PropertyValue
rdfs:label
  • Ragna the Bloodedge/Move List
rdfs:comment
  • 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.
dcterms:subject
Literal Translation
  • Upper
  • Additional Attack
  • Heel Drop
  • Horizontal Blowback
  • It's Not Over Yet
  • Kick Lift
dbkwik:blazblue/property/wikiPageUsesTemplate
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
  • 30
  • 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.
  • However, unlike Belial Edge, it's solid at creating okizeme resets, as the opponent at heavier levels of proration is bound to tech, but it creates a solid neutral situation when it connects most of the time.
  • Compared to BlazBlue: Calamity Trigger, deals less damage and steals less health.
  • A backwards leaning wide outward sword swing.
  • A crouching jab.
  • A jumping punching jab.
  • A jumping straight kick.
  • A low turning sweep kick with the leading leg.
  • A stepping forward uppercut with the leading arm.
  • Great for combos if followed up correctly, but is a rather subpar overhead to be used with caution, though it is a bit more reliable due to going over low attacks and being one of the faster overheads in Ragna's arsenal. However, the recovery time often calls for a Rapid Cancel to make it safe.
  • Can lead to very strong combos.
  • Can perform normal air actions afterwards.
  • Combos into Hell's Fang at most ranges.
  • P2 rating lowered, making this move less optimal for damaging combos than before, but now has increased lifesteal as a trade-off that allows for more ways to fill up the Soul Eater modifier.
  • Run-of-the-mill-crouching poke, and a very powerful pressure tool on block due to the frame advantage.
  • Deceptively large hitbox.
  • Does not work against Barrier Guard.
  • Ragna leaps upward in a spiraling motion while uppercutting with a sword slash hilt first . Basic "dragon punch reversal" anti-air special with start-up invulnerability. Good move for breaking out of a defensive position due to the great invincibility frames on the C version, but like with many anti-air specials, Ragna can be punished as he's falling down on whiff or block, so it must be used with caution and not as abused; Rapid Cancels are vital in making this move safe on hit. Can hit twice.
  • A crouching far tap kick. Staple crouching medium kick that hits low.
  • As of Patch 1.10, the opponent is now launched lower and has 5 frames less untech time. However, it is still possible to combo into a 5C or 5D, and the last hit can now be super-cancelled into Distortion Drives.
  • Frame advantage on block .
  • In BlazBlue: Chronophantasma, its frame disadvantage is now helped by the increased pushback on block, which makes it difficult to get punished. This move is also no longer dash cancelable.
  • Hitbox becomes larger in Blood Kain.
  • Hitbox becomes larger in Overdrive.
  • An airborne special that sends the opponent directly down to the ground with multiple hits, which is more or less a vertical version of Belial Edge. Combos off j.D.
  • Initial strike hits overhead.
  • Initial strike no longer hits overhead.
  • Ground bounce effect amplified on both versions during Overdrive, enabling a good number of to-go-to combo finishers.
  • Jump cancelable . Launches on the second hit.
  • The first hit now crumples a grounded opponent, and ground bounces an airborne opponent. In Overdrive, the move's final blow does a few extra hits.
  • Knocks down the opponent.
  • Has increased untech time compared to BlazBlue: Calamity Trigger.
  • Hard knockdown on a midair opponent. 180F cooldown.
  • Mainly used after Hell's Fang .
  • Ragna thrusts the edge of his sword upwards in an uppercutting spiral turn via reverse grip.
  • Patch 1.10: P1 rating changed from 90% to 80%.
  • Sadly, limited combo routes hamper the versatility of this attack's wakeup potential.
  • Good for following up 6D, air combos involving j.C and adjusting height for a D Inferno Divider. Hits overhead due to it being a jumping attack.
  • Removes one Guard Primer.
  • Ground version ground bounces, while midair version knocks down and moves Ragna further forward with faster startup.
  • Special cancelable after the knee.
  • Special cancelable after the stab.
  • Special cancelable after the upward fling.
  • Staggers on Counter Hit.
  • Staple combo starter.
  • Starts up faster in Blood Kain.
  • Starts up faster in Overdrive.
  • Life drain on hit or block. Wallbounces during Overdrive. Also tends to have a good amount of Heat Gain, and it can be a powerful combo starter due to its 100% P1 value .
  • Upper-body invulnerable.
  • Very punishable on both hit and block.
  • Wall bounces.
  • Life drain on hit or block. Wallbounces during Blood Kain. Also tends to have a good amount of Heat Gain, and it can be a powerful combo starter due to its 100% P1 value .
  • Has + frames on block and can inflict Fatal Counters, giving Ragna a new powerful punishing frame-trap tool, despite this being his only Fatal Counter attack. It can create a lot of safe situations on block, but spamming this move carelessly can lead to opponents working around it at some point.
  • No longer can hit crouching opponents, but now has more untechable time though with a poor Proration 2 rating. In Overdrive it does more damage with better proration, and more untech time.
  • A leaning forward backspin/turning roundhouse kick.
  • A standing jab with his index and middle finger knuckles forward.
  • Can be RC'd during certain points of the move to turn it into a mixup option, depending on how close Ragna is to the ground .
  • Recovery is reasonably fast, and difficult for close ranged characters to punish on block or whiff.
  • A jumping inward spinning sword swipe in reverse grip.
  • From BlazBlue: Continuum Shift onward, pushes Ragna away a bit, limiting simple combo options.
  • Can Revolver Action chain this move into D attacks, enabling him to have more frame trap routes off of this attack and more combo possibilities.
  • Only combos properly on a crouching opponent due to the somewhat slow startup on the first hit, and the slow transition to the second hit.
  • Ragna turns in a fast wicked motion in the air to follow up with an uppercut.
  • Can only perform if Uppercut connects, but it can miss on rare occasions.
  • Combos well off of 5C, though the hitbox does not seem to reach as far as it looks.
  • Only combos properly on a crouching opponent due to the somewhat slow startup on the first hit, and the slow transition to the second hit. Fatal Counter combos also help with this attack.
  • Decent speed and good range barring the average hitbox, which can have more added range somewhat if done from a dash.
  • Ragna brandishes his sword in a turn, then does a diving stab downward till he plants his sword into the ground. Multi-hitting dive attack.
  • Good at controlling most situations as a frame-trapping punish tool.
  • Has somewhat slower startup in BlazBlue: Continuum Shift II, making combos like 2C->6C no longer possible.
  • The ground versions and air versions differ; grounded version is rather slow, but can be used for some interesting crossups due to the hitbox of the attack. The recovery of the attack can be used to start pressure either on hit or block, and gives Ragna a positive pressure situation regardless.
  • Faster and slightly shorter range compared to BlazBlue: Calamity Trigger.
  • Ground bounces on Counter Hit or while in Blood Kain.
  • Extremely effective for corner carries with solid reward from chaining it from a j.D, but has flaws out in the open. Opponent might fall through the attack or be lifted too high by the initial hit of the attack to be dragged downward with Ragna.
  • In BlazBlue: Continuum Shift Extend has more untechable time and a higher launch, making it easier to lead into a Belial Edge; especially on a Counter Hit.
  • Good offensive hitbox for air to ground, but will lose to the better 6A anti-airs.
  • Good range and priority, but a bit slow on startup. The recovery and hitbox makes it an optimal foil to his standing B in Ragna's spacing set, making it a slower option that's notably safe on block.
  • Has a wallstick effect, and thus has better capabilities for setting up most mid-screen corner combos depending on the distance.
  • Steps forward for a forward leaning inward reverse-grip sword swipe.
  • Jump cancelable and dash cancelable . Launches on the second hit.
  • If combo'd from a grounded C Inferno Divider, it is possible to relaunch from this outside of the corner.
  • In BlazBlue: Chronophantasma Extend, can no longer validly chain/combo into a j.D.
  • Soul Eater attacks drain 30% of the attack damage on hit .
  • Has a few more frames of recovery, making it more risky to use especially if it gets blocked and is more easier to punish.
  • In BlazBlue: Chronophantasma, changes to moves like j.D alter the combo routes into this move. However, this attack now becomes one of Ragna's more intricate tools, as one must properly position it from the correct height and timing to have the launch at the end occur. Otherwise the opponent can easily tech out of it upon landing . Because of this, certain characters require different timings/positions in order to land it correctly .
  • Utilizing the power of the Azure Grimoire, Ragna strikes the opponent with a small uppercut reverse-grip slash, then turns his sword into a scythe and slashes the opponent repeatedly, draining their soul almost entirely before disintegrating them with a final stab.
  • Ragna follows up with a quick straight punch. Wallbounces.
  • Knocks the opponent far away via a wildly flung effect and causes slide state, which may cause an early tech due to the recovery of the attack, thus it requires some meter to extend a combo from it. Unlike Belial Edge however, the setups with this move allow for more raw damage.
  • Can combo/chain into other attacks quite well, especially into Dead Spike despite its hitstun decay. It can also be used after quite a few knockdowns such as from his Belial Edge in the corner to extend combos with.
  • Moves Ragna forward a small bit during the attack's end.
  • However, during a blockstring, its minor blockstun makes it unsafe if chaining into another move like a C normal or D-based move, save for using it by itself.
  • In BlazBlue: Chronophantasma Extend it has a lower float/launch on air hit.
  • Untechable until knockdown, but cannot lead into full meterless conversions, since unlike Belial Edge, it lacks the original launch/bounce effect the prior move has.
  • In BlazBlue: Chronophantasma Extend can allow the move to stagger a grounded opponent on hit, allowing for more rewarding followups.
  • In BlazBlue: Continuum Shift II, Ragna now moves back a little during his brandishing animation, while having the first hit being moved to the frame as soon as Ragna points his sword downward , and the opponent is knocked back quite far away on the final successful air hit. It also has a lot less meter gain than before, and because of the changes, most combos into it now often make it do less hits than before, as well as massively changing the timing and positioning to prevent the move from getting teched out of. From there, it's normally comboed from in the corner.
  • Mainly works as a poke due to how far Ragna leans forward then moves back during the attack; making it optimal for his standard poke set, and a staple "in-and-out" poke. Also has rather amazing priority over a good set of moves, but is usually safe only at max range: on block or when out-prioritizing attacks via punish, as using it close to the foe without any cancel options makes it rather unsafe.
  • Can combo/chain into other attacks quite well, especially into Dead Spike despite its hitstun decay. It can also be used after quite a few knockdowns to extend combos with.
  • In Overdrive, it still has its main usage in combos, but now gives more hitstun for the additional hits to allow for more followups.
  • Now has a wallstick effect, and thus has better capabilities for setting up most mid-screen corner combos depending on the distance.
  • The opponent can be launched and ground bounced only if hit in midair, though Ragna can still cancel it normally into other attacks.
  • Increased speed from the first to second hit in, and the first hit also hits low . The second hit's launch has a small pull-in effect.
  • Combos into j.D for some ambiguous mixups, and has rather safe landing recovery.
  • Lasts for about 10 seconds. Has a notable amount of startup invincibility, making it ideal for punishes that involve powerful combos afterward. Regardless, it's mainly better to use it during combos, so that way Ragna can output most of his damage as well as he can, especially if in the corner or if the opponent cannot burst of out of them.
  • Has very high minimum damage as well. It also has a deceiving amount of range. Though the damage can reduce in a combo, it can be hard to combo into this move at all. Can whiff against certain crouching characters.
  • This is a prime move to combo/chain-cancel from into a Belial Edge during air-to-ground combos.
  • The more Soul Eater moves used in a combo, the more HP Ragna can drain according to this table: *1st Soul Eater hit = 100% drain *2nd Soul Eater hit = 110% drain *3rd Soul Eater hit = 120% drain *4th Soul Eater hit = 130% drain *Subsequent Soul Eater hits = 150% drain
  • Increased speed from the first to second hit in, and the first hit now also hits low . The second hit's launch now also has a small pull-in effect, but is also no longer dash cancelable.
  • The vertical range of the move is made more narrow, limiting its minor anti-air usage.
  • Can be blocked in anyway possible on normal, but in Overdrive the move is completely unblockable, and the tendrils from before make a return.
  • Flings foe further away in BlazBlue: Continuum Shift Extend. Also now wallbounces.
  • Run-of-the-mill standing poke, especially for slight anti-air purposes due to Ragna's stance height .
  • Ragna swings his sword upward along the ground to release dark energy from his sword in the shape of one of the Black Beast's heads. Life drain on hit or block.
  • Can only be performed if the Inferno Divider connects on hit, and once any hit connects, the move can be performed right away where it will skip to the Uppercut's animation upon input.
  • Ragna attacks his foe with a chop of his sword . If it hits, he then turns his sword into a scythe and charges a powerful back turning slash, unleashed a brief wave of darkness from the ground that causes wallbounce.
  • Its frame disadvantage is helped by the increased pushback on block, which makes it difficult to get punished.
  • Ragna leans in backward and via reverse-grip stabs his sword into the ground. Knocks down the opponent. Hits low.
  • Ragna lifts his sword above his head in reverse grip, then slams it back down again. Either hit can be cancelled into attacks on hit or block.
  • In Patch 1.10, the OD version no longer moves off-screen if used in the corner.
  • Pushes Ragna away a bit, limiting simple combo options.
  • In this state, Ragna's strength and health drain are much greater than with regular Blood Kain, and without the gradual health loss.
  • Ragna performs a low-hitting sword stab, and then with a rigid lifting of his arm, a rising sword slash; both done in reverse grip.
  • No longer launches as high as in BlazBlue: Continuum Shift Extend, but now has 5 frames less recovery time.
  • Has very high minimum damage as well. It also has a deceiving amount of range. However, this move will end Blood Kain after it has been executed, regardless of it connecting. Though the damage can reduce in a combo, it can be hard to combo into this move at all. Can whiff against certain crouching characters. Steals less health compared to BlazBlue: Calamity Trigger version, though the life steal is no longer effected by damage scaling.
  • In BlazBlue: Continuum Shift II, has notably less horizontal range.
  • In BlazBlue: Continuum Shift Extend, Counter Assaults now deplete a Primer. Now that both Bursts and Counter Assaults take away Primers, there is even better reason to improve on defensive play, as guard crushes still hurt a lot.
  • D version launches Ragna higher into the air, and its hits have life drain on hit or block, but however, it has no invincibility. Its priority is decent enough though, but the D version is often used in combos.
  • In Patch 1.10, Ragna now falls faster during the D version, making him recover 2-to-3 frames faster than before, and can even combo into a 5C on a Counter hit.
  • Ragna lifts the opponent above his head and stabs them with his sword .
  • Boss Ragna has a unique version of Blood Kain that he activates at the start of the match with the phrase "BlazBlue… activate!" or "Check it out, this is the Azure!" and lasts throughout the entire battle.
  • Good for reset pressure. Extremely unsafe if Instant Blocked. And due to its long recovery, it mainly only sees use in combos.
  • Its slow startup can still make it punishable however especially with poor positioning.
  • Corner D loop during Blood Kain can connects into a Devoured by Darkness.
  • Can delay attack by holding D, Ragna will stop just after landing the first hit.
  • On a midair opponent, it will do multiple hits while dragging the opponent down for a plummet effect with the last hit launching them for a followup possibility. Also has plenty of hitstun regardless even on a grounded foe, making it hard to punish. The first hit also has a notable amount of hitstop frames.
  • Has huge hit stun on Counter Hit, which lets you combo into more or less anything.
  • Has very high minimum damage as well. It also has a deceiving amount of range. However, this move will end Blood Kain after it has been executed, regardless of it connecting. Though the damage can reduce in a combo, it can be hard to combo into this move at all. Can whiff against certain crouching characters.
  • The aerial hitstun on this move has been increased , and now has less recovery time, causing more mid-screen Hell's Fang setups to be much more optimal than before and thus, making it much more practical outside of mid-combo as a ranged-footsie punish and as a juggle combo tool.
  • Ground bounces, bounces the opponent higher in Overdrive.
  • Ragna is constantly losing health whilst in this mode.
  • Move launches. Good for corner combos and setups, its use of a superb air combo finisher is questioned. Can be used to frame trap after Gauntlet Hades if you delay going into the move for a while.
  • Ragna's new move in BlazBlue: Centralfiction that replaces Belial Edge. Ragna drags out his sword from above his leading shoulder, falling straight down with both hands on the sword for a slamming slash of darkness, with Ragna swinging the blade behind himself upon landing.
  • Ragna performs a very fast, dashing reverse-grip sword slam, then releases two crossing spikes of dark energy from slashing the ground with his sword in reverse-grip. Covers a lot of ground very quickly, but the invincibility is very short.
  • Ragna flies forward while circle-slashing with his Blood-Scythe downward in a midair turn. Steals health with a ground bounce effect on midair foes, but does not hit overhead despite its appearance.
  • Relatively safe on block, and due to being a dive, it can also have a cross-up effect if positioned correctly.
  • Hitbox becomes larger in Blood Kain, but smaller than in BlazBlue: Calamity Trigger.
  • No longer can hit crouching opponents, but now has more untechable time though with a poor Proration 2 rating. In Overdrive it does more damage with better proration, more untech time, and can be jump-cancelled .
  • Ragna swing-claws forward his following arm and strikes the opponent with dark energy in the shape of one of the Black Beast's heads that bites forward.
  • Possible to charge; Ragna causes his arm to grow a large claw and swipes downward and inward with it. One of the less useful Crush Triggers due to its range.
  • The Active Flow version has Ragna slash with his sword in its Blood Scythe form instead, unleashing a wave that does extra hits.
  • Staple ground combo finisher and main corner carry tool, but often doesn't see much use outside of combos.
  • Ragna swings his sword upward along the ground to release dark energy from his sword in the shape of one of the Black Beast's heads. Crawls lower across the ground, but has long range as the head moves forward a distance like a projectile. Life drain on hit or block.
  • Ragna hops into the air and delivers a fierce, spinning downward hand swinging-slam of darkness to the opponent. Hits overhead and makes Ragna airborne.
  • Good for relaunching off of 3C, but like his 5B, can be punished if not careful with it. A decent footsies tool.
  • It is mainly better to use it during combos, so that way Ragna can output most of his damage as well as he can, especially if in the corner or if the opponent cannot burst of out of them.
  • Hits up to three times during Blood Kain, hitbox increases significantly.
  • Ground bounces on Counter Hit or while in Overdrive.
  • Ground bounce on first hit, life drain and wall bounce on second hit.
  • The ability only actually heals health once the lifesteal orbs reach Ragna's body.
  • In BlazBlue: Continuum Shift Extend, this move can now combo/chain into other attacks quite well, especially into Dead Spike despite its hitstun decay. It can also be used after quite a few knockdowns such as from his 6C or a Belial Edge in the corner to extend combos with.
  • Lower Counter Hitstun compared to BlazBlue: Calamity Trigger.
  • Has a good amount of stun on Counter Hit, making it a solid combo starter.
  • Midair version starts up much faster, but the landing lag added with less block stun is one of its biggest weaknesses. Can also ground bounce for powerful combo usage and corner carry.
  • Launches on first hit, then ground bounces on second.
  • Knocks down and can also Fatal Counter for a stagger ; even though the slow startup of the move makes it less optimal than D Inferno Divider for a combo, but its stagger regardless allows for many followups and makes it an out-of-the-box frame trap.
  • Drains large amounts of health, albeit unnecessarily , on hit. Oddly the only life steal move that does not use the D button.
  • Good for adjusting height if the opponent is too low in the air.
  • 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.
  • No longer Fatal Counters. But is still good at controlling most situations as a frame-trapping punish tool.
  • Can now perform normal air actions afterward in BlazBlue: Continuum Shift II.
  • Ragna lifts his sword above his head in reverse grip, then slams it back down again. Either hit can be cancelled into attacks or can be dash cancelled on hit or block.
  • Can count as Ragna's slowest attack, but is great for combo extensions and for punishing certain attacks. It still must be used with caution however, especially during neutral game.
  • No longer chains into any C normals, limiting its use both in combos and blockstrings alike. Combo-chaining into 2D would require the opponent to be crouching and the use of a Rapid Cancel to maximize damage, while 5D is usually the safest option to chain into.
  • Now ground bounces, bounces the opponent higher in Overdrive.
  • Normals drain 15% on block while specials and Distortion Drives drain 20% on block.
  • Staple knockdown tool for cancelling into attacks. Can combo into "Not Over Yet" at close range or relaunch with either 2B or 5C.
  • Ragna falls faster during the D version, making him recover 2-to-3 frames faster than before, and can even combo into a 5C on a Counter hit.
  • The opponent is knocked back quite far away on the final successful air hit.
  • Ragna turns follows up with a quick heel slam. Knocks down the opponent. Can only perform if Uppercut connects.
  • On a midair opponent, it will do multiple hits while dragging the opponent down for a plummet effect with the last hit launching them for a followup possibility. Also has plenty of hitstun regardless even on a grounded foe, making it hard to punish. The first hit also has half the original hitstop frames of BlazBlue: Continuum Shift.
  • In BlazBlue: Continuum Shift Extend, it gains 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, which results in a hard knock back that wallsticks in the corner and ground slides in the open. 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.
Input
  • /
  • any direction +
Damage
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  • 800700
  • 1200900
  • Death
  • --
Japanese name
  • 追加攻撃 Tsuika Kōgeki
  • まだ終わりじゃねぇぞ Mada Owari ja nē zo
  • インフェルノディバイダー Inferuno Dibaidā
  • シードオブタルタロス Shīdo obu Tarutarosu
  • アッパー Appā
  • カーネージシザー Kānēji Shizā
  • ガントレットハーデス Gantoretto Hādesu
  • ソウルイーター Souru Ītā
  • デッドスパイク Deddo Supaiku
  • ナイトメアエッジ Naitomea Ejji
  • ブラックオンスロート Burakku Onsurōto
  • ブラッドカイン Buraddo Kain
  • ブラッドカインイデア Buraddo Kain Idea
  • ブラッドサイズ Buraddo Saizu
  • ヘルズファング Heruzu Fangu
  • ベリアルエッジ Beriaru Ejji
  • 横吹き飛ばし Yoko Fukitobashi
  • 踵落とし Kakato Otoshi
  • 蹴り上げ Keri Age
  • 闇に食われろ Yami ni Kuwarero
Heat Gain
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  • 124
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  • 165
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  • 331
  • 414
  • 786
  • 24841
  • 211251
  • 225314
  • 331289
  • --
abstract
  • 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. Ragna's Overdrive is an alternate version of his Blood Kain which makes use of the Idea Engine, aptly named Blood Kain IDEA. It acts roughly the same with the only changes being its duration reworked with the Overdrive mechanics and no health loss. |-| CS= In BlazBlue: Continuum Shift, Ragna was provided with several major buffs which pushed him up into top tier. Most importantly, the addition of the move Belial Edge (j.214C) set him up for some easy, extremely high-damage combos, many of which end in his Not Over Yet (22C) special, which deals fixed, unprorated damage and forces standing, preventing the opponent from rolling. Additionally, his 2C is now extremely safe and fatal counters on hit, giving him an easy setup into extremely high damaging combos (over 8k). Last but not least, his Soul Eater drive moves now regain a fixed amount of health (as opposed to a percentage of damage dealt, as in BlazBlue: Calamity Trigger), allowing him to steal much larger quantities of health unaffected by proration and to gain health in a more fair amount. As well, he can heal only when the orbs touch him, instead of healing him on hit. However, his combos can still be badly affected by damage scaling if they are dragged on for too long. Plus Ragna's capabilities lie within the corner; when out in the open, his Belial Edge can mess up quite a few things and it becomes much less effective, but it does not leave him open to enemy attacks should his opponent 'fall through' it. If they are launched too high for Ragna to drag down during an air combo, then the Inferno Divider can be a good alternative. Overall, Ragna now requires some knowledge on damage proration to play properly, as combo management is a notable factor to avoid punishes at the end of a combo if damage scaling kicks in too soon. Another thing is that Ragna heavily relies on meter to make his options safe, such as Rapid Cancel Inferno Dividers, so wasting his heat on moves such as his Distortion Drives tends to put Ragna in a risky situation. Also as of BlazBlue: Continuum Shift, Soul Eater also has some interesting values that act like proration if utilized during a combo; in a combo, the first Soul Eater hit has 100% base life steal value of the move used, while the second has 110% of the value, the third with 120%, and the fourth with 130%. Subsequent Soul Eater hits from there onwards scale to 150% life steal per SE hit. This mechanic is often the source of Ragna's penchant for long combos in order to reward himself for increased and consistent life steal. BlazBlue: Continuum Shift II, unfortunately, has not done Ragna any favors. With the nerfing on Belial Edge, which now requires different, more strict timing to get a combo going, and a major portion of his combos being removed, Ragna was unceremoniously kicked off of the S-tier throne. Instead of long combos, Ragna now relies solely on mixup pressure to get in, which is more akin to his BlazBlue: Calamity Trigger counterpart, especially with a few new Revolver Action routes. Unfortunately, characters like Makoto Nanaya, whose offensive potential received a massive buff, now overshadow Ragna in roughly all aspects that define his playstyle. Also, his Belial Edge was severely nerfed in making Ragna back away from his opponent during the startup, preventing better hit confirms at decent ranges and launching them further away along with having it be limited to one use per combo. Coupled with a slight 2C nerf, he seems much weaker overall since much of his combos work mainly in the corner as opposed to mid-screen. Do not let this discourage you, however. Ragna still has his godlike 5B, outprioritizing all attacks that come his way. However, his underused Dead Spike now flings the foe away if it connects on them while they are in midair, thus, Ragna gains a few new ways to perform combos and juggle as well (as well as start a few Dead Spike loops). Also, his Inferno Divider finishers are harder to punish, as Ragna can now perform air actions upon recovering from them. For those who have adjusted to his changes in BlazBlue: Continuum Shift II, there is no need to worry. BlazBlue: Continuum Shift Extend has brought him nothing but buffs, such as his Carnage Scissors now being immune to projectiles due to packing some brief startup invincibility (making it a better close quarters tool). Add the numerous other balance changes to the equation, such as the nerfing of every major character that did what he does better, and you have a road paved for Ragna to ascend the tier list once again. The changes mostly involve some moves such as his 6B and 6D having more combo setup potential, and his Hell's Fang proration has improved. It would seem that Ragna is not so different from his BlazBlue: Continuum Shift II counterpart, but is now more reasonably balanced from the first BlazBlue: Continuum Shift in this regard. He also of course, regains much of his damage and combo potential from the first BlazBlue: Continuum Shift as well, making him more rewarding to play. |-| CT= Ragna is a character with easy to use and basic, but effective, bread-and-butter combos. Unlike most main characters, Ragna does not use projectiles for range, and has an aggressive, melee-rushdown oriented playstyle. He is all about forcing his way through the opponent's guard by any means necessary, and bringing the pain with high-damage, long combos. Because of this, he can often experience difficulty with characters that excel at zoning due to lacking projectiles, such as Nu -No. 13- and Jin Kisaragi, even with movement options at his disposal. Like a number of rushdown characters, he works very well with physical range, as his 5B and 5C are very good mid-range punishers that provide solid spacing and tend to be excellent hit-confirms into his combos. Overall, Ragna is more so, your average run-of-the-mill footsies character, as opposed to a pure rushdown type. Though risky on block, his Hell's Fang is also a punishing gap-closer as well, and his Inferno Divider has the best kind of invincibility there is for a "Dragon Punch-type" reversal. His powerful range nets him a solid and simplistic neutral game with well-rounded normals, and powerful corner carry potential with his long combos. He also sports a decent mixup game; with him he packs a crossup, overheads to supplement his low attacks, and good Rapid Cancel options (though this makes him very meter reliant). However, he also has a very strong penchant for powerful okizeme/wakeup games, especially off of his sweep or any quick knockdown tool into a Not Over Yet (though something else can replace that move as well for even more confusion). His Drive is Soul Eater, which steals some of the opponent's life force during certain attacks. As such, a tenacious Ragna is awarded for his offense with precious vitality, while a Ragna without momentum is quick to fall at the hands of his opponent. The said Drive however, is greatly affected by damage scaling, as the life gained back is relevant to how much damage inflicted. Ragna however, has his weaknesses. First off, at 10,000 health he is amongst one of the lower HP characters, making him more of a 'glass cannon'. And despite his powerful offense, as said before, he is much better at neutral game. Thus, his mixup is easy to telegraph due to his simplistic blockstrings (due to gaps in that area due to a few slow moves on either startup or recovery, especially on block), so he can have trouble enforcing his offense at best. So learning to apply pressure with Ragna is an important aspect, despite it being one of his more weaker areas as one of the weaker-rushdown characters. Ragna has trouble healing his health in big amounts if he extends his combos too much due to damage scaling as aforementioned, especially since there are times even his Drive has trouble keeping up with his low HP. He also has a lack of reliable air finishers, should Ragna use Gauntlet Hades or Inferno Divider (including its followups) too high in the air the opponent can recover soon and take the chance to counter. As well as having an unsafe 2C, Ragna has quite an amount of weakness to exploit. Regarding Inferno Divider, it's also very punishable in block or whiff despite having amazing invincibility, so a defensive Ragna usually has to be very patient or risk opening up. Ragna is also a rather basic character, meaning there's not too much to him compared to others, and he offers more risk than reward. His combos are mainly average at best, and require deep understanding of how the damage scaling on both damage and hitstun tend to work. Due to being basic like so, Ragna players often need to work harder than other characters with better specialization, and rely on both fundamentals and unorthodox tactics to open up other characters in the hands of more well-aware players.