yet {{clr|D|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, {{clr|D|6D}} can be easily Overdrive'd through, leaving you in massive amounts of recovery, allowing your opponent to get a hefty punish combo.<br />
<br />
For combos, {{clr|D|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.<br />
<br />
{{clr|D|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 {{clr|D|6D}}.<br />
<br />
* {{clr|D|6D}} > delay {{clr|D|j.D}} allows for a couple of mindgames, thanks to its incredibly short landing recovery. Overheads, lows, and throws can be performed from {{clr|D|6D}}. <div class="mw-collapsible mw-collapsed" data-expandtext="The 6D j.D mix-up" data-collapsetext="TL;DR"><br />
**'''The overhead''' is from {{clr|D|j.D}}. There is absolutely no gap between {{clr|D|6D}} and {{clr|D|j.D}}, even on Instant Block, no matter how late you perform {{clr|D|j.D}} (unless you land before {{clr|D|j.D}} comes out), so if you are close enough when {{clr|D|6D}} lands, the overhead is almost guaranteed. The only time {{clr|D|j.D}} can whiff is when {{clr|D|6D}} hits too far away or the opponent barriers while slightly spaced away. Fortunately, you cannot be punished even if {{clr|D|j.D}} does not hit, due to the frame advantage. Note that if the opponent blocks {{clr|D|j.D}}, you are quite plus, and can dash back in to pressure reset.<br />
**'''The low''' is performed slightly differently. To perform the low, use {{clr|D|j.D}} just before landing, so that you land before it becomes active so it will whiff, then input {{clr|B|2B}}. Note that when whiffing {{clr|D|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 {{clr|B|2B}} in this situation is to condition the opponent to block high after {{clr|D|6D}} (using {{clr|D|j.D}}), and then surprise them with {{clr|B|2B}}. You can also frame trap them with {{clr|A|2A}} after whiffing {{clr|D|j.D}} to condition them to block, and once they're respecting you start mixing up from there.<br />
**'''The throw''' is similar to performing the low, but it is riskier. To perform the throw, use {{clr|D|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 ({{clr|B|5B}}~{{clr|C|C}}) to gain a tiny bit of distance so that the throw will land. Overall, use the throw option scarcely.</div><br />
<br />
----'''Overdrive Version'''<br />
*Foot attribute invincible on frames 4~20.<br />
*Gains larger hitbox (and smaller hurtbox).<br />
*Launches opponent high into the air on air hit.<br />
*Jump cancelable on hit or block.<br />
*Crumples opponent on grounded hit.<br />
*Fatal Counter property on Counter Hit.<br />
*Bonus 110% proration.<br />
*Lifesteal: 150<br />
<br />
Outside of combos, {{clr|D|6D}} in Overdrive functions roughly the same. It launches the opponent much higher on air hit compared to normal {{clr|D|6D}}, and has more untechable time. Sees some use in Overdrive combos, often to combo into staircase in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>{{clr|D|j.D}}</big>===<br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_jD.png |Gives good lifesteal, at the cost of damage scaling.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jD_hitbox.png |Frames 13-16.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_jD_hitboxod.png |Frames 11-12, Overdrive version. Frames 13-14 use the normal version's hitbox.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 100<br />
<br />
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 {{clr|A|j.A}}, {{clr|A|6A}}, or air throw, rather than try to snipe them with {{clr|D|j.D}}.<br />
<br />
However, {{clr|D|j.D}} is one of Ragna's go-to air combo parts as the high hitstun allows for more potential follow-ups than {{clr|C|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.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox.<br />
*Has faster startup.<br />
*Notably more hitstun.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent on Counter Hit.<br />
*Lifesteal: 150<br />
<br />
In Overdrive {{clr|D|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 {{clr|D|j.D}}.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Universal Mechanics==<br />
<br />
===<big>Forward Throw</big>===<br />
<span class="input-badge">'''{{clr|B|5B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_F_Throw.png |"This will sting!"<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Throw_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>Back Throw</big>===<br />
<span class="input-badge">'''{{clr|B|4B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_BThrow.png |Here comes the combo.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Throw_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="4BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|B|5B}} (input as {{clr|B|5B}}~{{clr|C|C}}). For combo routes, use dash {{clr|B|5B}} > {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades mid-screen, Blood Scythe in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>Air Throw</big>===<br />
<span class="input-badge">'''{{clr|B|j.B}}+{{clr|C|C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_AThrow.png |Who said you could jump?<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_AThrow_hitbox.png |Frames 7-9.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.BC"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Wall bounces opponent on hit.<br />
*100% minimum damage: 1500<br />
<br />
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 {{clr|C|5C}} > {{clr|D|5D(1)}} > Gauntlet Hades or {{clr|C|3C}} > Not Over Yet > dc > 66{{clr|C|5C}} mid-screen, air Blood Scythe in the corner.<br />
{{CloseCard}}<br />
<br />
===<big>Counter Assault</big>===<br />
<span class="input-badge">'''{{clr|A|6A}}+{{clr|B|B}} while Blocking'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Counter_Assault.png |Same animation as {{clr|B|5B}}, with the same hitbox.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_5B_hitbox2.png |Frames 13-15.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="6AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Knocks opponent away on hit.<br />
<br />
One of the better Counter Assaults in the game as it uses {{clr|B|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 {{clr|B|5B}} itself, so watch out for moves like {{MiniMoveCard|game=BBCF|chara=Jin Kisaragi|input=2B|label=Jin {{clr|B|2B}}}}, {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, and {{MiniMoveCard|game=BBCF|chara=Bullet|input=2B|label=Bullet {{clr|B|2B}}}}.<br />
{{CloseCard}}<br />
<br />
===<big>Crush Trigger</big>===<br />
<span class="input-badge">'''{{clr|A|5A}}+{{clr|B|B}} (Chargeable)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Ragna_CrushTrigger.png |A Crush Trigger that is as basic as you can get.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_CT_hitbox1.png |Charge...<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_CT_hitbox2.png |... and release.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Uncharged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5AB"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=trim("Charged")=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="5[AB]"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Guard breaks on regular block, drains Barrier on Barrier Guard.<br />
*Can be charged. Charged version improves frame advantage on guard break, drains more Barrier, improves proration and starter value.<br />
*Crumples opponent on standing hit. Knocks the opponent down on air hit.<br />
*Lifesteal: 200. Only triggers on hit or guard break when in Overdrive.<br />
<br />
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 {{clr|A|5A}}/{{clr|A|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.<br />
<br />
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 {{clr|C|6C}} and Not Over Yet (corner only), air hit {{clr|D|5D}}, and Counter Hit {{clr|A|6A}}, {{clr|C|3C}}, {{clr|D|5D}}, {{clr|D|6D}}, {{clr|D|j.D}}, and grounded Gauntlet Hades. A grounded charged hit leads into any grounded normal or special that isn't Blood Scythe, with {{clr|D|6D}}, {{clr|C|6C}}, and {{clr|C|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 {{clr|C|6C}}.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Taunt</big>===<br />
<span class="input-badge">'''{{clr|8|AP}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Taunt.png |"You're kidding, right?"<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Taunt_hitbox.png |If only his taunt was cooler...<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="AP"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Not an attack taunt.<br />
*100% minimum mental damage.<br />
<br />
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 > {{clr|D|D}} Inferno Divider.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Special Moves==<br />
<br />
===<big>Dash Cancel</big>===<br />
<span class="input-badge">'''66 after specific moves'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_ForwardDash.png |Not the same as his normal dash.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_ForwardDash_hitbox.png |He runs.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="66 Cancel"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Used instead of Ragna's normal forward dash whenever you input 66 during moves that allow dash cancels.<br />
*Only possible after {{clr|C|22C}} on hit or {{clr|D|236D}} on hit, block, or whiff. Possible after {{clr|D|5D}}, {{clr|D|2D}}, Hell's Fang, and Nightmare Edge during Overdrive.<br />
<br />
An important part of Ragna's pressure and combos, allowing various moves to be followed up. However, be aware that this is not like a regular dash. Ragna will run for a fixed duration during which he '''can be counterhit''' and '''is unable to do anything''' until the end of the dash, meaning there are instances where using this mindlessly during pressure will get you severely punished.<br />
{{CloseCard}}<br />
<br />
===<big>Hell's Fang</big>===<br />
<span class="input-badge">'''{{clr|A|214A}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_HellsFang.png |Leads into very damaging combos with Rapid Cancel.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Hell's_Fang_hitbox1.png |Frames 15-16.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Hell's_Fang_hitbox2.png |Frame 17 and onward.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Crumples opponent on Counter Hit.<br />
*When the attack connects, recovery begins immediately.<br />
<br />
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 {{clr|B|5B}}, {{clr|C|2C}}, or {{clr|C|5C}} on Counter Hit.<br />
{{CloseCard}}<br />
<br />
===<big>Additional Attack (Hell's Fang)</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Hell's Fang'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS Ragna 214A~214D.png |Typical combo ender for pushing your opponent towards the corner and for good corner okizeme.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Additional_Attack_(Hell's_Fang)_hitbox.png |Frames 19-21.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214A 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent on hit.<br />
*200% Heat Gain.<br />
*Lifesteal: 200<br />
<br />
Main grounded combo ender. If Rapid Canceled, this move can be followed up with dash {{clr|B|5B}} or dash {{clr|C|5C}} mid-screen, though it is generally more optimal to cancel the first part of Hell's Fang for better damage.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*200% Heat Gain.<br />
*Lifesteal: 300<br />
<br />
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 {{clr|C|3C}} or {{clr|D|5D}} should still connect properly in this situation.<br />
{{CloseCard}}<br />
<br />
===<big>Gauntlet Hades</big>===<br />
<span class="input-badge">'''{{clr|B|214B}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_GauntletHades.png |A risky overhead.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Gauntlet_Hades_hitbox1.png |You'll rarely see these frames hitting.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Gauntlet_Hades_hitbox2.png |These frames will hit launched or airborne opponents.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Gauntlet_Hades_hitbox3.png |These frames will hit grounded opponents.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214B" or input="j.214B")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Ground version stuns grounded opponents on hit.<br />
*Ground version hits grounded opponents on frame 24.<br />
*Air version launches opponent on hit.<br />
*Air version hits grounded opponents on frame 18 at minimum height.<br />
*Air version is -9 on block at minimum height.<br />
<br />
Somewhat slow overhead used for high/low mix-ups whenever {{clr|B|6B}} isn't a viable option (such as after {{clr|B|5B}} which cannot gatling into it). Higher damage starter than {{clr|B|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.<br />
<br />
The air version can be used for a triple overhead mix after an Instant Air Dash {{clr|C|j.C}} > {{clr|D|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.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Spin Kick</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Gauntlet Hades'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Spin_Kick.png |Follow-up to Gauntlet Hades, sees lots of love in midscreen combos.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Spin_Kick_hitbox.png |Frames 9-12, will always whiff crouchers.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214B 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Cannot hit crouch state.<br />
*Launches opponent on hit.<br />
*Lifesteal: 100<br />
<br />
Gauntlet Hades follow-up used to juggle opponents for a combo extension. Must be delayed to enable follow-ups with the exact timing depending on the opponent's height from the ground and how far hitstun has decayed. Often used after launching the opponent with {{clr|A|6A}}, {{clr|C|6C}}, or a throw. While safe on block, it should never be used in blockstrings as crouching forces it to whiff which allows the opponent to punish it with just about any attack.<br />
<br />
----'''Overdrive Version'''<br />
*Cannot hit crouch state.<br />
*Jump cancelable on hit or block.<br />
*Launches opponent high into the air on hit.<br />
*Lifesteal: 150<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Inferno Divider</big>===<br />
<span class="input-badge">'''{{clr|C|623C}}/{{clr|D|D}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_C_Inferno_Divider.png |{{clr|C|623C}} is your go-to reversal.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_D_Inferno_Divider.png |{{clr|D|623D}} is your go-to combo ender for damage and easy knockdown.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Inferno_Divider_hitbox1.png |First hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Inferno_Divider_hitbox5.png |Second hit.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="623C" or input="j.623C" or input="623D" or input="j.623D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
*Hits twice.<br />
*Launches the opponent on any hit.<br />
<br />
----'''{{clr|C|623C}}'''<br />
*Ground version is fully invulnerable on frames 1~13.<br />
*Air version is fully invulnerable on frames 1~9.<br />
Ragna's meterless DP. The {{clr|C|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.<br />
<br />
----'''{{clr|D|623D}}'''<br />
*Launches significantly higher on Counter Hit.<br />
*Lacks invulnerability of any kind.<br />
*Lifesteal: 50×2 [75×2]<br />
The {{clr|D|D}} version has no invulnerability whatsoever but it deals 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.<br />
<br />
With 50 Heat, Instant Airdash {{clr|D|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 {{MiniMoveCard|game=BBCF|chara=Izanami|input=2B|label=Izanami {{clr|B|2B}}}}, which will make {{clr|D|j.623D}} whiff, leaving Ragna open for a massive punish.<br />
{{CloseCard}}<br />
<br />
===<big>Uppercut</big>===<br />
<span class="input-badge">'''{{clr|C|236C}} after Inferno Divider'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_Upper.png |Otherwise known as "that one in the middle."<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Upper_hitbox.png |Man, how does this whiff...<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C 236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Puts opponents into a spin state on hit.<br />
*Can only be canceled into on hit.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Straight Punch</big>===<br />
<span class="input-badge">'''{{clr|C|236C}} after Uppercut'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_Straight.png |For when you're otherwise just out of corner's reach.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Straight_Punch_hitbox.png |Y'know if you think about it, Ragna's DP is just tactical abare rekka.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C 236C 236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Knocks opponent away on hit. Wall sticks in corner.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br />
===<big>Ax Kick</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Uppercut'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_AxKick.png |Ragna's most universal form of knockdown.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Ax_Kick_hitbox1.png |This'll usually hit.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Ax_Kick_hitbox2.png |But if it doesn't, the later active frames have your back.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="623C 236C 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Knocks the opponent down on hit.<br />
*Lifesteal: 50<br />
<br />
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. <br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces on hit.<br />
*Lets Ragna act before touching the ground.<br />
*Lifesteal: 75<br />
<br />
The Overdrive version can be used as a combo extender, often followed up with Gauntlet Hades or Blood Scythe for high damage and lifesteal.<br />
{{CloseCard}}<br />
<br />
===<big>Dead Spike</big>===<br />
<span class="input-badge">'''{{clr|D|236D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Ragna_DeadSpike.png |A beefy projectile used for resetting pressure.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Dead_Spike_hitbox1.png |Ragna's hurtbox during active frames.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Dead_Spike_hitbox3.png |The projectile hitbox. OD Dead Spike uses the same hitbox, but it grows in size every hit.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="236D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +2<br />
*Lifesteal: 100<br />
<br />
Large, slow moving projectile that crawls along the ground, traveling up to half-screen before disappearing. Primarily used to reset pressure thanks to its frame advantage on block, though the slow start-up makes it easy to disrespect by mashing or jumping out so don't autopilot into this move. The dash cancel brings Ragna close to the opponent, perfect for setting up a throw/strike mix-up. This move also sees heavy use in corner combos and certain optimal mid-screen combos, though it must be used at point-blank range at mid-screen or else follow-up attacks will whiff.<br />
<br />
Even though this attack is a projectile, Dead Spike is not good against zoning nor should it be used for zoning. It has short range and slow start-up, leaving Ragna vulnerable to any form of aerial approach throughout the entire animation.<br />
<br />
----'''Overdrive Version'''<br />
*Gains larger hitbox with each hit.<br />
*Hits 3 times.<br />
*Launches opponent away on hit.<br />
*Dash cancelable, even on whiff.<br />
**Frame advantage on block after earliest hit into Dash Cancel: +12<br />
*Lifesteal: 50×3<br />
<br />
The Overdrive version hits 3 times, giving it much greater frame advantage and combo utility than normal Dead Spike. It also has a larger hitbox and travels farther across the screen, making it difficult for your opponent to escape from during your pressure. A minor utility of this move is in an unblockable setup with (OD) Devoured by Darkness, which you can see how to execute by visiting that move's overview further down the page. The hitbox progressively gets larger over 4 frames increasing in size from normal to OD.<br />
{{CloseCard}}<br />
<br />
===<big>Blood Scythe</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} (Air OK)'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCP_Ragna_BloodScythe.png |Ground version is incredibly slow but advantageous, air version is great for corner carry.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Blood_Scythe_hitbox.png |That's a lot of red boxes.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF|version=yes}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=input=name,damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and (input="214D" or input="j.214D")<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
|delimiter=\n{{!}}-\n<br />
}}<br />
|}<br />
==== ====<br />
*Ground slides the opponent on hit.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 100<br />
<br />
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 {{clr|C|6C}} and throw, Counter Hit {{clr|A|6A}}, {{clr|C|2C}}, {{clr|C|3C}}, and {{clr|D|2D}}, or Fatal Counter {{clr|D|5D}}. After it hits, follow up with dash {{clr|C|5C}} mid-screen or {{clr|C|3C}} into Not Over Yet in the corner.<br />
<br />
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 {{clr|C|3C}} into Not Over Yet, though only if the opponent was hit at Aerial Blood Scythe's max vertical range.<br />
<br />
----'''Overdrive Version'''<br />
*Ground bounces the opponent on hit.<br />
*Ground version gains more blockstun.<br />
*Air version is -4 on block at best.<br />
*Fatal Counter property on Counter Hit (ground version only).<br />
*Lifesteal: 150<br />
<br />
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 {{clr|D|5D}}'s ground bounce. The air version can be used to end highly scaled air combos with Carnage Scissors.<br />
{{CloseCard}}<br />
<br />
===<big>Nightmare Edge</big>===<br />
<span class="input-badge">'''{{clr|C|j.214C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_NightmareEdge.png |Main aerial combo ender, and provides solid okizeme.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Nightmare_Edge_hitbox1.png |Initial hit, space well to make the final hit whiff.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Nightmare_Edge_hitbox2.png |Variable hits based on height from the ground and distance from the opponent.<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Nightmare_Edge_hitbox4.png |Landing strike, gives decent okizeme or leads into followup attack. If this hit whiffs the opponent is ground bounced and you can continue the combo.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Number of hits is dependent on Ragna's height from the ground.<br />
*Initial hits ground bounce the opponent on air hit.<br />
*Landing hit knocks the opponent down on hit.<br />
<br />
Falling slash that acts as Ragna's main air combo ender. Grants good okizeme mid-screen if the follow-up is omitted but note that the opponent can tech roll behind Ragna to avoid meaties. The landing hit can whiff at certain ranges (exact spacing is character specific), resulting in a ground bounce that can link into a micro-dash {{clr|B|5B}} for a combo extension though this isn't optimal and is very inconsistent. On Counter Hit, the landing hit's knockdown is greatly extended which allows Ragna to combo into {{clr|C|5C}} or even {{clr|C|6C}}. Can be used in neutral to stall Ragna's air movement and then move directly downward, useful for baiting anti-airs, though note that characters with 5 frame start-up jabs can punish it on normal block and everyone can punish it on instant block.<br />
{{CloseCard}}<br />
<br />
===<big>Additional Attack (Nightmare Edge)</big>===<br />
<span class="input-badge">'''{{clr|D|214D}} after Nightmare Edge'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_NightmareEdgeFollowUp.png |Trades okizeme for damage, lifesteal, and corner carry (unless in the corner).<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Additional_Attack_(Nightmare_Edge)_hitbox.png |Frames 12-14.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="j.214C 214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Launches the opponent away on hit.<br />
*Lifesteal: 200<br />
<br />
Nightmare Edge follow-up, used to maximize damage and lifesteal at the end of a combo. Should always be used after Nightmare Edge in the corner as this move doesn't sacrifice okizeme there. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos.<br />
<br />
----'''Overdrive Version'''<br />
*Wall bounces the opponent on hit.<br />
*Dash cancelable on hit or block.<br />
**Frame advantage after earliest Dash Cancel: -4<br />
*Lifesteal: 300<br />
<br />
The Overdrive version is an extremely powerful combo part, as it deals high damage, has high lifesteal, and leads into a variety of powerful follow-ups from anywhere on screen. Untech time lasts until the opponent touches the ground, even at the end of highly scaled combos. Note that using it in the corner will always result in a side switch, losing out on corner pressure in the process, so only do this if it will kill the opponent.<br />
{{CloseCard}}<br />
<br />
===<big>Not Over Yet</big>===<br />
<span class="input-badge">'''{{clr|C|22C}} near downed opponent'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_NotOverYet.png |Massive corner carry potential mid-screen and a fantastic combo tool in the corner.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Not_Over_Yet_hitbox.png |Frames 11-18.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="22C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*Can only be used when the opponent is knocked down.<br />
*Ground slides the opponent on hit.<br />
*Wall splats the opponent in the corner.<br />
*Dash cancelable on hit.<br />
*Special cancelable on hit.<br />
<br />
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 {{clr|C|5C}} jump cancel combo mid-screen or with a {{clr|B|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.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Distortion Drives==<br />
<br />
===<big>Carnage Scissors</big>===<br />
<span class="input-badge">'''{{clr|D|632146D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_CarnageScissors.png |Use this outside of Overdrive if it will kill, use this during Overdrive for Soul Eater progression and possible relaunches in the corner.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Carnage_Scissors_hitbox1.png |Actually an anti-air (trust me).<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Carnage_Scissors_hitbox2.png |Second hit, hold D to cancel.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="632146D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits once, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 890<br />
*Lifesteal: 300<br />
<br />
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 {{clr|D|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.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~18.<br />
*First hit stuns grounded opponents, ground bounces airborne opponents.<br />
*Follow-up attack hits 5 times, launches opponent away.<br />
*Follow-up doesn't occur on whiff. Hold {{clr|D|D}} to prevent the follow-up from happening.<br />
**First hit when {{clr|D|D}} button is held is -20 on block, which is also the actionable gap between the two hits for the opponent.<br />
*20% minimum damage: 1146<br />
*Lifesteal: 200+100×4<br />
<br />
In Overdrive, Carnage Scissors deals 4 more hits and launches opponents higher, allowing Ragna to combo into {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|D|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.<br />
{{CloseCard}}<br />
<br />
===<big>Devoured by Darkness</big>===<br />
<span class="input-badge">'''{{clr|D|214214D}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_DevouredByDarkness.png |What's yours is mine!<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_DevouredByDarkness2.png |The eye slowly opens as the attack progresses.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Devoured_by_Darkness_hitbox.png |Frames 25-27, make sure you're close enough when you go for the unblockable setup.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="214214D"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*Hits only once on block.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1000<br />
*Lifesteal: 500<br />
<br />
Ragna grabs the opponent and steals their vitality before launching them away. Has higher damage than Carnage Scissors but also has much slower start-up and shorter range, making it difficult to use as a combo ender. In fully optimized combos, the extra attacks that can be added before Carnage Scissors means it will always out damage and steal more life than non-Overdrive routes using Devoured by Darkness. The start-up invulnerability doesn't last until the active frames, so it should not be used as a reversal, as a wide variety of attacks can interrupt on reaction.<br />
<br />
----'''Overdrive Version'''<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~16.<br />
*First hit is unblockable.<br />
*Final hit launches opponents away on hit.<br />
*Only the final hit counts towards Soul Eater progression.<br />
*25% minimum damage: 1250<br />
*Lifesteal: 1000<br />
<br />
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.<br />
<br />
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.<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Exceed Accel==<br />
<br />
===<big>Seed of Tartarus</big>===<br />
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}+{{clr|C|C}}+{{clr|D|D}} during Overdrive'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_the_Bloodedge_Seed_of_Tartarus.png |<br />
BBCF_Ragna_the_Bloodedge_Seed_of_Tartarus2.png |Just hold Overdrive and pray.<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_EA_hitbox.png |Same animation as {{clr|D|5D}}'s second hit, but not quite the same hitbox.<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="ABCD"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*[[BBCF/Offense#Exceed_Accel| Behaves the same as every other Exceed Accel.]]<br />
*10% minimum damage: 305 {643}<br />
<br />
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 {{clr|C|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 {{clr|C|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.<br />
<br />
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.<br />
<br />
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 > {{clr|A|5A}} or {{clr|B|5B}} link).<br />
<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Astral Heat==<br />
<br />
===<big>Black Onslaught</big>===<br />
<span class="input-badge">'''{{clr|C|2141236C}}'''</span><br />
<div class="attack-container"><br />
<div class="attack-gallery"><br />
<tabber><br />
Images =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCS_Ragna_BlackOnslaught.png |"''I’ll show you… '''the power of the Azure!'''"'' <br />
BBCS_Ragna_BlackOnslaught2.png|''"There is no hell, only darkness."''<br />
</gallery><br />
|-|<br />
Hitboxes =<br />
<gallery widths="210px" heights="210px" mode="nolines"><br />
BBCF_Ragna_Black_Onslaught_hitbox.png | "More Hitboxes, More Instant Kill" - Mori (probably)<br />
</gallery><br />
</tabber><br />
</div><br />
<div class="attack-info"><br />
{| class="wikitable attack-data"<br />
{{FrameDataHeader-BBCF}}<br />
|-<br />
{{#cargo_query:tables=MoveData_BBCF<br />
|fields=damage,guard,startup,active,recovery,onBlock,attribute,invuln<br />
|where=chara="{{SUBPAGENAME}}" and input="2141236C"<br />
|format=template|template=AttackData-BBCF|named args=yes|order by=_ID<br />
}}<br />
|}<br />
==== ====<br />
*180F Heat Gauge Cooldown.<br />
*Fully invincible on frames 1~19.<br />
*Hits only once on block.<br />
*Opponent leaves hitstop 6 frames before Ragna on block.<br />
*100% minimum damage: 30000<br />
<br />
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 {{clr|A|5A}} or {{clr|A|2A}}) or to send them home with their Burst.<br />
<br />
{{CloseCard}}<br />
<br style="clear:both;"/><br />
<br />
==Colors==<br />
{{BBCFColors|Size=120|Character=Ragna}}<br />
<br style="clear:both;"/><br />
<br />
==Notable Players==<br />
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"<br />
! width="95"|Name !! width="85"|Color !! width="125"|Location !! Where to Find !! Notes<br />
|-<br />
| Betadood || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || United States || PC<br>[https://twitter.com/betadood Twitter] || ''The'' NA Ragna player. Currently frequents NA majors and PC netplay.<br />
|-<br />
| Tetsu || style="text-align:center;"|[[File:BBCF_Ragna_color_1.png|center|110px]] || Japan || [https://www.youtube.com/channel/UCuxXGm_2oXyInlsoMnFODqw Shinjuku Sports Land]<br>[https://www.youtube.com/channel/UCGSCPrKg-pp2SqgJaEQI1jA PLAY SPOT BIG-ONE2nd]<br>PSN || <br />
|-<br />
| Ittsu || style="text-align:center;"|[[File:BBCF_Ragna_color_11.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCMuAdbNdpV2QH-otHsugUoQ YouTube channel] || <br />
|-<br />
| Narumi || style="text-align:center;"|[[File:BBCF_Ragna_color_8.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UC5j2m-zwu3KDuZoG47zbcpw YouTube channel] || <br />
|-<br />
| Shin || style="text-align:center;"|[[File:BBCF_Ragna_color_12.png|center|110px]] || Japan || PSN<br>[https://www.youtube.com/channel/UCasxDgZRXEtzHNZ9piaAIdw YouTube channel] || <br />
|-<br />
| Iwashi || style="text-align:center;"|[[File:BBCF_Ragna_color_6.png|center|110px]] || Japan || [https://www.youtube.com/channel/UChcpmoqhD69VOFWvSC9Z97g Athena Nipponbashi] || Retired.<br />
|}<br />
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==External References==<br />
*[https://docs.google.com/spreadsheets/d/10F6YKUvskXiUWPc8j_jPMCgcXYBbNup4h7OYeIGvQGM/edit?usp=sharing/ Ragna Lifesteal Calculator] by Sydoh<br />
*[https://docs.google.com/spreadsheets/d/1oZGgKnzhxE-tmlwA9jqKyGS6ZvooNE8S5P5p5Kb7G-U/edit?usp=sharing/ Ragna Spreadsheet Tables] (Blockstring Gap Table) by Sydoh<br />
*Japanese Name: ラグナ=ザ=ブラッドエッジ<br />
*[http://www14.atwiki.jp/ragunawiki Japanese Wiki]<br />
*[http://jbbs.livedoor.jp/bbs/read.cgi/game/45148/1370358945/ Japanese BBS]<br />
*[http://sp.bbcp.ac/ranking_view.php?mode=exe&type=psr_rank&couse=&charactor=rg&pref=0 Arcade Profile Dan Rankings]<br />
*[https://blazblue.wiki/wiki/Ragna_the_Bloodedge Ragna's page on the general BlazBlue Wiki at https://blazblue.wiki]<br />
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==Navigation==<br />
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