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    Ragna The Bloodedge by Dycro

    Version: 1.1 | Updated: 06/11/11 | Printable Version | Search Guide | Bookmark Guide

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           |                  BlazBlue: Continuum Shift II                 |
           |                                                               |
           |               Ragna the Bloodedge Character Guide             |
         __|__                  Copyright Alex Labins                      |
        /    /\                 Gamertag: Ctrlaltwtf                       |
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          /\    \  /               -=-[ v1.1 ]-=-                        . |
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    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                                               \
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                             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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    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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    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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    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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    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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    #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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    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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    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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    ------------------------------------------------------------------------------.
    =============================================================================='
    
    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.
    
    
    
    ==============================================================================.
    ------------------------------------------------------------------------------'
                                                                                 /
      [2-00] Basic Moves -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-<
                                                                                 \
    ------------------------------------------------------------------------------.
    =============================================================================='
    
    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   |
     -'------------'-'---------'-'------------'-'--------'-'-----------'-'--------'
    
    
    
    ==============================================================================.
    ------------------------------------------------------------------------------'
                                                                                 /
      [2-10] Basic Moves - Descriptions -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=<
                                                                                 \
    ------------------------------------------------------------------------------.
    =============================================================================='
    
    -------------------------------------------------------------------------------
    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!
    
    
    
    ==============================================================================.
    ------------------------------------------------------------------------------'
                                                                                 /
      [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)
    
    
    ==============================================================================.
    ------------------------------------------------------------------------------'
                                                                                 /
      [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.
    
    
    ==============================================================================.
    ------------------------------------------------------------------------------'
                                                                                 /
      [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.
    
    ------------------------------------------------------------------------------
      Arranged Top to Bottom: Lowest Damage to Highest                            |
    ------------------------------------------------------------------------------
    
    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.
    
    ------------------------------------------------------------------------------
      Arranged Top to Bottom: Lowest Damage to Highest                            |
    ------------------------------------------------------------------------------
    
    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