About: Ragna the Bloodedge/Move List   Sponge Permalink

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BlazBlue: Chronophantasma also changes Soul Eater's values again. The first hit still applies 100% base life steal, but this time, the second hit has 90% of the value, the third with 95%, and the fourth back up to 100%. Subsequent Soul Eater hits from there onwards then scale to an extra 5% life steal per SE hit, scaling up to 150% max, and from there, the following hits do 160% and then to 180% being the cap, which now enables Ragna to be rewarded even more if he uses a powerful life stealing attack at the end of a combo with roughly 12 Soul Eater hits landed, such as with a Devoured by Darkness.

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  • Ragna the Bloodedge/Move List
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  • BlazBlue: Chronophantasma also changes Soul Eater's values again. The first hit still applies 100% base life steal, but this time, the second hit has 90% of the value, the third with 95%, and the fourth back up to 100%. Subsequent Soul Eater hits from there onwards then scale to an extra 5% life steal per SE hit, scaling up to 150% max, and from there, the following hits do 160% and then to 180% being the cap, which now enables Ragna to be rewarded even more if he uses a powerful life stealing attack at the end of a combo with roughly 12 Soul Eater hits landed, such as with a Devoured by Darkness.
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Literal Translation
  • Upper
  • Additional Attack
  • Heel Drop
  • Horizontal Blowback
  • It's Not Over Yet
  • Kick Lift
dbkwik:blazblue/pr...iPageUsesTemplate
English Name
  • Soul Eater
  • Uppercut
  • Spin Kick
  • Blood Scythe
  • Additional Attack
  • Not Over Yet
  • Straight Punch
  • Black Onslaught
  • Seed of Tartarus
  • Additional Blow
  • Ax Kick
  • Belial Edge
  • Blood Kain
  • Blood Kain IDEA
  • Carnage Scissors
  • Dead Spike
  • Devoured by Darkness
  • Gauntlet Hades
  • Hell's Fang
  • Inferno Divider
  • Nightmare Edge
Description
  • 1(xsd:integer)
  • 30(xsd:integer)
  • Jump cancelable.
  • Cancels into itself.
  • Run-of-the-mill jumping poke.
  • Breaks one Guard Primer on block.
  • Has some startup invincibility, enabling Ragna to even punish certain projectiles with good timing.
  • Ragna picks his opponent up off the ground and punches them in the gut, where they crumple to the ground. Good for lengthening ground combos and for reset pressure. Though the opponent can at times tech without rolling to take the chance to block or worse, land a counter hit with a great frame advantage. Can also combo into it without really needing the foe to be on the ground such as during the second hit of Ragna's 5D.
  • Standard launcher for air combos, but has low horizontal range. Rather unsafe on block since you can only cancel into a laggy-special move or a jump, making blockstrings off of this move rather predictable and unfavorable for Ragna.
  • Also in BlazBlue: Continuum Shift II, 1-frame links are possible with moves such as Hell's Fang, but it's very difficult to consistently pull off on top of the attack's changes already as is. Not to mention that only one Belial Edge can be performed in a single combo, as any other successive ones landed will enable the opponent to tech out of it with little problem.
  • Ragna turns follows up with a quick heel slam, with dark mist covering his foot. Steals health. Knocks down the opponent. Can only perform if Uppercut connects.
  • However, adding to the aforementioned frame advantage, it can also late-chain into itself and other moves to provide even more ambiguous blockstrings.
  • Has faster startup and bigger hitbox during Blood Kain.
  • Ragna's particular Counter Assault is good for what it's worth; it is actually the second fastest Counter Assault in the game , and it also has a lot of active frames, making this move have a lot better chances to land than other characters'. This still doesn't mean that you should use the move whenever you want, but it's still good to keep in mind.
  • A follow-up attack akin to his Hell's Fang followup where Ragna brings his blade behind himself over his leading shoulder, performing a slamming slash similar to the starting blow of his Carnage Scissors. Summons a wad of snake-heads that trail it.
  • Combos into 5C and a few other command normals, and on air hit it causes an untechable plummet.
  • Ragna uses an attack that absorbs some of the opponent's health on hit or block.
  • Tends to be his usual main tool for air to air battles, making his air game a bit predictable.
  • As of BlazBlue: Continuum Shift Extend, the bottom hurtbox portion can trap foes into the attack should Ragna air dash into them at certain heights.
  • Hits crouching opponents even in the corner. Can allow the move to stagger a grounded opponent on hit, allowing for more rewarding followups.
  • Ragna lifts his foot up high, then drops his heel/leg down.
  • The OD version does not move off-screen if used in the corner.
  • Ragna drives the opponent down to the ground, then scrapes them on the ground and flings them into the air behind himself.
  • Can be used outside of Blood Kain, but the damage is not as devastating especially with the move's initial drawbacks exacerbating it further.
  • Ragna dashes at the opponent with his leading hand engulfed in darkness. If done very close, the move looks more of a clothesline, as on hit or block on any point of the move, the recovery animation will instantly kick in.
  • The bottom hurtbox portion can trap foes into the attack should Ragna air dash into them at certain heights.
  • Ragna grabs the opponent at arm's length and then knees them away.
  • In BlazBlue: Continuum Shift II, opponent can be launched and ground bounced only if hit in midair, though Ragna can still cancel it normally into other attacks.
  • D version can now Fatal Counter, though combos off of it aren't as good due to forcing an airborne state on the opponent, so it's mainly used to combo into the Ax Kick.
  • Ragna activates the Azure Grimoire, and his body emits a black aura. This enhances all of Ragna's Soul Eater moves, greatly increasing their hitbox as well as improving their damage, health drain and untechable time.
  • Cancels into itself via rapid-fire, but only up to three times before the input chain resets .
  • Completely invincible start-up, but is slow to hit.
  • Can cancel into itself via rapid-fire, but only into three times just like the standing version.
  • Hits up to three times during Blood Kain, hitbox increases significantly. Faster startup compared to BlazBlue: Calamity Trigger. Good for combo resets.
  • Ragna's hand turns into a claw of the Black Beast as he snatches the opponent, lifts them up over his head and bombards them with dark tendrils, finishing with an explosion of darkness and dealing a total of 70 hits. The start-up for this Distortion Drive is rather slow and easy to counter-poke, but Ragna regains a massive amount of health if he connects, making it an incredibly rewarding desperation attack. Regardless, it should mainly be used in combos due to it being easy to counter.
  • Has faster startup and bigger hitbox during Overdrive.
  • Has a decent crossup hitbox and okay priority. A somewhat viable air-to-air.
  • The more Soul Eater moves used in a combo, the more HP Ragna can drain according to this table: *1st Soul Eater hit = 100% lifesteal *2nd Soul Eater hit = 90% lifesteal *3rd Soul Eater hit = 95% lifesteal *4th Soul Eater hit = 100% lifesteal *Subsequent Soul Eater hits = 5% increase up to 150% lifesteal, then 160%, then up to 180% max.
  • Can relaunch from a 5C, and serves as a powerful footsie low.
  • Staple combo starter. Can also use as a slight anti-air due to the upward angle of the tip of Ragna's foot.
  • BlazBlue: Chronophantasma Extend allows him to Revolver Action chain this move into D attacks, enabling him to have more frame trap routes off of this attack and more combo possibilities.
  • Patch 1.10: Has a larger hitbox, making it hit crouching opponents even in the corner.
  • The move can miss depending on Ragna's distance, which is not often. Only serves to transition to his two followups.
  • Opponent is now wildly flung away by the attack as of BlazBlue: Continuum Shift II, though only on air hit. Breaks one Guard Primer on hit. Has a good amount of stun on Counter Hit, making it a solid combo starter.
  • Ragna follows up with a back spinning kick aimed upward while kicking with a paw of the Black Beast. Can combo into a 5B or 5C if delayed slightly. Steals health on hit or block.
  • Ragna uses an attack that absorbs some of the opponent's health on hit or block. Does not work against Barrier Guard.
  • In BlazBlue: Chronophantasma Extend, the launch/float effect of the kick has been lowered, enabling Ragna to combo off of this move at a faster pace. But in some situations this means that one has to be much quicker to combo off of this move afterwards. The original launch height is still retained during Overdrive.
  • A standing overhead, a bit slow, but a staple mixup tool.
  • In BlazBlue: Chronophantasma Extend, the opponent is launched into a "wildly flung" effect at a low float, enabling Ragna to retain most of his vanilla BlazBlue: Continuum Shift Belial Edge BnB's should he land the Belial Edge properly.
  • Dash and special cancelable. It also is the only move in the game that has no automatic histun decay, making it a very solid combo tool, and also has great corner carry power. Can often combo into a Dead Spike off of this, or even a D Inferno Divider out in the open.
  • Staple air combo finisher, as it covers a large amount of area around Ragna, even from above, so it is hard for this move to miss.
  • Ragna hops into the air and strikes with his sword over his shoulder. Ragna becomes airborne.
  • Ragna moves back a little while brandishing his sword in a turn, then does a diving stab downward till he plants his sword into the ground. Multi-hitting dive attack.
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