BBCF/Ragna the Bloodedge/Strategy

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Revision as of 13:45, 18 April 2021 by Skivva (talk | contribs) (→‎Defense: Completely rewrote the defensive segment to have a more comprehensive description of using all of Ragna's tools defensively, not just his dp.)



Offense

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.


Mix-ups

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. 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: 5B, 2A, 2B, 2C, 2D, 6B, and throws. Occasionally, cross-ups such as cross-up j.B, cross-up Blood Scythe, and cross-up instant air dash D Inferno Divider are also viable. Refer to the Move List to learn more about these moves.

Pressure

Example Block Strings

  • 1. 2A > 2B > 2C > 5C > 2D

Run-of-the-mill block string. Works at most ranges and can catch jump out attempts. 5C > 2D has a gap and is punishable with a reversal in case 5C gets Instant Blocked, so beware and don't use 2D whenever that happens. 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. After 2D you return to neutral and must once again fight for the pressure.

  • 2. 2A > 2B > (5B) > 3C > 2D or jc

Must be done at fairly close ranges and countains 3 lows. You can choose to continue pressure by jump canceling the blocked 3C into jump in j.C. However, that's quite easy to punish so dont use it too often. 2B can be canceled straight into 3C if range is an issue.

  • 3. 2A > 2C > delay 5C > (2D)

A block string packed with frame traps for those who love to mash. Again, refrain from using 2D whenever the 5C gets Instant Blocked.

  • 4. 2A > (2B) > (2C) > 6B > 2D

Basic block string into Ragna's standing overhead, 6B. Not particularly difficult to block since everyone knows that 6B can come after 2A/2B/2C. 6B > 2D can keep you safe on block, but even on normal block there will be a gap to challenge.

  • 5. 2A > 5B (or Gauntlet Hades attempt) > 3C (or ground/air Gauntlet Hades attempt)

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 if on block, and crouching forces it to whiff - you should be prepared to expect that your opponent knows that. 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.

Pressure Extension

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:

  • 2C - +1 on block. One of his best options afterward is dash 2A > block string. However, it can lose to Instant Block and mashing. In that case use other moves such as 5C or 3C to not get countered.
  • 6D > 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 j.D and go for a quick low such as 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.
  • Dead Spike > Dash Cancel - Another potentially advantageous move on block. 2A and 5B are relatively safe if done at short and long distances respectively. Dont be predicable with this one, since jumping can cause the Dead Spike to whiff and allow for a punish.
  • Blood Scythe - +3 on block. A very slow move to start-up, but when blocked gives Ragna the advantage.

The key to pressure is mixing these moves into your block strings, for example:

Block string #3 plus #5 2A > 2C > delay 5C > Dead Spike > dc 2A > 5B (or Gauntlet Hades attempt)> 3C (or ground/air Gauntlet Hades attempt)

Block string #4 into #1 plus #2 2A > (2B) > (2C) > 6B > 6D > j.D > 2A > 2B > 2C > dash 2A > 2B > (5B) > 3C > 2D or jc

That's the basic idea behind Ragna's mix-up. Don't forget to put some throws in the mix! But that's not the only thing he has to offer.

Stagger Pressure

Easy to execute and a very powerful tool. It basically consists of multiple 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.

Examples:

  • 2A > delay 2A > dash 2A...

Delay 2A creates a frame trap and dash 2A puts you closer to start a better block string. Then mix everything so something like this can be done:

  • 2A > 5D > Blood Scythe > dash 5B (or throw attempt) > 2B > 2C > dash 2A (or throw attempt) > 2A > 2A (or throw attempt) > 5B > Gauntlet Hades

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 5B, including lows. In the event that it gets blocked, you can still Rapid Cancel to continue your pressure with another block string. 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.

Okizeme

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. 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.

  • Inferno Divider >> Upper >> Ax Kick

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 2B > 5B > 5D(1) > Gauntlet Hades to catch them off the ground and carry further into the corner. In the event they obediently tech, dash in and start pressure with either 2A, 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 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.

  • Hell's Fang >> Follow-up

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 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.

  • Nightmare Edge ( >> Follow-up)

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 j.B.

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:

  • 1. j.C - Time the j.C to potentially connect right before you land, for a safejump. In other words, if they block on wakeup the j.C hits, if they reversal the 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. j.B can also be used to the same effect and it catches forward rolls more easily than j.C.
  • 2. Air dash j.C >> 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.
  • 3. 2B - Empty jump-in into low setup. Expecting the j.C, and thus blocking high, makes the 2B hit unsuspecting opponents. It's a very good option to throw off their guard. It can lose to mashing, throws and obviously reversals.
  • 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.
  • 5. Air dash j.C >> delay j.D (whiff) >> 2B/throw - A very tricky mix-up that is specifically used to catch those who are expecting to block the regular air dash j.C > j.D mix-up. Game their reactions with a j.D that doesn't become active before you land, then performing either the 2B low or a throw.

If you end a combo near the corner, while you won't have a safejump, you do still get one additional distinct okizeme option.

  • 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.

This setup loses to projectile invulnerable specials and Distortion Drives, as well as delayed neutral techs, so be wary of these options.

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.

Defense

Ragna's defensive game, like the rest of him, is quite well-rounded. He has a strong DP, 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. 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 invuln is in most cases a guaranteed punish. For abare, at closer ranges use 2A. It is a fairly standard, functional jab all around. Do not use 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 5A as an anti-air. At longer ranges, use 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. For anti-airing out of pressure, Ragna has a couple options. 6A is his dedicated anti-air, and is a great reaction anti-air due to the extremely fast head invul. However, it can be easily baited because of its small hitbox and long recovery, so be careful when using it. Ragna's safest anti-air is 5A. While it lacks any head invuln 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. Ragna's Counter Assault is very good, using the same hitbox as 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.

Neutral

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.

  • Ragna's primary footsies normals (5B, 5C, 2D, 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. 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.
  • 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.
    • In the past, 6A was 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 Hakumen's Hotaru. Unfortunately, 6A is only jump cancelable on hit now, 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 6A as an anti-air, it's still good to keep in mind that you have the option.
    • 5A is also a very powerful anti-air given for its quick speed and easy hit confirm off of it. Compared to 6A, 5A leads into slightly less damaging combos, and doesn't have any invulnerability, but it is much safer to use in neutral. Additionally, 5A can gatling into absolutely any move, so you can go straight into a mix-up if you catch the opponent blocking your 5A in the air (it is also safe, so you can bait any reversals that you expect).
    • Although not conventionally an anti-air, 5B surprisingly serves well to catch lower jump-ins. It's faster than 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.
  • Ragna's air-to-ground approach is still reasonably strong thanks to 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 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.
  • 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.
    • 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 6A or C Inferno Divider, should you be in the position to use it. Not only that, but high jumping into j.A allows you to pursue an opponent normally too high for conventional anti-airs.
    • 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 still has a reasonably large horizontal hitbox for an air normal, and has plentiful hitstun should you land it.


Tips and Tricks

"Nightkasu" or one hit Nightmare Edge routes.

Fighting Ragna

Video that shows punishable gaps in Ragna's pressure:

As the video's description states, allowing Ragna to continue his pressure after a whiffed 2C is respecting him way too much. If you see a whiffed 2C, prepare to contest.

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