## Ragna the Bloodedge by force_edge

Version: 1.5 | Updated: 10/08/09 | Search Guide | Bookmark Guide

```Ragna=the=Bloodedge - Guide

Note: The wall of Xs below is purely for my formatting reference.

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[79 Charlizards]

Contents:

Numerical Notation Explained
Pros & Cons
Normals
Specials
Distortion Drives
Combos and Combo Ideas
Credits

==================

Ragna is the poster boy for Arc Sys' latest fighting game, BlazBlue.
As BlazBlue is a spiritual successor to Arc Sys' legendary Guilty Gear series,
Ragna is a BB amalgation of GG's Sol and Order Sol, if you haven't already
noticed. They look similar, play similar, and even have very similar moves.

I intend for this guide to be a constant work-in-progress. Even as I play,
I'm still constantly learning new things about Raggie, and refining my opinions
about old things. As such, there may likely be inaccuracies within; I'll

This guide assumes you already know BlazBlue basics, and general fighting
game terms.

This guide was last updated: 8th October, 2009.

=======

(Note: This section is more for self reference than anything else)

I've decided to add in a little updates section just for fun, so the guide can
look a little more professional. Ha. Anyways, I'm adding this in as of the 8th
of October, 2009, so I already missed quite a few major updates. Whatever.

8th October 2009 - Updated move properties, cleaned up the normals
section.

Numerical Notation Explained
=====================

It has come to my attention that some new players reading the guide might
not understand the numerical notation used within, which is perfectly
understandable. Well, fret not! I'll cover it right here, before you even begin
reading anything with numbers in it.

So, what is this numerical notations I speak of? If you scroll further down
for a quick look, you'll find that I list move commands like 623D, or 6A, or
3C. To understand these commands, simply look to the number pad on the right
of your keyboard, or look for a picture of one on the internet. It will look
something like this:

7  8  9
4  5  6
1  2  3

The key to reading the numerical notation is to simply imagine the 8-way
directional input system on any fighting game control or any of the standard
console controllers today, onto the number pad. So, imagine that the numbers
correspond to the different directions you can press. You should form a
mental image that looks something like this:

7       8       9
\     |     /
\   |   /
\ | /
4  --- 5 --- 6
/ | \
/   |   \
/     |     \
1       2       3

(I'm aware that the diagram looks like crap =/)

Well, if you can get past my crappy representation, then basically:

5 is simply neutral. Meaning you do not have to push your stick/d-pad in any
directions at all (so in this case your character would be standing upright).

8 is neutral up. Meaning you push up on your stick/d-pad without any left or
right directions.

4 is neutral back. Meaning you push back on your stick/d-pad without jumping
or crouching.

6 is neutral forward. Meaning you push forward on your stick/d-pad without
jumping or crouching.

2 is neutral downward. Meaning you push forward on your stick/d-pad without
jumping or crouching.

So with that in mind, a 7 refers to up-back, 3 refers to down-forward, and
so on and so forth.

Easy enough, yeah? Don't fret if it takes you some time to read it. Constant
exposure will leave you reading it like a second language in no time.

Pros & Cons
=========

Pros:

+ Easy to pick up
+ Isn't particularly weak in any area (except maybe against Arakune/v-13)
+ Bread 'n' Butter combos are really simple to perform
+ Chipping normals

Cons:

- Isn't particularly strong in any area
- Can get really boring after awhile (from experience, trust me)

Normals
======

[-A-]

5A - Simple standing jab. JC-able. Raggie's fastest move in
terms of start up (5 franes). Also one of his best on block (-2 frames). Use
this for poking purposes.
[Damage: 165]

6A - Short ranged uppercut. Raggie's standard AA. 6A's hitbox isn't
particularly big, but it works ok most of the time. Launches on normal or CH.
JC-able, both on block and on hit. 5B combos into this.
[Damage: 620]

2A - Low jab. Fast poking tool, but lacks range. It starts up slightly slower
than 5A (7 frames), but has the same on block (-2 frames). Your other choice
of a quick poke. Use it to punish blocked moves which don't have much
recovery for the opponent.
[Damage: 150]

j.A - Aerial jab. Again, an expected lack of range here. However, it's fast
enough (7 frames) to use as a quick air to air poke, but don't expect much.
[Damage: 180]

[-B-]

5B - Simple standing kick. Standard ground combo starter or
relaunch starter, and also excellent to poke with given its superb range. As
said earlier, 5B combos into 6A. You can 5B, 6A for relaunching off certain
moves (explained more below). For the times when 6A won't connect, you can 5B
into Inferno Divider to finish relaunch combos. [Damage: 640]

6B - Overhead kick. You can mix-up with this, but it's rather slow; don't rely
on this mix-up too often lest you become too predictable with it. Combos into
5C, then 6C, which you can then combo into any variation of an air BnB
(crouching opponents only). You can also combo into any ground BnB.
[Damage: 720]

2B - Crouching kick. Combos into 3C, making it a decent and quick low poke.
Also used to relaunch opponent after a 3C, by using 2B, 5C (only the 5C can be
JC-ed in this case). As a low poke, can be used when you don't want to get
too near for 2A.
[Damage: 480]

j.B - Aerial kick. While it isn't great for air to air, the strange thing is
that the move's hitbox actually extends to behind Raggie, which means you can
cross up with j.B. Pretty useful at times. It's also faster than j.C, so use
it in situations where j.C will be too slow to combo. [Damage: 560]

[-C-]

5C - A downward sword slash that, for some reason, is capable of relaunching.
Shrug. Weird, but very useful move. Can relaunch after 2D, and after 2B if
you've downed the opponent with 3C. Combo into Hell's Fang from this if you
think 5D will whiff. Note that 5C will ONLY be JC-able on hit. [Damage: 710]

6C - Raggie pokes low with the blade, then flicks it up to launch the
opponent. JC-able and DC-able both on block and on hit. You can combo
into this from 6B, 5C, then DC after the second hit, but note that 5C will
only combo from 6B on hit. If you don't want to DC into 6A then air combo,
just end with Gauntlet Hades into Keri Age after the second hit, or Hell's
Fang into Tsuika after the first hit.
[Damage: 640+760]

2C - Raggie does a low horizontal swipe with his sword. Mainly used as combo
filler after 5B/2B. [Damage: 780]

3C - A low sweeping kick. You can combo into this from 5B/2B/5C/2C. After 3C,
either pick them off the ground with 22C into extended ground combo, or
relaunch with 2B, 5C. 3C itself can be JC'ed both on block and on hit.
[Damage: 720]

j.C - Aerial downward slash. Ragna's best jump in. Use it from a slight
range though; it can be beaten out with AAs if you're too close vertically.
[Damage: 680]

[-D-]

Note: Ragna's Drive ability goes by the funky name of "Soul Eater". This means
that all D attacks steal life on hit. AKA: Chip on block. Yep, Raggie's got
chipping normals. Although they don't steal much, they can and will kill
people by eating at the opponent's one pixel life. D attacks are very useful
when the opponent is low on life and playing defensively.

5D - Raggie lifts the sword high, then slams it down. Usually used as a combo
filler before Hell's Fang/Gauntlet Hades. You can also combo 22C after 5D if
the opponent is close enough. Also, certain combos only work if you cancel
the first hit of 5D into specials. In Blood Kain mode, 5D can be looped by
DC-ing after the second hit. 5D is DC-able on both hits, but the timing for
DC-ing the first hit is very specific. For a good visual cue, try DC-ing when
his sword comes back down for the second hit.
[Damage: 680+950]

6D - Raggie jumps with his back and sword toward the opponent, then he
flings the sword over his shoulder for the hit. 6D is usually used off a RC'ed
Hell's Fang as it comboes directly into j.D (and only j.D), and then into 5B
etc etc, or you can use 6D, then j.D on an airbone opponent when he's near the
ground. [Damage: 750]

2D - Raggie stabs his sword downwards. Knocks down. You can combo into this
from 5C, but only on a crouching opponent. Thereafter, you can relaunch after
the KD with 5C into a JC'ed air BnB or a two-rep Hell's Fang loop. While not
exactly spammable, you can throw this out at times to catch an opponent off
guard in a blockstring, since on hit, you're guaranteed a free air BnB. The
standard air BnB will usually work, but on smaller/lighter characters, might
whiff. Try using j.A or j.B to start. On CH, 2D will ground bounce the
opponent, eliminating the need for a 5C relaunch. [Damage: 750]

j.D - An upward slice with his sword. With a good hitbox but slow
startup (13 frames), j.D is more ideal for a premeditated air to air
attack rather than on reaction. On air CH, you can quickly jump up
for a quick air BnB. If you combo into this from 6D, regardless of
whether on hit or on block, you gain jump and air dash options
equivalent to you having landed this in a single jump (since 6D's
airborne movement counts as one jump).
[Damage: 720]

Throws
=====

B+C - Lifting the opponent upwards, Raggie stabs at them with his sword.
Special-cancelable after the stab. You can combo into Gauntlet Hades, Keri
Age, then 5B or 5C into the appropriate followup. [Damage: 1200]

4B+C - Grabbing his prey, Raggie slams 'em down ont he floor before giving
them an uppercut over his shoulder. Special-cancelable after the uppercut.
You can SJC into an air BnB after this or combo into Gauntlet Hades, Keri Age,
5B etc.
[Damage: 1100]

j.B+C - Raggie grabs 'em mid-air, before kicking them away. Can combo into
Gauntlet Hades or Inferno Divider depending on distance to wall. [Damage: 1100]

Specials
======

Note: Any command special performed with the D button will life-leech on
hit/block. Moves with * before their names are follow-ups; they can only be
performed immediately after using the move before them.

Hell's Fang [214A] - AKA Order Sol's Rock It. Straightforward dashing punch
thingy. Has very good range, so you can use it as a calculated poke. At -4
frames on block, this is Raggie's second safest non BK-ed special. If
blocked, you can throw out a C-Inferno Divider if you think they will try
to grab you; the ID will cleanly beat out the throw due to invincibility
frames.
Has a follow-up in...
[Damage: 730]

*Tsuika [214D] - Follow-up for Hell's Fang, Raggie scoops up a handful of dark
energy off and hurls it at the opponent. A standard combo ender after Hell's
Fang, unless Hell's Fang is used against the wall against an airborne opponent
(discussed more below). Will obviously leech life on hit/block.
[Damage: 950 (Blood Kain Mode - 1150)]

Inferno Divider [623C/D](Can be performed in the air) - Like any self
respecting main character in a 2D fighter, Raggie has his own Dragon
Punch-esque move, the Inferno Dividaaa! Unlike Sol's DP, I believe that ID has
a slower startup, making it more risky to use on wake-up. The D version
life-leeches on hit/block, but the C version has more combo possibilites when
ending, and the C for beating out grounded stuff. Interestingly, ID has a
bunch of follow-ups as well, namely...
[Damage (C-version): 420+460 (both ground and air)]
[Damage (D-version): 440+440 (Blood Kain Mode - 720+720) (both ground and air)]

*Upper [236C after ID] - Just a single upward punch, which can be followed-up
with... [Damage: 310]

*Yoko Fukitobashi [236C after Upper] - AKA Sol's Sidewinder. Unlike
Sidewinder, Yoko will always "clean hit", or wall bounce on hit. This is the
"more combo possibilities" I mentioned above; it is possible to relaunch after

-OR-

*Kakato Otoshi [214C after Upper] - Downward kick after Upper, more or
less identical to Sol's VV follow-up. Knocks down on hit, although probably
due to game physics, Raggie will drop slower to the ground as compared
to Sol after his VV follow-up. Standard air combo finisher, at any rate.
You gain jump and air dash options just like you would in a single jump
after this.
[Damage: 480]

Gauntlet Hades [214B](Can be performed in the air) - Actually, upon closer
look at the mook, this move looks like an ultra fast Bandit Bringer (Raggie
leaps up and punches downwards with energy, for non-GG players). Like the
lovely Bringer, it hits overhead as well Use this after moves like 6C or 4B+C
for extended comboing purposes, or simply as an overhead. Has a follow-up
in...
[Damage: 950 (Mid Air - 720)]

*Keri Age [214D] - Raggie kicks upwards after Gauntlet Hades. Can be comboed
into 5B, 6A when delayed.
[Damage: 950 (Blood Kain Mode - 1150)]

Dead Spike [214D] - Raggie swings his sword around and creates a mouth of
dark energy thingy that roars at you while screaming "DEADTO SPIKAAAAAH!".
The secret of Dead Spike is that it is the ONLY move in Raggie's ENTIRE
arsenal that has + frames on block (+3 to be exact). Use it to end
blockstrings whenever possible for frame advantage.
[Damage: 700 (Blood Kain Mode - 400 x 3)]

It's Not Over Yet! [22C] - Reaching downards, Raggie picks up a grounded
opponent and socks 'em in the tummy, giving extended combo opportunities.
22C will only work at very close range. Interestingly, you can use this after
the wallbounce off a grounded C Inferno Divider, but it's distance dependant
(need to check more on this).
[Damage: 800 (Blood Kain Mode - 1000+3800)]

Distortion Drives
============

Carnage Scissors [632146D] - Raggie dashes at the opponent for a first hit
with that sword of his, then unleashes more of his favorite dark energy
thingy for a second hit. The second hit can be delayed by holding the D button,
but if you hold D too long, the second hit will NOT come out at all. At any
rate, Carnage Scissors has a tricky hitbox and will likely hit an opponent
right above Raggie. [Damage: 1000+2100]

Blood Kain [214214D] - AKA Dragon Instaaaaaall! from Sol. Enhances
Raggie's normals with damage, larger hitboxes, and techable times.
Raggie loses health while in Blood Kain mode. Lasts for about 10
seconds. Something interesting to note about Blood Kain, is that
Ragna is completely invincible during the startup. So if you notice
someone Bursting mid-combo, BK to negate their Burst and
punish accordingly.

Eater of The Dark [214214D in BK] - Raggie's hand changes into a red claw
thingy while he grabs the opponent. He then unleashes a large amount of his
dark energy thingy into them. When the Distortion ends, Raggie gains back a
HUGE chunk of life, easily half life or slightly more. A vastly rewarding
Distortion when you're desperate, because on hit, you've usually as good as
won the match. [Damage: 6000!]

Note: You'll need 100% Tension to hit Eater; 50% for BK and 50% for the Eater
itself. Just thought I'd mention it.

Astral Heat
========

Black Onslaught [214236C] - Following Sol and Order Sol's tradition of having
really lame looking Instant Kills (or Astral Heats in this case), Raggie smacks
the opponent once with his sword, stunning them, then his sword extends. He
then smacks them again 6 times with the sword, then holds up the sword while
it drains another 8 hits of life from them, before stabbing them in the gut
(oh how original!) with the blade for a 16th, killing blow.
[Damage: The mook says you die on hit. Aww.]

Combos and Combo Ideas
==================

Ok time to get this section going! While I'm going to post up some combos,
I encourage you to explore your own combos. You're of course welcome to use
these, but part of the fun of playing a fighter like BB is to explore the
gatlings and work your way from there. As such, I'll try my best to explain
some good gatlings to utilize.

Note: I'm aware that I'll probably be repeating stuff from above, but *shrug*.

- 5B will be a very standard combo starter because of it's range. 5B happily
chains to 5C, which then goes into Hell's Fang + Follow-up. You can throw in
a 5D in there, but only at closer ranges will a 5D connect; if you're starting
it from further away, just drop the 5D to go into 214A straightaway. This is
arguably Raggie's MOST basic BnB, so learn it. 'sides, it's ridiculously easy.

- j.C will be your most utilized jump-in option. j.C will combo into 5B for
his super easy BnB as listed above.

- As far as air BnBs go, you should most often use j.C, j.D, JC, j.C, j.D as
it does the highest damage. However, as air combos are usually more situational
than ground combos, you can drop the second j.C, or begin with j.B/j.B, j.C
instead. It's up to you to figure out which is going to work when; however,

- Relaunching may seem like a difficult concept, but it's pretty easy with
Raggie. For relaunching off the ground, you only have 2B, 5C, or simply 5C
alone. 2B, 5C works off a 3C, otherwise 5C will work off a 2D. Then go into
any variation of the air BnB listed above.

- For relaunching an aerial opponent (usually off a the wallbounce follow-up
to his DP), use 5B, 6A, into any air BnB (or just 6A alone without the 5B).
Alternatively, 5B into another Inferno Dividaaa! will work just fine.

- 6B, being an overhead, is just begging to be used on crouching opponents.
The thing with Raggie is, somehow, he's got combo options that ONLY work on
crouchers, so these options will NOT combo on a standing opponent even if they
look like they would. As far as 6B combos go, you really only have two
variations to learn. 6B, 5C, then EITHER 6C or 2D. If you choose 6C, you DC
after the second hit, run a little, then do an air BnB. You may run up and 6A
them before the air BnB if you wish. If you choose 2D, then you relaunch them
after the knockdown with 5C, then jump cancel and do an air BnB. Your choice,
but I prefer 2D for it's easier input. 6C's DC takes some practice to get
right, for some reason. If you don't wish to air BnB after the 6C you can
simply do Gauntlet Hades + Follow-up.

- 22C is a strange little thing on it's own. Use it after any combo into 3C,
2D, or 5D (these three options work as far as I know), then do another round
of Raggie's ground BnB without any 5D. Note that you have to be close enough
for 22C to work; otherwise, just relaunch using the above methods (I don't
think 5D KD can relaunch though).

- The C version of Inferno Divider, when used from the ground, can eventually
be comboed into the wallbounce follow-up that can be relaunched with 6A/5B.
If this sounds confusing, basically what I'm saying is that in most situations
you cannot relaunch from the wallbounce follow-up even if you combo into it.
The only situation I'm aware of currently is by beginning with a C-Inferno
Divider on the ground. After that, DELAY BOTH the 236C follow-ups (Upper and
the wallbouncing forward punch) for a bit. This is because, AFAIK, the
opponent doesn't remain untechable for long once the punch is landed, so you
want to use the wallbouncing punch as low to the ground as possible, so you
can land quickly for the 6A or 5B/6A relaunch.

[COMBOS] - Below are some combos you can start off with.

3C, 5D, 22C, 5B, 5C, 214A, 214D

5B, 5C, 3C, 2B, 5C, 5D, 214A, 214D

5B, 6A, 5C, 5D (1-hit), 214B, 214C, 5C, JC air combo

5B, 5C, 3C, 2B, 5C, JC air combo

4B+C, SJC air combo

B+C, 214B, 214D, 5C, JC air combo

CORNER - Far out 2D, 5C (for relaunch), 214A (NO FOLLOWUP),
5A, 5B, 5D/JC air combo

CROUCHERS - 6B, 5C, 6C, 214B, 214D, 5B, 6A, JC air Combo

CROUCHERS - 6B, 5C, 2D, 5C, JC air combo

CROUCHERS - 6B, 5C, 2D, 5C, 214A, 5A, 5B, 5D, 214A, 214D.

623C, (delay), 236C, (delay), 236C, 6A, JC air combo

CORNER - 6B, 5C, 6C, Blood Kain, sj.D, JC, delayed j.D, 5D, DC, 6D,
j.D, JC, j.D, 623D, 236C, 214C

Credits
=====

- Final Ultima of DL.com for helping me identify the moves within the
massive corner-only BK combo
- Akane of Round1 for helping me check/confirm all move names
- Edz of Round 1 for combo suggestions
- Kiske of Round 1 for a whole bunch of useful move properties
- The official Enterbrain mook (Arcadia Extra vol. 76) for BlazBlue,
for move damages.