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_ _______________________________________________________\/ /\
|_/ /____/ \
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| \____\/
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| BlazBlue: Continuum Shift II |
| |
| Ragna the Bloodedge Character Guide |
__|__ Copyright Alex Labins |
/ /\ Gamertag: Ctrlaltwtf |
/____/ \__ |
\ \ / /\ |
\____\/_/ \ |
/\ \ / -=-[ v1.1 ]-=- . |
/ \____\/ .:: |
\ / / .::::_|
\/____/________________________________________________________/_|
CONTENTS:
[A-00]...Guide Description
| |
| [A-10]...Legal
| [A-20]...Glossary
| [A-30]...Suggestions/Advice
| [A-40]...Input Notation
| [A-50]...Update History
| [A-60]...Challenge Mode
|
[0-00]...Character Dossier
| |
| [0-10]...Special Characteristics
|
[1-00]...Ragna's Game
| |
| [1-10]...Advantages
| [1-20]...Disadvantages
|
[2-00]...Basic Moves
| |
| [2-10]...Descriptions
| [2-20]...Enhanced Moves - Blood Kain
|
[3-00]...Special Moves
| |
| [3-10]...Advanced Uses
|
[4-00]...Soul Eater
|
[5-00]...Distortion Drives
| |
| [5-10]...Carnage Scissors
| [5-20]...Blood Kain
| [5-30]...Devoured by Darkness
|
[6-00]...Combos
| |
| [6-10]...Combo Notation *VERY IMPORTANT!! READ THIS FIRST!*
| [6-20]...Basic Combos
| [6-30]...Grip Combos
| [6-40]...Wall Combos
| [6-50]...Expert Ragna
| |
| [6-51]...Expert Basic Combos
| [6-52]...Expert Grip Combos
| [6-53]...Expert Wall Combos
| [6-54]...Rapid Cancel Combos
| [6-55]...Blood Kain Combos
| [6-56]..."For Fun" Combos
|
[7-00]...Astral Heat: Black Onslaught
|
[7-10]...Input
[7-20]...Masking
[7-30]...Ideal Situations
[7-40]...Astral Combos
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[A-00] Guide Description -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Hello and welcome, I am Alex and this is my second GameFAQs guide. This guide
is for people who want to learn to play "Ragna the Bloodedge" in AKSYS Games
newest addition (at time of writing), BlazBlue: Continuum Shift II, also known
as "v1.03" by console players.
You'll find your way around this guide using the Find function like other
guides. When you search in Find, you should type the opening bracket [ as well,
I use the numerals as a referral device sometimes so if you just search for
"9-20" you might find my referral, instead of the actual section. So search
with "[9-20", not just "9-20".
The instructions in this guide assume that all players involved have already
gone through the basic moves on their characters and are comfortable inputting
them.
If I tell you watch out for a certain character's move, it's because I'm
talking from experience fighting experts, and I expect all enemies to be able
to pull them off easily.
There is no commandant that says "Thou Shalt Always Obey This Guide." Guides
are intended to give *GOOD* advice on how to play a character. The choice is
ultimately up to you, the player. Don't be afraid to try different combinations
of tactics other than the ones in this guide.
This guide is very comprehensive, if I say I'm going to show you how to get off
a certain move, I'm going to show you a LOT of ways to do it.
The goal in all my character guides is not to turn you into a competent player
of that character, it's to turn you into that freak that goes 40-0 in a player
match that makes people swear in awe when you perfect them and they say things
like "I didn't know that worked" when you combo them.
!!!!!!! LANGUAGE NOTICE LANGUAGE NOTICE LANGUAGE NOTICE LANGUAGE NOTICE !!!!!!!
This guide may use occasional profanity, including the almighty F-bomb. It also
uses the word "rape" as a term regarding certain gameplay mechanics. If this
offends you please do not read this guide.
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[A-10] Legal -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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This may be not be reproduced under any circumstances except for personal,
private use. It may not be placed on any web site or otherwise distributed
publicly without advance written permission. Use of this guide on any other web
site or as a part of any public display is strictly prohibited, and a violation
of copyright.
This guide is in no-way intended to be used for profit or commercial use. This
guide may in no way be copied onto sites other than GameFAQs, Neoseeker, and
GameSpot.
This guide is open for suggestion, but all edits and decisions are ultimately
decided by me, the writer.
BlazBlue: Continuum Shift, Ragna the Bloodedge, and all other characters,
images, backgrounds, and gameplay elements are copyrighted Aksys Games and
ARC SYSTEM WORKS Co. Ltd.
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[A-20] Glossary -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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There are a lot of things to talk about in this game, and I'm going to use a
lot of terms I made up myself, so I've included this Glossary to let you know
what I mean. If you ever find a word I use and think "Huh?" simply refer here
to see what I meant. This Glossary also includes common BlazBlue terms.
NOTE: This Glossary is universal to all my character guides for BlazBlue, and
I highly recommend you review it before moving on as I will not waste
time explaining them in context. It is sorted into categories and then
alphabetically.
_____________________________________________________________________________
| WORD MEANING \
------------------------------------------------------------------------------
MOVES, HITS, AND COUNTERS
----------------------------------------
Astral Heat The ultimate move for each character, Astral Heats
will instantly win the game for you if they connect.
The catch is that they can only be used when your
opponent is below 35% life, you have 100 Heat, you have
a Burst Icon available, and you will win the match if
you win the current round. Abbreviated as AH.
Cancel Frame A certain specific interval in a move where it is able
to be interrupted, no matter if you hit or miss. Very
few moves have this. Jin and Haku-Men both uniquely
have this on every one of their C moves, Jin's sheath
will sparkle while Haku-Men has no obvious indication.
Counter Hitting an enemy while they were trying to hit
you/perform another action, this will make them freeze
longer, allowing combos not previously possible.
Distortion Drive A superior move that generally deals massive damage but
also requires Heat. Abbreviated DD or Dist.
Fatal Counter A new addition to Continuum Shift, Fatal Counters occur
only when you score a counter hit with specific moves
with each character. Fatal Counters, or "Fatals",
increase the amount of time an opponent is stunned for
every hit that comes after it, allowing some truly
spectacular combos.
Heavy Hit A hit performed by a stronger attack, these freeze the
enemy even when they're not counters. Most 5B and 5C
moves count as a heavy hit. Notice the difference in
graphic and sound between Light and Heavy.
Light Hit A hit performed by a relatively wimpy attack, these
hardly freeze the enemy at all. The easiest example is
to simply hit someone with 5A. Observe the graphic.
Masking This involves using the input of a move as part of the
input of an entirely separate move. It is very useful
for linking long and difficult inputs onto rapid moves.
TECHING AND MOVEMENT
----------------------------------------
Air Locked Using some moves in midair causes your character to be
unable to move, attack, jump, or even sometimes block
until they hit the ground again. Unlike Falling though,
you are still in "control". If you need an example, use
Haku-Men's Drive in midair.
Bind Some moves knock an opponent to the ground but do not
let them tech for a short period of time. This is a
common result of many 3C moves and getting knocked
downward out of the air.
Bounce Yet another "not-entirely-new-but-definitely-more
-common" addition to CS2. Bouncing most often occurs
on characters Air Throws now. Bouncing is identical to
Bind because you cannot tech but unlike Bind a Bounce
keeps the victim airborne throughout the duration.
Fake Jump Cancel Any move that can be Jump Canceled from the ground can
usually also be "Fake Jump Canceled" by inputting a
Special Move immediately after inputting the Jump
Cancel. What's actually happening is your character is
jumping but being immediately forced onto the ground by
the Special Move input.
An excellent example is Ragna's Astral Heat being Fake
Jump Canceled after 6A. You are not able to cancel the
Astral Heat onto 6A without a Fake Jump Cancel.
NOTE: As of the CS2 patch Fake Jump Canceling was
(completely?) removed as a technique so it is no longer
necessary.
Falling Being in midair yet not able to control your character
as a result of being hit. Requires a tech in order to
recover. Can be considered the midair equivalent of
Stun.
Jump Cancel Certain moves can be canceled by a Jump input and most
often lead to aerial combos.
Push A new term I am using for CS2. Push is used to describe
how far a combo will take the victim in one direction.
This is essential for effective zoning and advanced
players know how to adjust their combos when they know
if the combo they are doing will take them into the
wall or not.
Sliding Sliding occurs when you get smacked into the ground by
certain moves. You will go skidding across the ground
away from your enemy. This can usually only be
follow-up when in a wall.
Haku-Men's "Tsubaki" is a very obvious example.
Somersaulting This is a special type of midair stun that involves
the victim somersaulting through the air. You are
unable to tech for a much longer time than usual when
somersaulting. This is used, like many new properties
of movement in CS2, to continue combos in the wall.
If you need an example use Ragna's 5A then Dead Spike.
Super Jump Performed by pushing 2 before a jump. i.e. 27, 28, and
29. The super jump jumps far higher than a normal jump
and manipulates many combos.
Stagger Some moves stagger an opponent on counters, which makes
them go into a vulnerable state that does not
automatically dissipate like stun. The victim of a
stagger is required to tech in order to recover or
they will crumple to the ground.
Stun The result of being hit. This is how long you are
unable to act after receiving damage.
Tech Pushing A, B, or C while staggered, bound, or falling
will make your character recover and return to a
battle-ready state. You can tech forwards, neutral,
backwards, and a special tech input on the ground lets
you simply stand up quickly. This special tech is
input as 2tech while on the ground.
Tech Trap This involves purposely allowing your opponent to tech
only to immediately get hit by one of your attacks,
usually a anti-air move or a command throw. By allowing
a tech to occur all damage scaling gets reset and you
can continue to do maximum damage.
Tager is the undisputed king of tech traps.
Wall Smash A new addition to CS2, "Wall Smash" is what happens
when certain attacks smash you into the wall. The idea
of "Invisible Walls" has been mostly done away with in
CS2 so now you actually have to hit them into the wall.
Wall Smashes allow you to continue combos that were not
possible previously.
ATTACK PROPERTIES
-------------------------------------
Anti-Air Anti-Air was changed in CS2. Now I only define
"anti-air" moves as moves that are immune to attacks
from the air.
The reason for this is that almost every B, C, D,
attack in game is now only blockable by a Barrier Block
in midair.
Bevel Breaker When an this attack is blocked a guard bevel is lost.
Losing all Bevels results in a Guard Crush.
Damage Scaling As a combo progresses and adds more and more hits,
the damage of each hit will be more and more decreased
proportionately to how many hits are in the combo and
what kind of hits. As a general rule of thumb, the more
damage a hit already does, the less scaling it will
inflict on following attacks. 5A for example does
barely any damage and it reduces the damage of the rest
of the moves in the combo by a significant amount.
For the best Damage Scaling, use super quick light hits
for combo starting only and stick to powerful hits
afterwards.
Delay Pretty self-explanatory, but I'll still spell it out.
Delay is any pausing during a combo, rather than
performing all your moves as soon as possible. Delay is
something that must be mastered to use advanced combos.
Evasion This means that a move has evasive properties against
the indicated direction, it does NOT however, provide
immunity. I abbreviate it with "Eva" usually, such as
"LowEva" or "HighEva"
Follow-Up I use this to mean that there are multiple options
after a certain move. So if I say 6A, follow-up. That
means there's far too many options to list that you
could do after 6A.
Full Hold I use this term to indicate that you should hold the
button down for as long as the game lets you.
Hold The attack button can be held down, usually at various
lengths to affect the move.
Immunity This means that a move has complete invulnerability to
the indicated direction, the enemy's attack will be
completely ignored.
Limited Move These are attacks that you are not allowed to use more
than once (sometimes twice) in a combo. If you use the
move more than the allowed amount the Damage Scaling
will IMMEDIATELY go completely to shit and the enemy
will be able to recover almost at once.
Almost ALL Special Moves fall under this category. A
good chunk of Basic Moves do as well, usually ones with
a Forward input.
An excellent example is Haku-Men's 6C, try using it
twice on counter and see the effect (v1.03 only).
True Damage Something that applies almost exclusively to Distortion
Drives, True Damage is the amount of damage a move does
when it cannot possibly be scaled any lower. Most moves
have terrible True Damage but some Distortions, most
commonly ones that involve an attack throw, have some
really nice True Damage, allowing them to do well even
at the end of a long combo.
True Damage on Distortion Drives has been VASTLY
increased in CS2 to encourage all characters to end
their combos in Distortion Drives.
Unblockable Pretty straightforward, the attack can't be blocked.
You block it, it still hits you, kapeesh?
Unstoppable This means that an attack cannot be interrupted until
it goes off. This does NOT mean unblockable. Hazama's
Astral Heat is a good example.
Warm Up This means the time it takes between when a move is
started, and when it actually hits. Measured in frames
by the truly hardcore.
A little phrase I use in my head to describe this is
"The time between initiation and gratification."
BLOCKING
------------------------------
Block By holding backwards your character will automatically
guard against oncoming hits from your opponent. By
holding down-backwards you will block while crouching
instead of standing.
Barrier Block The same as a block except you hold down A+B. This puts
up a barrier that makes your opponent get knocked
further away from you when they hit you which can mess
up their pressure strings. While barrier blocking you
CAN NOT be Guard Crushed, though you will still lose
bevels until you only have one left. Barrier block also
negates chip damage. Barrier block can also block
anti-air moves that normal block can't.
Barrier Burst (GREEN) The more common of the two Barrier Bursts, green Bursts
are performed by pushing A+B+C+D whenever you are being
hit by an attack that is not a Distortion Drive or Grip
hit. You are completely invulnerable during the first
frames of this move and your opponent is blasted very
far away from you, giving you room to recover. Any hits
that combo off of a Green Burst will have horrific
Damage Scaling and you are never allowed to actually
kill your opponent in a combo off of one.
Barrier Burst (OJ) Performed by pushing A+B+C+D. An orange Burst is only
possible to perform when you are not currently under
pressure from the enemy. It is a very unexpected move
and you are completely invulnerable during the opening
frames. Hitting an opponent with an Orange Burst sends
them flying upward and forward slightly, allowing easy
combos. You are able to kill your opponent after an
orange Burst, unlike a Green Burst.
Bevel The unit of measurement in the Guard Primer. Running
out of bevels results in a Guard Crush. Each character
has their own number of bevels.
Chip Damage Any special move in this game will inflict a tiny
amount of damage even if you block it. This is to make
rapid use of special moves against a turtling opponent
an option when you just need that one last speck of
life bar gone. Barrier and Instant blocks prevent this.
Guard Primer This is the meter near the center-bottom of the upper
HUD that displays many little icons called bevels.
Blocking certain exceptionally powerful moves will make
you lose bevels and losing all your bevels results in a
Guard Crush. The Guard Primer slowly regenerates bevels
over time.
Guard Crush Occurs when you run out of bevels. Guard Crush leaves
you vulnerable for an entire, agonizing three seconds.
Instant Block The supreme form of block, instant block occurs when
you push backwards a split-second before the attack
connects, rather than holding it down. You will be
rewarded with a small heat bonus that quickly adds up
on rapid hits and more importantly you are able to
counter attack much much quicker after an instant block
compared to a normal one. This prevents chip damage.
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[A-30] Suggestions/Advice -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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I am very open to suggestions and improvements. I thoroughly test every
strategy and combo I suggest but there's no guarantee I may have missed
something.
Those wishing to make suggestions on improving the guide, such as new
strategies or typo/formatting errors should send their e-mails to:
rated_d_for_dumb@yahoo.com
...with the subject line "[guide] Improvement", in this case that would mean
"BlazBlue: Continuum Shift - Ragna Character Guide Improvement"
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[A-40] Input Notation -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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The way I input things is something that I learned first from Soulcalibur IV.
I prefer this method because it outlines the exact directions that need to be
inputted.
The numbers I will use to represent directions are in relation the numbers on
your numpad on your keyboard. (Unless you're on a tiny laptop of course, in
which case I suggest you google a picture of a numpad if you feel left out.)
A numpad is laid out like so:
7 8 9
4 5 6
1 2 3
So, for all direction inputs I give:
8 is up
2 is down
6 is right
4 is left
5 is neutral
9 is up-right
7 is up-left
1 is down-left
3 is down-right
So for a basic example, doing a quarter-circle backwards then pushing the C
button would be "214C"
I use this method because there are some inputs that aren't included in the
more standard abbreviated method "qcb" "qcf" etc.
As always in fighting game notation, the input assumes the character is on the
left side of the screen.
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[A-50] Update History -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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1.1 Wednesday June 15th, 2011 - *This guide came out in 2011, not 2010.
*Usual typo-fix fest and corrections.
*"Enhanced Moves - Blood Kain" is actually
correct now.
1.0 Friday June 10th, 2011 - *Guide Up
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[A-60] Challenge Mode -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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Challenge Mode is a new addition in Continuum Shift that demonstrates various
combos for each character. They range from the really easy to the extremely
difficult ones. However, like any good fighting game, it does not include the
very best combos available to each character. Almost every combo I perform is a
better version of a basic combo in Challenge mode. I strongly recommend you
play through Challenge Mode, it will help you get a basic feel for standard
play.
Challenge Mode received significant attention in CS2 and has much more "usable"
combos in it than it used to.
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[0-00] Character Dossier -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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#Non-Spoiler
---\.. General ''\---
Name: Ragna the Bloodedge
Occupation: The Most Wanted Man In The World
Birthplace: Unknown (presumably same as Jin and Saya)
Birthday: March 3
Hit Points: 10,000
Weapons: Blood Edge
Drive: Soul Eater
Theme Songs: Rebellion
Under Heave Destruction (vs. Jin Kisaragi)
White Requiem (vs. Rachel Alucard)
Black Onslaught (Unlimited Form)
Nightmare Fiction (vs. Hazama)
Pandora Tears (vs. mu-12)
---\.. Biological ''\---
Gender: Male
Age: Unknown
Race: Uncertain (possibly human, artificial human, or Dhampir)
Blood Type: B
Eyes: Heterochromic: Right Red, Left Green
---\.. Psychological ''\---
Likes: Cooking, Jubei (master), Saya (his memory of her), Meat dishes
The Kaka Clan (friends with Taokaka)
Dislikes: NOL, Ghosts, NOL, Terumi, NOL, Haku-Men, NOL
---\.. Playstyle Tags ''\---
PROS:
Strong basics - Basic attacks are very damaging or useful
Long Range - Attacks have good Range
Rush-Down - Capable of crossing the screen quickly
Invincibility - Frames where attacks cannot hit you
Anti-Air - Strong defense against aerial enemies
Flexible - Combos work from a wide variety of situations
NEUTRAL:
Dash Cancel - Extensive use of Dash Cancel
Comboer - Extensive use of combos
Crouch-Killer - Hitting an enemy while crouching produces much more
powerful combos. These characters can usually force an
enemy to crouch somehow.
CONS:
Weak Distortions - Distortion Drives are not useful/powerful compared to
others.
Long Recovery - Attacks that miss take long to recover
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[0-10] Special Characteristics -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Here I'm going to just list a few things about Ragna that are interesting of
note about him. This will be updated as I think of them.
1. His heterochromic eyes are correctly represented by his sprite when he
changes sides
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[1-00] Ragna's Game -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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All-round is a good term for Ragna's playstyle. He has good speed, range, and
damage but he doesn't particularly excel at any of those. He's a very solid
fighter and doesn't have too much trouble with dealing with pressure or
putting up his own pressure.
He is a great Rapid Canceler and players should familiarize themselves with
the Rapid Cancel system before trying to master Ragna.
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[1-10] Advantages -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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Ragna has some great range on his basic attacks and almost every hit he lands
can lead into a combo. He has great push and can shove the enemy into the wall
in one combo most of the time. The ability to steal life with his Drive can
help you survive more hits than a standard character.
His attacks not only have great range but also have good sweep and hit a wide
hit box and not just directly in front of him.
Ragna's Blood Kain is also an excellent advantage. It is easy to get off and
makes Ragna "temporarily overpowered" in a sense and can lead to swift wins if
used properly.
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[1-20] Disadvantages -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Ragna's lack of an interesting Drive can cost him. His Drive is basically just
another set of strong attacks and that makes him easy to play, but difficult to
do anything complex with. He has no projectiles apart from Dead Spike which is
actually a zone. Ragna instead has to rely on rush-down moves like Hell's Fang
and Carnage Scissors to close the distance on zone-heavy characters. This can
lead to a lot of frustration when you get locked down as Ragna against a
projectile heavy character.
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[2-00] Basic Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
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Key
____________________________________________________________________________
|.| Term |.| Meaning |
----------------------------------------------------------------------------
| Mid Mid-hit, blockable by either stance. |
| Low Low-hit, blockable only when crouching. |
| High High-hit, blockable only when standing. |
| |
| All Usually vertical attacks, blocked in either stance. Cannot be |
| avoided by evasion. These moves also hit downed characters |
| even though they are not lows! |
| |
| MidL Mid-low hit, blockable in either stance but can be avoided by |
| low-evasive moves. |
| |
| MidH Mid-high hit, blockable in either stance but can be avoided |
| by crouching. |
| |
| Fwd This move evades hits in front of your character. This mainly |
| means that it makes your character step backward somehow. |
| |
| LEva Has low evasion. |
| |
| HEva Has high evasion. |
| |
| LHEva, etc. Has both high and low, etc. evasion. |
| |
| JumpEva Makes your character leave the ground, dodging throws and |
| most lows attacks. |
| |
| -X This is the properties of the hit, which affect many gameplay |
| aspects about them. |
| |
| L is light |
| H is heavy |
| F is Fatal |
| S staggers the enemy on counters |
| B binds the enemy on counters |
| Ln launches into air |
| A is anti-air |
| Cr forces an enemy into a crouching position |
| Ab binds enemies in the air but not on the ground |
| |
| . Indicates a continual. This means that it's multiple hits in |
| the same move, it may or may not require additional input. |
| |
----------------------------------------------------------------------------
*NOTE: Speeds are always relative to the specific character's moveset.
_ ____________ _ _________ _ ____________ _ ________ _ ___________ _ ________
|.| POSITION |.| INPUT |.| HIT-X |.| DMG |.| IMMUNE? |.| SPEED |
|-|------------|-|---------|-|------------|-|--------|-|-----------|-|--------|
|.| GROUND |.| 5A |.| MidH-L |.| 200 |.| NONE |.| V.Fast |
|.| GROUND |.| 2A |.| MidL-L |.| 150 |.| HEva |.| Fast |
|.| GROUND |.| 6A |.| Mid-HLnA |.| 620 |.| High |.| Med |
|.| MIDAIR |.| A |.| High-L |.| 180 |.| NONE |.| V.Fast |
|.| GROUND |.| 5B |.| Mid-H |.| 540 |.| LEva |.| Fast |
|.| GROUND |.| 2B |.| Low-L |.| 400 |.| LEva |.| Fast |
|.| GROUND |.| 6B |.| AllH-H |.| 720 |.| HEva |.| Slow |
|.| MIDAIR |.| B |.| High-L |.| 450 |.| NONE |.| Med |
|.| GROUND |.| 5C |.| All-H |.| 690 |.| NONE |.| Med |
|.| GROUND |.| 2C |.| MidL-H |.| 660 |.| HEva |.| Med |
|.| GROUND |.| 6C |.| Low-H |.| 572 |.| NONE |.| Slow |
|.| GROUND |.| .6C |.| All-HLn |.| 608 |.| NONE |.| Insant |
|.| GROUND |.| 6C_ALL |.| AllL-HLn |.| 914 |.| NONE |.| Slow |
|.| GROUND |.| 3C |.| Low-HB |.| 720 |.| HEva |.| Fast |
|.| MIDAIR |.| 5C |.| High-H |.| 620 |.| None |.| Med |
|.| GROUND |.| 5D |.| All-H |.| 544 |.| None |.| Slow |
|.| GROUND |.| .5D |.| All-H |.| 760 |.| None |.| Instant|
|.| GROUND |.| 5D_ALL |.| All-H |.| 1103 |.| None |.| Slow |
|.| GROUND |.| 2D |.| Low-HBLn |.| 750 |.| None |.| Med |
|.| GROUND |.| 6D |.| Mid-H |.| 750 |.| JumpEva |.| Slow |
|.| MIDAIR |.| D |.| High-H |.| 590 |.| None |.| Med |
-'------------'-'---------'-'------------'-'--------'-'-----------'-'--------'
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[2-10] Basic Moves - Descriptions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
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-------------------------------------------------------------------------------
INPUT DESCRIPTION
Rating
(1-5)
-------------------------------------------------------------------------------
5A - This is your straight-forward slapper. Ragna has the fastest 5A in
*** the game, which is a plus. It's only use is starting a combo when
you need the frame advantage. (or annoying your enemy)
2A - Basically 5A only lower and slower. Can't be ducked.
****
Has a bit of high evasion.
6A - Ragna's 6A is a standard anti-air. It is one of the best anti-airs
**** because of it's excellent hit box and decent proration.
Midair A - Standard super-quick midair poke. Not useful for much unless you're
** really hurting on frame advantage.
5B - Ragna has arguably the best 5B in the game now that Bang has been
***** deflated a bit. It's very fast, very long range, and combos at range
as well as close range. Very useful move on Ragna.
6B - Ragna's high-hitter mix-up move. Very useful for starting a crouch
**** combo on those pesky low blockers. A bit slow though and it is very
easy to see so it is hard to land a hit sometimes.
2B - A quick, medium range low jab that can combo into 6A for a launch
*** combos. Practically identical to everyone elses' save a few
characters.
Midair B - A fast kick in midair. The hitbox is much larger than it looks and
**** you can actually cross-up with this move. Overall very nice.
5C - Ragna's 5C was revamped in CS2, it now stuns for much longer and has
***** a good chunk of extra range. You can now use it more than once in a
combo as well. Land as many of these as you can in combos.
2C - A slightly awkward to move to get the hang of. 2C starts Ragna's
**** Fatal combos. It's faster than it looks and can replace 5B in some
combos for a good damage boost.
6C - This is the ultimate move you usually want to land on Ragna. It is
***** his best launcher and leads to excellent damage on or off the wall.
It is very slow for a low attack though and easily blocked.
3C - Unlike 6C, 3C is a very fast low attack that also launches. Always
***** follow it up with "Not Over Yet" and, if you're at the start of a
combo, a Rapid Cancel if you have the heat. Leads to excellent
damage proration.
Midair C - A rather long-range arcing swing with Ragna's sword. Very good hit
***** box for zoning and Ragna's most damaging midair move. Highly useful.
5D - This move also received a huge revamp for CS2. It no longer launches
***** and instead just sends the enemy very very far away. You cannot use
the SECOND hit of this move twice in a combo. However, the first hit
does amazing damage on it's own and you will frequenly cancel it
with special moves, mostly Dead Spike.
This is the only move capable of comboing into Dead Spike after a
combo has already begun. (Enemy must be launched)
2D - Another highly tweaked move for CS2. 2D now recovers MUCH faster
**** than it used to. Do not be afraid to throw this out on every
pressure string you perform now for it is now safe. Devastating on
counter because it not only binds but also launches all at once.
6D - The hardest move to land in Ragna's arsenal, this is his most
**** devastating move (apart from a Fatal Counter) to begin a combo with
on both the ground and in the air. You will jump during this move
which will consume a "Jump" from your allowed two so be aware of
that. The jump on this move means it will dodge most lows and all
ground throws.
Midair D - A decently fast Drive attack in midair. Shorter range than his C and
**** just a hair faster. It actually does less damage than Midair C so
you will usually avoid using it in air combos.
This move, however, becomes utterly devastating with Blood Kain
active. It's hit box becomes about 4x large and stuns for a massive
amount of time.
Save it for Blood Kain combos!
==============================================================================.
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/
[2-20] Enhanced Moves - Blood Kain -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
These are the properties of moves that are enhanced by Blood Kain.
Any attack that uses the D button is enhanced EXCEPT Carnage Scissors.
Key
____________________________________________________________________________
|.| Term |.| Meaning |
----------------------------------------------------------------------------
| Mid Mid-hit, blockable by either stance. |
| Low Low-hit, blockable only when crouching. |
| High High-hit, blockable only when standing. |
| |
| All Usually vertical attacks, blocked in either stance. Cannot be |
| avoided by evasion. These moves also hit downed characters |
| even though they are not lows! |
| |
| MidL Mid-low hit, blockable in either stance but can be avoided by |
| low-evasive moves. |
| |
| MidH Mid-high hit, blockable in either stance but can be avoided |
| by crouching. |
| |
| Fwd This move evades hits in front of your character. This mainly |
| means that it makes your character step backward somehow. |
| |
| LEva Has low evasion. |
| |
| HEva Has high evasion. |
| |
| LHEva, etc. Has both high and low, etc. evasion. |
| |
| -X This is the properties of the hit, which affect many gameplay |
| aspects about them. |
| |
| L is light |
| H is heavy |
| F is Fatal |
| S staggers the enemy on counters |
| B binds the enemy on counters |
| Ln launches into air |
| A is anti-air |
| Cr forces an enemy into a crouching position |
| Ab binds enemies in the air but not on the ground |
| |
| . Indicates a continual. This means that it's multiple hits in |
| the same move, it may or may not require additional input. |
| |
----------------------------------------------------------------------------
*NOTE: Speeds are always relative to the specific character's moveset.
_ ____________ _ _________ _ ____________ _ ________ _ ___________ _ ________
|.| POSITION |.| INPUT |.| HIT-X |.| DMG |.| IMMUNE? |.| SPEED |
|-|------------|-|---------|-|------------|-|--------|-|-----------|-|--------|
|.| GROUND |.| 5D |.| All-H |.| 750 |.| NONE |.| Med |
|.| GROUND |.| .5D |.| All-H |.| 1000 |.| NONE |.| Fast |
|.| GROUND |.| 5D_ALL |.| All-H |.| 1486 |.| NONE |.| Med |
|.| GROUND |.| 2D |.| Low-HBLn |.| 1050 |.| NONE |.| Med |
|.| GROUND |.| 6D |.| Mid-HLn |.| 1000 |.| NONE |.| Slow |
|.| MIDAIR |.| D |.| High-H |.| 900 |.| NONE |.| Fast |
-'------------'-'---------'-'------------'-'--------'-'-----------'-'--------'
--------------------[ Special Moves Enhanced by Blood Kain ]-------------------
Hell's Fang - Not Enhanced
->Additional Attack - 950 -> 1200, wall bounce
Gauntlet Hades - Not Enhanced
-> Spin Kick - 550 -> 1100, air stun
Inferno Divider (D) - 600 x2 -> 650 x2
->Uppercut - Not Enhanced
->->Axe Kick - "298" -> "622"*, able to act in midair after use
*This isn't the "actual" damage of the attack but it is
not possible to actually test it by itself.
Dead Spike - 1000 -> 600 x3 (1520)
==============================================================================.
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/
[3-00] Special Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Ragna's Special Moves compliment his Basics for comboing. He has an excellent
invulnerability frame called "Inferno Divider" and most of his specials lead
to nice combos on counters.
-------------------------------------------------------------------------------
NAME INPUT Damage DESCRIPTION
Rating
-------------------------------------------------------------------------------
Hell's Fang 214A 730 An almost full-screen sudden lunge attack
->Additional ->214D 950 that combos on counter. Hell's Fang does
Attack (1128) minimal damage in combos now but you
*** should still follow-up with it when you
have no option.
Becomes much more useful in Blood Kain as
it will bounce enemies off the wall and
allows continuation from anywhere.
Gauntlet Hades 214B 800 Gauntlet Hades is medium-speed high
->Spin Kick ->214D 550 attack that ends in Drive kick. It does
*** (1148) decent damage and combos on and off
counter.
Unfortunately it is no longer the useful
combo ender it used to be and you will
only really use it for zoning and high
mix-ups. You cannot delay the Spin Kick
nearly as much as you used to, making it
very easy to block and punish.
Belial Edge Air Varies This is diving stab attack that does a
**** 214C long series of hits on its way downwards.
If you are aligned properly it relaunches
the enemy and allows continuation if you
are at the wall or near the wall.
Can now only be used once per combo.
Belial Edge no longer "intial hits" its
targets anymore and only does the dive
hits now.
Inferno Divider 623C 420 This is Ragna's infamous "mash out" move
(C) 460 that provides total invulnerability until
**** (656) the hit lands. It is incredibly easy to
punish on block though so make sure you
use appropriately.
In return for invulernabilty however, the
C version of this attack does pitiful
damage and combos terribly.
It is shorter range and smaller hit box
than the D version as well but it does
recover much faster.
Inferno Divider 623DB 600 This is the "combo" version of Inferno
(D) 600 Divider, now revamped for CS2. It no
***** (1041) longer provides invulnerability but now
it prorates just fine in combos and can
be effectively used to end them.
Uppercut 236C Unknown You use this move to continue Inferno
***** Divider, not much else to say except
that you cannot use it unless Inferno
Divider successfully hits the opponent.
Straight Punch After Unknown This is one of two finishers for Inferno
**** Uppercut, Divider. It sends the enemy flying away
236C from Ragna and slams them into a wall if
in Range. In wall range you can combo a
quick 3C => Not Over Yet for a great end
to any wall combo.
Axe Kick After Enough This is the other finisher for Inferno
**** Uppercut, Divider. It sends the enemy flying down
214D back into the ground and after use does
not let Ragna or his opponent use any
move or tech for a short while, bringing
the game back to even ground.
It does a good chunk of damage and is
always a good end to any Inferno Divider
that's not in wall range.
Dead Spike 214D 1000 This is Ragna's only "projectile" even
though it's really just a medium sized
zone in front of him. Dead Spike is one
of the rare moves in this game that
actually prorates backwards. That is to
say it makes all moves that come after it
do a little bit MORE damage than if you
had used a move besides Dead Spike.
You can only use it once per combo, so it
is almost always preferable to get this
off as soon as possible.
Dead Spike received a huge facelift in
CS2 and now "somersaults" launched
enemies and allows some truly painful
combos.
Not Over Yet Downed 400 This little command throw is used to pick
***** Opponent True up enemies on the ground. It is Ragna's
22C Damage best combo ender now because it does True
Damage now. It will ALWAYS do 400 damage
no matter how long winded your combo is.
It also prorates amazingly well on a
Rapid Cancel.
This is a Limited move with only 2
allowed uses per combo.
==============================================================================.
------------------------------------------------------------------------------'
/
[3-10] Special Moves - Advanced Uses -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Here are some advanced tactics for Ragna's Special Moves.
-------------------------------------------------------------------------------
Tactic Name INPUT(S) DESCRIPTION
Rating (1-5)
-------------------------------------------------------------------------------
"Gauntlet Hades Ghost Air Basically all I use this for is to
Step" 214B jump over projectiles and close the
*** distance on my enemy. I first jump
high into the air and when I see or
predict a projectile heading my way
I input Gauntlet Hades and leap over
it. I usually land on my opponent's
other side. As you get stuck in
delay after Gauntlet Hades you must
be sure to time this right.
==============================================================================.
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/
[4-00] Soul Eater =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Ragna sadly has easily the most boring Drive in the game. All it really is
is a bunch of attacks that drain health from your opponent.
This means they do a good deal of chip damage but apart from that there's no
real need to go into any detail about his Drive.
==============================================================================.
------------------------------------------------------------------------------'
/
[5-00] Distortion Drives -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Ragna has a decent set of Distortion Drives. He is more of a Rapid Canceler
however and usually only uses a Distortion Drive when he has no need of a Rapid
Cancel.
==============================================================================.
------------------------------------------------------------------------------'
/
[5-10] Carnage Scissors -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Description |
------------------------------------------------------------------------------
Input: 632146D
Damage: 2438 (1000 -> 2300)
990 True Damage
A sudden lunge forward that's almost full screen. If the first hit lands the
second hit is now always guaranteed, unlike CS1. You can no longer continue
Carnage Scissors either as Ragna will get stuck in a large delay.
As Distortion Drives were all revamped to have much higher True Damage with CS2
this Distortion Drive is now much more welcome at the end of a long wall combo.
==============================================================================.
------------------------------------------------------------------------------'
/
[5-20] Blood Kain -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Description |
------------------------------------------------------------------------------
Input: 214214D
Damage: None (mode activation)
This activates Ragna's "Azure Grimoire" and causes all his Drive attacks to
become ungodly powerful for a short time. Their hit boxes cover huge parts of
the screen and absord far more health than usual as well as doing much higher
damage and stunning for gigantic amounts of time.
The downside is that Ragna RAPIDLY loses health for the duration of this mode.
For more in-depth use of this Distortion Drive see "Blood Kain Combos"
==============================================================================.
------------------------------------------------------------------------------'
/
[5-30] Devoured by Darkness -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Description |
------------------------------------------------------------------------------
Input: 214214D while Blood Kain is active.
Damage: 4416
1500 True Damage
This is Ragna's ultimate attack apart from his Astral Heat. It is a completely
unblockable command throw that hits a short range in front and above him.
He can be interrupted during the attack animation however, so use it wisely.
This move was gifted with a fittingly MASSIVE True Damage in CS2 compared to
its laughable True Damage of 80 in CS1. Now Devoured by Darkness is a true
Blood Kain combo finisher for all Ragna players to be proud of.
==============================================================================.
------------------------------------------------------------------------------'
/
[6-00] Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
The thing you really came to this guide for, Combos.
As always I include a basic, easy-to-learn combo section for people who just
want to play the character for fun or a sub. The Expert section that follows
are the combos that I actually use in competitive play and are much harder to
perform but lead to better damage.
The combos I list in non-expert sections are specifically designed to be easy
so bear that in mind. If you intend to make this guide's character your main
fighter I suggest you immediately go onto the Expert sections.
==============================================================================.
------------------------------------------------------------------------------'
/
[6-10] Combo Notation *VERY IMPORTANT!! READ THIS FIRST!* =-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
A "." means a continuation. This is used for quite a few of Ragna's Special
Moves but I will also use it for movement inputs that need to be input
before a move such as forward jumping and forward dashing.
Examples: 214A.214D
9.5C
For the sake of space multiple hit attacks will be notated as [ATTACK]s when I
mean all the hits. I will use a NUMBER instead of s when I mean a specific
amount of hits!
Example: 5Ds
623D1.236C.236C
"l" will be added before a move to indicate that you perform this immediately
after you land on the ground. This is used most commonly for a landing 5B.
Examples: 5C, l5B
I will add "d" to the beginning of any input that requires a delay. The number
of "d"s indicates how great the delay is.
Thankfully not many of Ragna's combos require too much delay so you won't have
to pay too much attention to this, but it is still important.
Examples: 5Ds, 214D, dd5C
9.5C, d9.5C
If something has "66." before it that means you need add a forward dash before
the move and cancel it with the indicated move. If 66 is added AFTER the move
that means you must Dash Cancel it.
Examples: 66.5B
5Ds.66, 66.5C <- VERY COMMON FOR RAGNA!
Inputs in parentheses are masks. Inputs in brackets are the finshing moves for
previously masked inputs. For more information on Masking refer to the
Glossary at A-20. I don't think I EVER use this on Ragna so you don't have to
worry about it much.
Examples: (63214)5C[6D] for an instant 5C->Carnage Scissors.
6A, (236)9(63214)[C] for an instant 6A->Jump Cancel->Astral Heat
==============================================================================.
------------------------------------------------------------------------------'
/
[6-20] Basic Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
Ragna has a good arsenal of basic combos for non-wall, non-heat situations.
They aren't the best in the game but they gain a good bit of heat and do a
decent amount of damage.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
"World's Most Exciting Combo"
1. 5B(long range), 5C, 214A.214D
Standing B, Standing C, Hell's Fang -> Additional Attack
"The Counter Version of Combo 1"
2. 5B(counter, long range), 214B.d214D, 29.C, D, 9.C, D, 623D.236C.214D
Standing B (Counter), Gauntlet Hades -> Spin Kick, High Jump, Midair C,
Midair D, Jump Cancel, Midair C, Midair D, Inferno Divider (D) -> Uppercut
-> Axe Kick
"Close Range Is Always Better"
3. 5B, 6A, 29.C, D, 9.C, D, 623D.236C.214D
Standing B, Forward A, High Jump Cancel, Midair C, Midair D, Jump Cancel,
Midair C, Midair D, Inferno Divider (D) -> Uppercut -> Axe Kick
4. "3C Counter Follow-Up
3C (counter), 5C, 2C, 5D.66, 5C, 29.C, D, 9.C, D, 623D.236C.214D
3C (counter), Standing C, Crouching C, Standing D, Dash Cancel, Standing C,
High Jump Cancel, Midair C, Midair D, Jump Cancel, Midair C, Midair D,
Inferno Divider (D) -> Uppercut -> Axe Kick
Are you confused about my inputs? YOU DIDN'T READ WHAT I TYPED UNDER THE COMBO
HEADER RAAAWR (6-10)
Damage Hits Difficulty Rating
----------------------------------------------------------------------
1. 1731 4 * **
2. 2224 10 *** ***
3. 2444 10 *** ***
4. 3446 13 *** ****
==============================================================================.
------------------------------------------------------------------------------'
/
[6-30] Grip Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Grip combos are no longer an "essential" part of BlazBlue. Most characters can
not even follow-up their standard grip anymore. However a lot of them can still
perform wall-combos with them or follow-up their backwards grip.
NOTE: Most grip combos are now used on the wall, so they are mainly notated in
"Wall Combos" instead of Grip Combos.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Backwards Grip Continuation"
4B+C, 66.5D.66, 5C, 29.C, D, 9.C, D, 623D.236C.214D
Backwards Grip, Dash, Standing D (Dash Cancel), Standing C, High Jump
Cancel, Midair C, Midair D, Jump Cancel, Midair C, Midair D, Inferno
Divider (D) -> Uppercut -> Axe Kick
Damage Hits Difficulty Rating
----------------------------------------------------------------------
1. 2153 12 ** ***
==============================================================================.
------------------------------------------------------------------------------'
/
[6-40] Wall Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Wall combos are only possible when you are shoved in a corner with your
opponent, with your opponent's back to the wall. They are usually very damaging
and repetitive, and gave rise to the term "wall rape."
Everyone has wall combos now in CS2, the wall plays a much more important role
and the game is now "tug-of-war" based with the goal of shoving the opponent
into the wall. Basically like push-based tug-of-war instead of pull-based.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "5B at Wall - Continuation"
5B, 6A, 9.C, D, 9.C, 214C, 66.5D1, Dead Spike, 5C, 5D, 623D.236C.214D
Standing B, Forward A, Jump Cancel (forward), Midair C, Midair D, Jump
Cancel (forward), Midair C, Belial Edge, Dash, Standing D (1 hit), Dead
Spike, Standing C, Standing D, Inferno Divider (D) -> Uppercut -> Axe Kick
2. "Ragna - Challenge 5-2"
B+C(near wall), 5C, 5D1, 214D, 5C, 9.C, 9.C, 214C, 66.5D, 214Ad.214D
Grip (near wall), Wall Smash, Standing C, Standing D (1 hit), Dead Spike,
Standing C, Jump Cancel (forward), Midair C, Jump Cancel (forward), Belial
Edge, Dash, Standing D, Hell's Fang -> Delay -> Additional Attack
"5C at Wall - Continuation"
3. 5C (close), 6A, 9.C, D, 9.C, 214C, d5C, 5D1, 214D, d5C, 5D, 623D.236A.214D
Standing C (close range), Forward A, Jump Cancel (forward), Midair C, Midair
D, Jump Cancel (forward), Midair C, Belial Edge, Standing C, Standing D
(1 hit), Dead Spike, Standing C, Standing D, Inferno Divider (D) -> Uppercut
-> Axe Kick
4. "Dead Spike at Wall - Continuation"
214D, 66.5B, 5C, 6A, 9.C, D, 9.C, 214C, d5C, 5D, 623D.236C.214D
Dead Spike, Dash, Standing B, Standing C, Forward A, Jump Cancel (forward),
Midair C, Midair D, Jump Cancel (forward), Midair C, Belial Edge,
Standing C, Standing D, Inferno Divider (D) -> Uppercut -> Axe Kick
Damage Hits Difficulty Rating
----------------------------------------------------------------------
1. 3326 20 *** ***
2. 3486 18 *** ***
3. 3863 21 *** ***
4. 4427 20 **** ****
==============================================================================.
------------------------------------------------------------------------------'
/
[6-50] Expert Ragna =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
This is the section where I list all the harder-to-use, harder-hitting combos
that I personally use in competitive play. They are usually much harder than
the previous section and newcomers to the character may find them needlessly
complicated and difficult.
This is where you want to be if you want to make this character a main.
The "English" combo notations are gone in Expert mode because it's a pain and
a waste of space. If you honestly need them you shouldn't even be trying this.
I usually provide a little note or commment below combos that require something
special in order to make them work. If you want to succeed you should probably
read them.
I notate a lot more information about expert combos that I personally believe
all truly expert players should know about their combos. This information
includes stuff like Push (how far across the stage the combo travels) and Heat
Gain.
==============================================================================.
------------------------------------------------------------------------------'
/
[6-51] Expert Ragna - Expert Basic Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
Basic Combos were dramatically reduced in CS2, most characters only have one
or two variations and they do very little damage but they always shove the
enemy far into the wall, which is a vital advantage now.
"Basic Combo" means a combo that uses no walls, no grips, and no Heat.
You generally only use them for the first 20 seconds or so of fighting.
Most character's Basic Combos are usually all just tiny variations of the same
one or two combos.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
"5B Non-Wall"
1. 66.5B, 5C, 6A, 29.5C, dD, 9.5C, 623D.236C,214D
*The goal here is to make Inferno Divider land both its hits. This requires
a miniscule delay on the first Midair C.
*You must dash into your opponent on your 5B or the 6A will not hit (AFTER
a 5C, you can still do 5B->6A without a dash).
2. "6A Counter"
6A(counter), 66.5B, 5D1, 214D, 66.5C, 29.C, D, 9.C, D, 623D.236C.214D
3. "6A Counter - Anti-Air"
6A(counter against midair opponent, 6C.d66, 66.5D1, 214D, 66.5C, 29.C, D,
9.C, D, 623D.236C.214D
4. "6D Continuation"
6D, dMidair D, l66.5B, 5C, 6A, 29.C, D, 9.C, D, 623D.236C.214D
5. "Gauntlet Hades Counter"
214B(counter), 66.5B, d5C, d5D1, 214D, 66*.5C, 29.C, 9.C, D, 623D.236c.214D
*It's more than just a dash, you have to actually RUN a small distance.
"Dead Spike Continuation"
6. 214D, 66.5B, 5C, 6A, 29.C, dD, 9.C, D, 623D.236C.214D
*A lot of people don't realize this is even possible.
7. "3C Counter"
3C (counter), 6C.66, Hold 4.d5D1, 214D, 66.5C, 29.C, D, 9.C, D,
623D.236C.214D
*After your Dash Cancel on 6C hold backwards so that Ragna walks a tiny
bit backwards and turns around before you push 5D. This should -only- be
done at close ranges.
8. "6C Counter"
6C.66 (counter), 44*.6C.66, 66.5D1, 214D, 66.5C, 29.C, dD, 9.C, D,
623D.236C,214D
*The "backwards run" is only necessary if you hit them at very close range.
"5C Counter Non-Wall"
9. 5C (counter), 6Cdd.66, 665D1, 214D, 66.5C, 29.C, dD, 9.C, D, 623D.236C,214D
*Delay your Dash Cancel on 6C's second hit by about 1/6th of a second.
*Immediately do a tap-dash 5D after the Dash Cancel.
10. "2D Counter"
2D (counter), *66, 6C.66, Hold 4.d5D1, 214D, 66.5C, 29.C, D, 9.C, D,
623D.236C.214D
*Run as long as you can to push them as far as possible.
Damage | Type | Hits | Heat Gained | Difficulty | Rating | Push
-------------------------------------------------------------------------------
1. 2707 Basic 11 25 **** **** Half-Stage
2. 3007 Counter 13 32 ***** **** 3/4-Stage
3. 3172 Counter 14 34 **** ***** 3/4-Stage
4. 3687 Basic 13 31 **** ***** Half-Stage
5. 3815 Counter 13 33 ***** ***** 3/4-Stage
6. 3863 Basic 12 30 **** **** Half-Stage
7. 3881 Counter 14 35 ***** **** Half-Stage
8. 3954 Counter 15 36 ***** **** 3/4-Stage
9. 3994 Counter 14 34 **** **** Half-Stage
10. 4129 Counter 14 35 **** ***** 3/4-Stage
==============================================================================.
------------------------------------------------------------------------------'
/
[6-52] Expert Ragna - Expert Grip Combos =-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
A grip combo is a combo that always includes a grip at some point. This means
they are ALWAYS breakable and not guaranteed.
However, grips are not affected by damage scaling at all.
A major downside to grip combos is that double-pink grips are usually useless
against a skilled player. They can totally decimate noobies though.
These grip combos mean NON-WALL, NON-RAPID CANCEL grip combos only, for the
wall-grip and Rapid Cancel combos see the appropriate sections.
With the changes to CS2 comboabilty on grips without walls or heat is extremely
limited.
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Arranged Top to Bottom: Lowest Damage to Highest |
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Input
----------------------------------------------------------------------
1. "That's right! Only one combo in this section!"
4B+C, 66.d5D1, 214D, 66.5C, 29.C, D, 9.C, D, 623D.236C.214D
Damage | Type | Hits | Heat Gained | Difficulty | Rating | Push
-------------------------------------------------------------------------------
1. 2534 Grip 13 30 **** **** None
==============================================================================.
------------------------------------------------------------------------------'
/
[6-53] Expert Ragna - Expert Wall Combos =-=-=-=-=-=-=-=-=-=-=-=--=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Wall Combos are vital to most characters in CS2. They are not nearly as strictly
"wall based" as they used to be and now it simply means "you need to be within
range of the wall at some point within the combo" rather than having to start
the combo literally on top of the wall.
The "Zone Requirement" section means how much stage is left between you and
the wall. You must be within this zone to be able to perform the combo.
Anything LESS than that requirement is usually okay but anything MORE is never
okay.
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Arranged Top to Bottom: Lowest Damage to Highest |
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Input
----------------------------------------------------------------------
"Standard Wall - 5B"
1. 5B, 6A, 29.C, D, 214C, 66.5C, 5D1, 214D, d5C, 5D, 623D1.236C.236C, *44.3C,
22C
*This not a backstep, it's what I call a "backwards run" even though it is
TECHNICALLY 66 and not 44. It is much easier to perform it if you imagine
it as a backwards run though.
2. "Grip Wall Combo"
B+C, Wall Smash, 5C, 5D1, 214D, 5C, 9.5C, 9.5C, 214C, 66.5D,
623D1.236C.236C, 44.3C, 22C
3. "3/4 Stager"
6C(counter).66, 44.6C.66, 66.5D1. 214D, 66.5C, 29.dC, D, 9.C, D, 214C,
66.5D, 623D1.236C.236C, 44.3C, 22C
4. "Dead Spike Continuation"
214D, 66.5B, 5C, 6A, 29.C, D, 9.C, D, 214C, 66.5C, 5D, 623D1.236C.236C,
44.3C, 22C
5. "5C Counter/Crouch - Half-Stage"
5C (counter or crouch), 6C.66, 4.5C, 5D1, 214D, 66.5C, 29.dC, D, 9.C, 214C,
d5C, 5D, 623D1.236C.236C, 44.3C, 22C
6. "Dead Spike Counter Continuation"
214D(counter), 6C.66, 5C, 29.C, D, 9.C, 214C, 66.5C, 5D, 623D.236C.236C,
44.3C, 22C
7. "Fatal Wall"
2C(fatal), 6D, dMidairD, l66.5B, 5C, 6C.66, 4d5C*, 5D1, 214D, 5C, 9.5C,
9.5C, 214C, d5C, 5D, 623D.236C.236C, 44.3C, 22C
*You need to walk backward a tiny bit before you input 5C. This is because
some characters (most of the females) do not get hit by 5C when you are
too close to the wall.
Damage | Type | Hits | Heat Gained | Difficulty | Rating | Zone Requirement
-------------------------------------------------------------------------------
1. 3755 Basic 21 41 **** **** 1/4 Stage
2. 3924 Grip 22 42 *** **** Wall Smash
3. 4759 Counter 26 48 **** ***** 3/4 Stage
4. 4891 Basic 24 45 **** ***** 1/2 Stage
5. 5045 Counter 26 50 ***** ***** 1/2 Stage
6. 5351 Counter 24 44 **** ***** 1/2 Stage
7. 5582 Fatal 28 60 ***** ***** 1/2 Stage
==============================================================================.
------------------------------------------------------------------------------'
/
[6-54] Expert Ragna - Rapid Cancel Combos --=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
Ragna is a HUGE Rapid Canceler and you should invest a large amount of your
time getting these combos down by heart.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Hey, It's Better Than Nothing"
214A.214D, Rapid Cancel, 66.5C, 5D1, 214D, 5C, 9.C, 9.C, 214C, 66.5D,
623D1.236C.236C, 44.3C, 22C
2. "Long-Range Rapid Cancel"
5B, 5C, 2D, Rapid Cancel, 6C.d66, 66.5D1, 214D, 66.C, 9.C, 9.C, 214C, d5C,
5D, 623D1.236C.236C, 44.3C, 22C
3. "Not Over Yet (non-wall")
3C, 22C, Rapid Cancel, 6C.66, 5D1, 214D, 66.5C, 29.C, D, 9.C, D, 214C, d5C,
5D, 623D1.236C.236C, 44.3C, 22C
"Not Over Yet (wall)"
4. 3C, 22C, Rapid Cancel, 6C.66, 4.5C, 5D1, 214D, d5C, 9.C, 9.C, D, 214C, d5C,
5D, 623D1.236C.236C, 44.3C, 22C
Damage | Type | Hits | Heat Required | Difficulty | Rating | Zone Req.
-------------------------------------------------------------------------------
1. 3602 Wall 22 43 **** *** 1/4 Stage
2. 4713 Wall 25 42 ***** **** 1/2 Stage
3. 5608 Basic 28 46 **** **** None
4. 5674 Wall 27 46 **** **** 1/4 Stage
==============================================================================.
------------------------------------------------------------------------------'
/
[6-55] Expert Ragna - Blood Kain Combos -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
These are Ragna's most powerful combos, used by initiating Blood Kain and
getting access to absurdly powrful versions of all his drive attacks.
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Quick Finish"
Blood Kain Active ..-> 5D1 -> 214A.214D -> d5C -> 5D1 -> 214214D
*Use this when you start a combo after you've already activated Blood Kain
because you will not have time to do a long combo when Blood Kain has
already been activated.
2. "Ragna's Challenge #10: Ctrlaltwtf Version"
2C(fatal), 214214D, 66.5B, 5C, 6C, d214A.d214D, 6.5C, 5D1, 214D, 66.5C, 5D1
214B.d214D, d6D, 623D.236D.214D, dMidair D, l5D, 214214D
*As you can, my version kicks their version's ass.
Damage | Type | Hits | Heat Required | Difficulty | Rating | Zone Req.
-------------------------------------------------------------------------------
1. Varies Basic N/A N/A **** **** Wall Bounce
2. 7940 Fatal 93 64 ***** ***** 1/2 Stage
==============================================================================.
------------------------------------------------------------------------------'
/
[6-56] Expert Ragna - "For Fun" Combos =-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
These are combos I like to use for silliness or as cool finishers. They are
generally terrible in any sense of damage/heat efficiency but they just look
cool
------------------------------------------------------------------------------
Arranged Top to Bottom: Lowest Damage to Highest |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
1. "Insta-Belial Edge"*
6C.66, 21467C, 632146D
*You can also do this off of 6A
2. "Belial....EDGE!!!!!!!!!!"
5C, 6A, 29.C, D, 623D.236C, Rapid Cancel, C, 9.C, 623D.236C, Rapid Cancel,
214C
3. "Roads? Where we're going we don't NEED roads!"*
5C, 6A, 29.C, D, 623D.236C, Rapid Cancel, C, 9.C, 632D.236C, Rapid Cancel,
C, 623D.236C.214D
*You can alternatively end it with a straight punch and have them tech in
midair REALLY high in the air and they will plummet down RIGHT in front of
you.
4. "Actually not a useless combo"
5C, 6A, 29.C, 623D.236C, Rapid Cancel, 66.C, 214C, 66.5D1, 214D, 5C, 5D,
623D1.236C.236C, 44.3C, 22C
*This is actually a legitimate combo for when you land 5C with no counter
and the opponent is in midair AND you're not near a wall. That kind of
limited usefulness makes it rather impractical though.
Damage | Type | Hits | Heat Required | Difficulty | Rating | Zone Req.
-------------------------------------------------------------------------------
1. 3095 DD Finisher 7 43 **** **** None
2. 3382 Stupid 26 81 ***** ***** None
3. 3394 Stupid 16 81 **** ***** None
4. 4328 RC 27 36 ***** ***** 1/2 Stage
==============================================================================.
------------------------------------------------------------------------------'
/
[7-00]...Astral Heat: Black Onslaught -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
------------------------------------------------------------------------------
Description |
------------------------------------------------------------------------------
Ragna's game winning Astral Heat. During this move Ragna becomes completely
invulnerable to everything. He is just BARELY vulnerable at the end of the
attack if he does not land the Astral Heat.
If the hit connects Ragna transforms Blood Edge into it's scythe form and
hacks away mercilessly at his opponent, ending in a powerful finish.
==============================================================================.
------------------------------------------------------------------------------'
/
[7-10]...Astral Heat: Black Onslaught - Input -=-=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
Input: Winning Round, Enemy is Below 35% HP, 100 Heat, Burst Icon Available
214-41236C, (Quarter-circle back, Semi-circle forward C)
==============================================================================.
------------------------------------------------------------------------------'
/
[7-20]...Astral Heat: Black Onslaught - Masking -=-=-=-=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
There's not to much need to mask Ragna's input but I will note here that his
Astral Heat input is VERY easy to fake jump-cancel. This is not really all that
necessary to actually combo his Astral Heat but it can be useful.
==============================================================================.
------------------------------------------------------------------------------'
/
[7-30]...Astral Heat: Black Onslaught - Ideal Situations -=-=-=-=-=-=-=-=-<
\
------------------------------------------------------------------------------.
=============================================================================='
These are the ideal times to use your Astral Heat, sorted from best to worst:
1. After a close-range 5D that hits the opponent while launched.
2. Your enemy is about to use a slow-recovery Distortion Drive or a Special
Move that requires the hit to land to be unpunishable. Examples include
Hell's Fang, Carnage Scissors, Hexa-Edge, Genesic Emerald Tager Buster.
3. Your enemy just performed a midair attack above you that they will not be
able to recover from in time.
4. The opponent is trying to camp you as you stand up.
==============================================================================.
------------------------------------------------------------------------------'
/
[7-40]...Astral Heat: Black Onslaught - Astral Combos -=-=-=-=-=-=-=-=-=-=<
\
------------------------------------------------------------------------------.
=============================================================================='
Comboing your Astral Heat is always fun, and you should always try to go for it
when you have the chance, especially since sometimes you will be able to kill
the enemy with an Astral Heat but NOT a combo that you would've done otherwise!
------------------------------------------------------------------------------
Arranged Top to Bottom: Herp to not Derp (who cares?) |
------------------------------------------------------------------------------
Input
----------------------------------------------------------------------
"Noob Torture"*
1. A+B+C+D, 214.41236C
*You can only do this with 2 Barrier Burst icons available, which usually
means the matchup is hardly fair anyway.
2. "Crouching Noob, Dead Noob"
6B (crouch hit), 5C, 6C.66, d5C, 5D, 214.41236C
3. "Half-Stage DOOM"
5B, 6A, 29.dC, dD, 9.C, D, 214C, 66.C, 5D, 214.41236C
4. "Hell's Fury"
214A(counter), 66.6A, 9.C, 9.C, D, 214C, 66.5D, 214.41236C
5. "(almost) Instant Death!"*
6A(counter), 214.41236C or 3C(counter), 214.41236C
*If you input your AH quickly it is almost impossible to Barrier Burst this.
6. "It put the "Fatal" in Fatal Counter"*
2C(fatal), 66.5A, 5A, 5A, 5B, 5C, 6C.66, d5C, 5D1, 214D, 66.5C, 5D,
623D.236C.236C, 5D, 214.41236C
*Only 55 heat required to do this! The triple 5A is used to keep the enemy
alive and build a few heat.
Damage | Type | Hits | Heat Required | Difficulty | Rating | Zone Req.
-------------------------------------------------------------------------------
1. Enough Best Enough 100 * ***** None
2. Enough Best Enough 82 *** ***** None
3. Enough Best Enough 73 **** ***** 1/2 Stage
4. Enough Best Enough 100 **** ***** 1/4 Stage
5. Enough Best Enough 98 *** ***** None
6. Enough Best Enough 55 *** ***** None