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Ragna the Bloodedge
Ragna the Bloodedge image
Ragna the Bloodedge
Vital statistics
Appearance BlazBlue
Catchphrase "Mada owari ja nee zo!"
("It's not over yet!")
"-ttaku!"
("Geez!")
Weapon Sword (Scythe during Black Onslaught)
Gender Male
Race Human (Black Beast?)
Organization
Origins Unknown
Tier B


OverviewEdit

"The man commonly known as the Grim Reaper who was ranked as an SS-class traitor by the Bureau, his peerless power is matched only by his evil ways, and the highest bounty in history has been placed on his head. He harbors an intense hatred for the Bureau, and has made it his goal to annihilate the organization. When the Grim Reaper appears in the 13th Class Municipal District, "Kagutsuchi", everything begins."

The main protagonist of BlazBlue, Ragna the Bloodedge is a basic, easy to learn character with simple but effective bread and butter combos. As a purely aggressive, rush-down character, Ragna has a distinct lack of projectiles or other zoning tools and needs to force his way up close to do any real damage. Because of this, he can often experience difficulty with characters that excel at zoning. He is certainly not without range, however. Utilizing his amazing 5B and 5C, Ragna has all the tools he needs to catch his opponent out and then immediately close the distance with Hell's Fang. Once Ragna gets in close quarters, his damage potential increases considerably, and even becomes borderline devastating if he enters his powered up state, Blood Kain... although such a move is not without it's risks. Ragna's health is one of the lowest of the cast at only 10000, but this is compensated for by his unique Drive ability, 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.

Movelist Edit

Note: Damage figures in parentheses represent damage dealt during Blood Kain.

Input Attack Quick Notes
Normals
5A A standing jab. Run-of-the-mill standing poke. Cancels into itself. Jump cancelable. Damage: 165
5B A roundhouse kick. Decent speed and good range. Staple combo starter. Damage: 640
5C A forward leaning sword swipe. Good range. Jump cancelable. Combos into Hell's Fang at most ranges. Damage: 710
2A A crouching jab. Run-of-the-mill-crouching poke. Cancels into itself. Damage: 150
2B A crouching kick. Good for relaunching off of 3C. Damage: 480
2C A backwards leaning sword swipe. Combos well off of 5C. Staggers on Counter Hit. Damage: 780
6A An uppercut. Great anti-air. Jump cancelable. Standard launcher for air combos. Damage: 620
6B Ragna lifts his foot up high, then drops his heel down. A standing overhead. Combos into 5C. Damage: 720
6C Ragna performs a low sword stab, and then with a rigid lifting of his arm, a rising sword slash. Jump cancelable and dash cancelable. Leads into some very strong combos. Only combos properly on a crouching opponent. Damage: 640+760
3C A low sweep. Knocks down the opponent. Jump cancelable. Can combo into "Mada owari ja nee zo" at close range or relaunch with either 2B or 5C. Damage: 720
j.A A jumping punch. Run-of-the-mill jumping poke. Cancels into itself. Damage: 180
j.B A jumping straight kick. Good for adjusting height if the opponent is too low in the air. Damage: 560
j.C A jumping sword swipe. Good offensive hitbox for air to ground, but will lose to the better 6A anti-airs. Damage: 680
5B+C Ragna lifts the opponent above his head and stabs them with his sword. Special cancelable after the stab. Staple combo starter. Damage: 0+1200
4B+C Ragna throws the opponent down to the ground, then uppercuts them into the air. Special cancelable after the uppercut. Staple combo starter. Damage: 0+1100
j.B+C Ragna grabs the opponent at arm's length and then knees them away. Special cancelable after the knee. Wall bounces. Damage: 0+1100
Drives
any direction/command + D Soul Eater Ragna absorbs some of the opponent's health on hit or block. Soul Eater attacks drain 30% of the attack damage on hit (80% during Blood Kain). Normals drain 15% on block while specials and Distortion Drives drain 20% on block. Does not work against Barrier Guard.
5D Ragna lifts his sword above his head, then slams it back down again. Dash cancelable. Combos into 6A, air combo after dash cancel. The core of Ragna's D Loop during Blood Kain. Damage: 680+950 (760+1250)
2D Ragna leans in and stabs his sword into the ground. Knocks down the opponent. Only combos properly on a crouching opponent. Can relaunch from a 5C. Ground bounces on Counter Hit. Damage: 750 (1250)
6D Ragna hops into the air and strikes with his sword over his shoulder. Ragna becomes airborne. Mainly used after Hell's Fang (RC). Combos into j.D. Hits overhead. Damage: 750 (1250)
j.D Ragna thrusts the edge of his sword upwards. Good for following up 6D, air combos and adjusting height for a D Inferno Divider. Damage: 720 (1400)
Specials
214A Hell's Fang Ragna dashes at the opponent with a straight punch. Has huge hit stun on Counter Hit, which lets you combo into more or less anything. Good for reset pressure. Damage: 730
214D after Hell's Fang Tsuika
(Additional Blow)
Ragna extends his other arm and strikes the opponent with dark energy. Staple ground combo finisher. Life drain on hit or block. Wall bounces during Blood Kain. Damage: 950 (1150)
623C/D
(mid-air also)
Inferno Divider Ragna launches himself into the air, striking the opponent with his sword. Basic anti-air special with start-up invulnerability. D version launches Ragna higher into the air. Can hit twice. D version's hits have life drain on hit or block. Damage: 420+460 (C), 440+440 (720+440) (D)
236C after Inferno Divider Upper Ragna follows up with an uppercut. Damage: 310
236C after Upper Yoko Fukitobashi
(Horizontal Knockback)
Ragna follows up with a quick straight. Wall bounces. If combo'd from a grounded C Inferno Divider, it's possible to relaunch from this outside of the corner. Damage: 400
214C after Upper Kakato Otoshi
(Heel Drop)
Ragna follows up with a quick heel drop. Knocks down the opponent. Staple air combo finisher. Damage: 480
214B
(mid-air also)
Gauntlet Hades Ragna hops into the air and delivers a fierce, spinning hook to the opponent. Hits overhead. Great for combos if followed up correctly. Damage: 950, 750 in air
214D after Gauntlet Hades Keri Age
(Back Spinning Kick)
Ragna follows up with another spinning kick. Can combo into a 5B or 5C if delayed slightly. Life drain on hit or block. Damage: 950 (1150)
214D Dead Spike Ragna releases dark energy from his sword in the shape of a beast's mouth. Life drain on hit or block. Frame advantage on block (in normal state). Hits up to three times during Blood Kain. Damage: 700 (400*3)
22C
(on downed opponent)
Mada owari ja nee zo
(It's not over yet)
Ragna picks his opponent up off the ground and punches them in the gut. Good for lengthening ground combos and for reset pressure. Damage: 0+800
Distortion Drives
632146D (hold D to charge) Carnage Scissor Ragna performs a very fast, dashing sword strike, then releases a huge amount of dark energy from his sword. Covers a lot of ground very quickly, but the invincibility is very short. Deceptively large hitbox. Life drain on second hit. Damage: 1000+2100 (1000+3800)
214214D Blood Kain Ragna's 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. Ragna is constantly losing health whilst in this mode. Lasts for about 10 seconds.

Boss Ragna has a unique version of Blood Kain that he activates at the start of the match with the phrase "BlazBlue...kidou!" ("BlazBlue...activate!") and lasts throughout the entire battle. In this state, Ragna's strength and health drain are much greater than with regular Blood Kain, and without the gradual health loss. Also, the Heat Gauge is constantly increasing as if in critical health, regardless of Ragna's current health.
214214D during Blood Kain Yami ni Kuwarero
(Devoured by Darkness)
Ragna's hand turns into a claw as he snatches the opponent, lifts them up over his head and bombards them with dark tendrils, 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. Automatically ends Blood Kain on use. Damage: 0+6000
Astral Finish
2141236C Black Onslaught Utilizing the power of the Azure Grimoire, Ragna strikes the opponent, then turns his sword into a scythe and slashes the opponent repeatedly, draining their soul almost entirely before disintegrating them with a final stab. Completely invincible start-up, but is slow to hit. Recovery is reasonably fast, difficult for close ranged characters to punish on block or whiff. Drains large amounts of health, albeit unnecessarily, on hit. Damage: 15*1000+1 (Damage given is true, not unscaled.)
Input Attack Quick Notes


Basic Strategy Edit

The basic approach for any Ragna player is to keep the pressure on the opponent and to maintain as little a range as possible between you and your opponent. Drive attacks are to be used liberally in order to offset the low health and to rack up serious damage. Hell's Fang and Gauntlet Hades are great ways to connect combos together.

Combos Edit

Ground combos

5A/2A, 5B/2B, 5C, any special -> followup
5B, 5C, 5D, delay 214A -> 214D
5A/2A, 5B/2B, 5C, 2C, 214A -> 214D
6B, 5C, 2C, 214A -> 214D
5B, 3C, 22C, 5B, 5C, 214A -> 214D
623C -> 236C -> 236C, 5B, 623D -> 236C -> 214C - Damage: 2300~
5B, 6A, 5C, 5D (1 hit), 214B -> delay 214D, 5B, 623D -> 236C -> 214C
(near corner) 5B, 2B, 3C, 5D (DC), 6A, 5D, 22C
(crouching opponent only) ..., 5C, 6C (1 hit), 214A -> 214D
(crouching opponent only) ..., 5C, 2D, 5C, 214A, 5A, 5B, 6A, 5D, 214A -> 214D
(corner, crouching opponent only) ..., 5C, 6C (DC), 6A, 5D, 214A -> 214D
(corner, crouching opponent only) ..., 5C, 2D, 5C, 5D (DC), 6A, 5D, 22C
(mid-screen) 5B, 2B, 3C, 5D (1 hit), 623C -> fastest 236C -> delay 236C, 22C
(mid-screen) 5B, 2B, 3C, 22C, dash 5A, 5B, 623C -> fastest 236C -> delay 236C, 22C
(mid-screen) 5B, 2B, 3C, 22C, 5B, 623D -> fastest 236C -> delay 236C, 22C
2D (CH), 5C, 5D (1 hit), 214A, 5A, 22C
2D (CH), 5C, 5D (1 hit), 214B -> delay 214D, 5B, 623D -> 236C -> 214C
(corner) 2D (CH), dash 5C, 5D (DC), 6A, 5D, 214A -> 214D

With 50% Heat Gauge

..., 214A (RC), dash 6D, j.D, dash 5B, 3C, 22C
..., 5B, 5C, 632146D (charge), dash 5B, 623D -> 236C -> 214C
..., 3C, 22C (RC), dash 3C, 5D, 22C
..., 3C, 22C (RC), dash 6A, 6B, 22C

Launch into air combo

(near corner) ..., 5C/2C, 5D (DC), 6A (JC/HJC), air combo
(crouching opponent only) ..., 5C, 6C (DC), air combo
(crouching opponent only) ..., 5C, 2D, (2B), 5C (JC), air combo
(crouching opponent only) ..., 5C, 6C, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo - Damage: 4600~
(near corner) 623C -> 236C -> 236C, 5B, 6A (JC), air combo
6A, 5D (DC), 6A (JC/HJC), air combo
2A (repeat), 5B, 6A (JC/HJC), air combo
214B (CH), 5B, 6A (JC/HJC), air combo
214D (CH), 5B, 623C -> delay 236C -> delay 236C, 6A (JC), air combo
6A (CH), 5B, 6A, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo
214B (CH), dash 5B, 6A, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo
(anti-air) 623C (1 hit) (CH), 5C, 214A, 5A, 5B, 6A (JC), air combo
(crouching opponent only) ..., 5C, 2D, 5C, 214A, 5A, 5B, 6A (JC), air combo
2D (CH), 5C, 5D (1 hit), 214B -> delay 214D, 5C (JC/HJC), air combo

With 50% Heat Gauge

..., 5C, 214A (RC), 6C (DC), air combo
2A (repeat), 5B, 5C, 214A (RC), 5B, 6A (JC), air combo
(corner) 2B, 5C, 3C, 214D (RC), air combo
623C/623D (1 hit) (RC), 5B, 6A, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo
214B -> 214D (RC), 214B -> delay 214D, dash 5B, 6A (JC/HJC), air combo

Air combos

j.C, j.D (JC), j.D, 623D -> 236C -> 214C
j.C, j.D (JC), j.C, 623D -> 236C -> 214C
j.B, j.C (JC), j.C, j.D, 623D -> 236C -> 214C
j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C

Note: j.C, j.D (JC), j.C, j.D is ideal off most setups (JC off a grounded launch, HJC off a mid-air launch), but you'll often need to do j.C, j.D (JC), j.C/j.D instead (j.C for less proration, j.D if the opponent is too high for j.C). After a mid-air 5C launch, you need to use j.B, j.C (JC), j.C, j.D instead. As is often the case, doing such against Rachel and Carl is another story entirely.

Throw combos

5B+C, 214B -> delay 214D, 5B, 623D -> 236C -> 214C - Damage: 3200~
5B+C, 214B -> delay 214D, 5C (HJC), air combo
5B+C, 632146D - Only works on heavyweight characters
(corner) 5B+C, 623D -> 236C -> 214C
4B+C, dash 6A (JC/HJC), air combo - Damage: 3100~
4B+C, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo - Damage: 3500~
j.B+C, 214B -> 214D
j.B+C, air dash j.C, j.D, 623D -> 236C -> 214C
(corner) j.B+C, 623D -> 236C -> 214C

Aerial Gauntlet Hades combos

2147B -> delay 214D, dash 5B, 5D (1 hit), 214B -> delay 214D, dash 5B, 623D -> 236C -> 214C - Damage: 4200~

Combos including Blood Kain

  • Normal chain~

..., 3C, 214214D, 5C, 5D etc
(corner) ..., 3C, 214214D, 5C, [5D (DC)] x3, 623D -> 236C -> 214C
(crouching opponent only) 6B, 5C, 6C, 214214D, hj.D, j.D, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5700~
(corner) ..., 5D, 214214D, 5D etc
(corner) ..., 3C, 5D, 214214D, 6A, 5D, 22C
(corner) ..., 3C, 214214D, 5C (HJC), j.D, j.D, (JC), delay j.D, 5D (DC), 5D, 22C
(corner) ..., 3C, 214214D, 2B, 5C, 5D (1 hit), 214B -> 214D, 5D (DC), 5D, 22C

  • Throw~

(corner) 5B+C, 214214D, 5D (DC) x2, 5D (1 hit), 623D -> 236C -> 214C
4B+C, 214214D, j.D (JC), delay j.D, land, j.D (JC), j.B, 623D -> 236C -> 214C
4B+C, 214214D, hj.D, j.D, land, j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C

With 100% Heat Gauge

4B+C, 214214D, hj.D, j.D, 214214D - Damage: 5300~

  • Aerial Gauntlet Hades~

(near corner) 2147B -> delay 214D, dash 5B, 5D (1 hit), 214214D, 5D (DC), 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5200~

With 100% Heat Gauge

2147B -> delay 214D, dash 5B, 5D (1 hit), 214214D, 5B, 5D (1 hit), 214B -> delay 214D, 5D (DC), 5D, 214214D - Damage: 6260

Combos during Blood Kain

5B, 5C, 5D (DC), 214A -> 214D
5B, 5C, 5D (1 hit), 214A -> 214D, 5B, 5D, 214B -> 214D
5B, 5C, 5D (1 hit), 214A -> 214D, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D, 236C, 214C
(corner) [5D (DC)] xN, 632146D
(corner) [5D (DC)] xN, 6D, j.D (JC), j.D, 623D -> 236C -> 214C
[6D, j.D (JC), delay j.D, land] x2, hj.C, j.D (JC), j.C, j.D, 623D, 236C, 214C
(corner, anti-air) 5D (DC), 6D, j.D (JC), delay j.D, land, 6D (JC), delay j.C, j.D, land, j.C, j.D (JC), j.D, 623D, 236C, 214C
5B, 6A, 6D, j.D, land, [214B -> delay 214D, dash 5D (1 hit)] x2, 214B -> delay 214D, dash 5D (DC), 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5400~
(corner) Air Grab, j.D , 6D,j.D, 214B->214D,D(1 hit), 214B -> 214D, D, dash cancel, D, 632141236C - Damage: Instant Death if Target Health is below 74%. Required 30+ Heat to Astral. Reminder to Touch Ground Before G.H instead of Air G.H


With 100% Heat Gauge

(near corner) 5B, 6A (JC), [j.C, j.D (JC), delay j.D, land] x2, [5D (DC)] x2, 214214D
2D, 5B, 5D (1 hit), 214B -> delay 214D, dash 5D (1 hit), 214B -> delay 214D, dash 5D (DC), 5D, 214214D - Damage: 5800~

Advanced Analysis Edit

See alsoEdit

The Foundation

External linksEdit

BLAZBLUE @wiki ラグナ=ザ=ブラッドエッジ
ラグナ=ザ=ブラッドエッジ攻略 @ ウィキ
Ragna the Bloodedge Thread
Ragna Move and Combo list
Ragna the Bloodedge Move Data

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