hide results

    Ragna the Bloodedge by force_edge

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

    Ragna=the=Bloodedge - Guide
    Note: The wall of Xs below is purely for my formatting reference.
    [79 Charlizards]
    About Ragna & The Guide
    Updates (Self reference)
    Numerical Notation Explained
    Pros & Cons
    Distortion Drives
    Combos and Combo Ideas
    About Ragna & The Guide
    Ragna is the poster boy for Arc Sys' latest fighting game, BlazBlue. 
    As BlazBlue is a spiritual successor to Arc Sys' legendary Guilty Gear series, 
    Ragna is a BB amalgation of GG's Sol and Order Sol, if you haven't already 
    noticed. They look similar, play similar, and even have very similar moves.
    I intend for this guide to be a constant work-in-progress. Even as I play, 
    I'm still constantly learning new things about Raggie, and refining my opinions 
    about old things. As such, there may likely be inaccuracies within; I'll 
    correct them as I learn more about the game, and Ragna.
    This guide assumes you already know BlazBlue basics, and general fighting 
    game terms.
    This guide was last updated: 8th October, 2009.
    (Note: This section is more for self reference than anything else)
    I've decided to add in a little updates section just for fun, so the guide can 
    look a little more professional. Ha. Anyways, I'm adding this in as of the 8th 
    of October, 2009, so I already missed quite a few major updates. Whatever.
    8th October 2009 - Updated move properties, cleaned up the normals 
    Numerical Notation Explained
    It has come to my attention that some new players reading the guide might 
    not understand the numerical notation used within, which is perfectly 
    understandable. Well, fret not! I'll cover it right here, before you even begin 
    reading anything with numbers in it.
    So, what is this numerical notations I speak of? If you scroll further down 
    for a quick look, you'll find that I list move commands like 623D, or 6A, or 
    3C. To understand these commands, simply look to the number pad on the right 
    of your keyboard, or look for a picture of one on the internet. It will look 
    something like this:
    7  8  9
    4  5  6
    1  2  3
    The key to reading the numerical notation is to simply imagine the 8-way 
    directional input system on any fighting game control or any of the standard 
    console controllers today, onto the number pad. So, imagine that the numbers 
    correspond to the different directions you can press. You should form a 
    mental image that looks something like this:
    7       8       9
       \     |     /
         \   |   /
           \ | /
    4  --- 5 --- 6
           / | \
         /   |   \
       /     |     \
    1       2       3
    (I'm aware that the diagram looks like crap =/)
    Well, if you can get past my crappy representation, then basically:
    5 is simply neutral. Meaning you do not have to push your stick/d-pad in any 
    directions at all (so in this case your character would be standing upright).
    8 is neutral up. Meaning you push up on your stick/d-pad without any left or 
    right directions.
    4 is neutral back. Meaning you push back on your stick/d-pad without jumping 
    or crouching.
    6 is neutral forward. Meaning you push forward on your stick/d-pad without 
    jumping or crouching.
    2 is neutral downward. Meaning you push forward on your stick/d-pad without 
    jumping or crouching.
    So with that in mind, a 7 refers to up-back, 3 refers to down-forward, and 
    so on and so forth.
    Easy enough, yeah? Don't fret if it takes you some time to read it. Constant 
    exposure will leave you reading it like a second language in no time.
    Pros & Cons
    + Easy to pick up
    + Isn't particularly weak in any area (except maybe against Arakune/v-13)
    + Bread 'n' Butter combos are really simple to perform
    + Chipping normals
    - Isn't particularly strong in any area
    - Can get really boring after awhile (from experience, trust me)
    5A - Simple standing jab. JC-able. Raggie's fastest move in 
    terms of start up (5 franes). Also one of his best on block (-2 frames). Use 
    this for poking purposes. 
    [Damage: 165]
    6A - Short ranged uppercut. Raggie's standard AA. 6A's hitbox isn't 
    particularly big, but it works ok most of the time. Launches on normal or CH. 
    JC-able, both on block and on hit. 5B combos into this. 
    [Damage: 620]
    2A - Low jab. Fast poking tool, but lacks range. It starts up slightly slower 
    than 5A (7 frames), but has the same on block (-2 frames). Your other choice 
    of a quick poke. Use it to punish blocked moves which don't have much 
    recovery for the opponent.
    [Damage: 150]
    j.A - Aerial jab. Again, an expected lack of range here. However, it's fast 
    enough (7 frames) to use as a quick air to air poke, but don't expect much. 
    [Damage: 180]
    5B - Simple standing kick. Standard ground combo starter or 
    relaunch starter, and also excellent to poke with given its superb range. As 
    said earlier, 5B combos into 6A. You can 5B, 6A for relaunching off certain 
    moves (explained more below). For the times when 6A won't connect, you can 5B 
    into Inferno Divider to finish relaunch combos. [Damage: 640]
    6B - Overhead kick. You can mix-up with this, but it's rather slow; don't rely 
    on this mix-up too often lest you become too predictable with it. Combos into 
    5C, then 6C, which you can then combo into any variation of an air BnB 
    (crouching opponents only). You can also combo into any ground BnB. 
    [Damage: 720]
    2B - Crouching kick. Combos into 3C, making it a decent and quick low poke. 
    Also used to relaunch opponent after a 3C, by using 2B, 5C (only the 5C can be 
    JC-ed in this case). As a low poke, can be used when you don't want to get 
    too near for 2A.
    [Damage: 480]
    j.B - Aerial kick. While it isn't great for air to air, the strange thing is 
    that the move's hitbox actually extends to behind Raggie, which means you can 
    cross up with j.B. Pretty useful at times. It's also faster than j.C, so use 
    it in situations where j.C will be too slow to combo. [Damage: 560]
    5C - A downward sword slash that, for some reason, is capable of relaunching. 
    Shrug. Weird, but very useful move. Can relaunch after 2D, and after 2B if 
    you've downed the opponent with 3C. Combo into Hell's Fang from this if you 
    think 5D will whiff. Note that 5C will ONLY be JC-able on hit. [Damage: 710]
    6C - Raggie pokes low with the blade, then flicks it up to launch the 
    opponent. JC-able and DC-able both on block and on hit. You can combo 
    into this from 6B, 5C, then DC after the second hit, but note that 5C will 
    only combo from 6B on hit. If you don't want to DC into 6A then air combo, 
    just end with Gauntlet Hades into Keri Age after the second hit, or Hell's 
    Fang into Tsuika after the first hit.
    [Damage: 640+760]
    2C - Raggie does a low horizontal swipe with his sword. Mainly used as combo 
    filler after 5B/2B. [Damage: 780]
    3C - A low sweeping kick. You can combo into this from 5B/2B/5C/2C. After 3C, 
    either pick them off the ground with 22C into extended ground combo, or 
    relaunch with 2B, 5C. 3C itself can be JC'ed both on block and on hit. 
    [Damage: 720]
    j.C - Aerial downward slash. Ragna's best jump in. Use it from a slight 
    range though; it can be beaten out with AAs if you're too close vertically. 
    [Damage: 680]
    Note: Ragna's Drive ability goes by the funky name of "Soul Eater". This means 
    that all D attacks steal life on hit. AKA: Chip on block. Yep, Raggie's got 
    chipping normals. Although they don't steal much, they can and will kill 
    people by eating at the opponent's one pixel life. D attacks are very useful 
    when the opponent is low on life and playing defensively.
    5D - Raggie lifts the sword high, then slams it down. Usually used as a combo 
    filler before Hell's Fang/Gauntlet Hades. You can also combo 22C after 5D if 
    the opponent is close enough. Also, certain combos only work if you cancel 
    the first hit of 5D into specials. In Blood Kain mode, 5D can be looped by 
    DC-ing after the second hit. 5D is DC-able on both hits, but the timing for 
    DC-ing the first hit is very specific. For a good visual cue, try DC-ing when 
    his sword comes back down for the second hit.
    [Damage: 680+950]
    6D - Raggie jumps with his back and sword toward the opponent, then he 
    flings the sword over his shoulder for the hit. 6D is usually used off a RC'ed 
    Hell's Fang as it comboes directly into j.D (and only j.D), and then into 5B 
    etc etc, or you can use 6D, then j.D on an airbone opponent when he's near the 
    ground. [Damage: 750]
    2D - Raggie stabs his sword downwards. Knocks down. You can combo into this 
    from 5C, but only on a crouching opponent. Thereafter, you can relaunch after 
    the KD with 5C into a JC'ed air BnB or a two-rep Hell's Fang loop. While not 
    exactly spammable, you can throw this out at times to catch an opponent off 
    guard in a blockstring, since on hit, you're guaranteed a free air BnB. The 
    standard air BnB will usually work, but on smaller/lighter characters, might 
    whiff. Try using j.A or j.B to start. On CH, 2D will ground bounce the 
    opponent, eliminating the need for a 5C relaunch. [Damage: 750]
    j.D - An upward slice with his sword. With a good hitbox but slow 
    startup (13 frames), j.D is more ideal for a premeditated air to air 
    attack rather than on reaction. On air CH, you can quickly jump up 
    for a quick air BnB. If you combo into this from 6D, regardless of 
    whether on hit or on block, you gain jump and air dash options 
    equivalent to you having landed this in a single jump (since 6D's 
    airborne movement counts as one jump).
    [Damage: 720]
    B+C - Lifting the opponent upwards, Raggie stabs at them with his sword. 
    Special-cancelable after the stab. You can combo into Gauntlet Hades, Keri 
    Age, then 5B or 5C into the appropriate followup. [Damage: 1200]
    4B+C - Grabbing his prey, Raggie slams 'em down ont he floor before giving 
    them an uppercut over his shoulder. Special-cancelable after the uppercut. 
    You can SJC into an air BnB after this or combo into Gauntlet Hades, Keri Age, 
    5B etc.
    [Damage: 1100]
    j.B+C - Raggie grabs 'em mid-air, before kicking them away. Can combo into 
    Gauntlet Hades or Inferno Divider depending on distance to wall. [Damage: 1100]
    Note: Any command special performed with the D button will life-leech on 
    hit/block. Moves with * before their names are follow-ups; they can only be 
    performed immediately after using the move before them.
    Hell's Fang [214A] - AKA Order Sol's Rock It. Straightforward dashing punch 
    thingy. Has very good range, so you can use it as a calculated poke. At -4 
    frames on block, this is Raggie's second safest non BK-ed special. If 
    blocked, you can throw out a C-Inferno Divider if you think they will try 
    to grab you; the ID will cleanly beat out the throw due to invincibility 
    Has a follow-up in... 
    [Damage: 730]
    *Tsuika [214D] - Follow-up for Hell's Fang, Raggie scoops up a handful of dark 
    energy off and hurls it at the opponent. A standard combo ender after Hell's 
    Fang, unless Hell's Fang is used against the wall against an airborne opponent 
    (discussed more below). Will obviously leech life on hit/block. 
    [Damage: 950 (Blood Kain Mode - 1150)]
    Inferno Divider [623C/D](Can be performed in the air) - Like any self 
    respecting main character in a 2D fighter, Raggie has his own Dragon 
    Punch-esque move, the Inferno Dividaaa! Unlike Sol's DP, I believe that ID has 
    a slower startup, making it more risky to use on wake-up. The D version 
    life-leeches on hit/block, but the C version has more combo possibilites when 
    used off the ground. More about this below. So use the D version for combo 
    ending, and the C for beating out grounded stuff. Interestingly, ID has a 
    bunch of follow-ups as well, namely... 
    [Damage (C-version): 420+460 (both ground and air)]
    [Damage (D-version): 440+440 (Blood Kain Mode - 720+720) (both ground and air)]
    *Upper [236C after ID] - Just a single upward punch, which can be followed-up 
    with... [Damage: 310]
    *Yoko Fukitobashi [236C after Upper] - AKA Sol's Sidewinder. Unlike 
    Sidewinder, Yoko will always "clean hit", or wall bounce on hit. This is the 
    "more combo possibilities" I mentioned above; it is possible to relaunch after 
    this, but only under specific circumstances. Read below please. [Damage: 400]
    *Kakato Otoshi [214C after Upper] - Downward kick after Upper, more or 
    less identical to Sol's VV follow-up. Knocks down on hit, although probably 
    due to game physics, Raggie will drop slower to the ground as compared 
    to Sol after his VV follow-up. Standard air combo finisher, at any rate. 
    You gain jump and air dash options just like you would in a single jump 
    after this.
    [Damage: 480]
    Gauntlet Hades [214B](Can be performed in the air) - Actually, upon closer 
    look at the mook, this move looks like an ultra fast Bandit Bringer (Raggie 
    leaps up and punches downwards with energy, for non-GG players). Like the 
    lovely Bringer, it hits overhead as well Use this after moves like 6C or 4B+C 
    for extended comboing purposes, or simply as an overhead. Has a follow-up 
    [Damage: 950 (Mid Air - 720)]
    *Keri Age [214D] - Raggie kicks upwards after Gauntlet Hades. Can be comboed 
    into 5B, 6A when delayed. 
    [Damage: 950 (Blood Kain Mode - 1150)]
    Dead Spike [214D] - Raggie swings his sword around and creates a mouth of 
    dark energy thingy that roars at you while screaming "DEADTO SPIKAAAAAH!". 
    The secret of Dead Spike is that it is the ONLY move in Raggie's ENTIRE 
    arsenal that has + frames on block (+3 to be exact). Use it to end 
    blockstrings whenever possible for frame advantage.
    [Damage: 700 (Blood Kain Mode - 400 x 3)]
    It's Not Over Yet! [22C] - Reaching downards, Raggie picks up a grounded 
    opponent and socks 'em in the tummy, giving extended combo opportunities. 
    22C will only work at very close range. Interestingly, you can use this after 
    the wallbounce off a grounded C Inferno Divider, but it's distance dependant 
    (need to check more on this).
    [Damage: 800 (Blood Kain Mode - 1000+3800)]
    Distortion Drives
    Carnage Scissors [632146D] - Raggie dashes at the opponent for a first hit 
    with that sword of his, then unleashes more of his favorite dark energy 
    thingy for a second hit. The second hit can be delayed by holding the D button, 
    but if you hold D too long, the second hit will NOT come out at all. At any 
    rate, Carnage Scissors has a tricky hitbox and will likely hit an opponent 
    right above Raggie. [Damage: 1000+2100]
    Blood Kain [214214D] - AKA Dragon Instaaaaaall! from Sol. Enhances 
    Raggie's normals with damage, larger hitboxes, and techable times. 
    Raggie loses health while in Blood Kain mode. Lasts for about 10 
    seconds. Something interesting to note about Blood Kain, is that 
    Ragna is completely invincible during the startup. So if you notice 
    someone Bursting mid-combo, BK to negate their Burst and 
    punish accordingly.
    Eater of The Dark [214214D in BK] - Raggie's hand changes into a red claw 
    thingy while he grabs the opponent. He then unleashes a large amount of his 
    dark energy thingy into them. When the Distortion ends, Raggie gains back a 
    HUGE chunk of life, easily half life or slightly more. A vastly rewarding 
    Distortion when you're desperate, because on hit, you've usually as good as 
    won the match. [Damage: 6000!]
    Note: You'll need 100% Tension to hit Eater; 50% for BK and 50% for the Eater 
    itself. Just thought I'd mention it.
    Astral Heat
    Black Onslaught [214236C] - Following Sol and Order Sol's tradition of having 
    really lame looking Instant Kills (or Astral Heats in this case), Raggie smacks 
    the opponent once with his sword, stunning them, then his sword extends. He 
    then smacks them again 6 times with the sword, then holds up the sword while 
    it drains another 8 hits of life from them, before stabbing them in the gut 
    (oh how original!) with the blade for a 16th, killing blow. 
    [Damage: The mook says you die on hit. Aww.]
    Combos and Combo Ideas
    Ok time to get this section going! While I'm going to post up some combos, 
    I encourage you to explore your own combos. You're of course welcome to use 
    these, but part of the fun of playing a fighter like BB is to explore the 
    gatlings and work your way from there. As such, I'll try my best to explain 
    some good gatlings to utilize.
    Note: I'm aware that I'll probably be repeating stuff from above, but *shrug*.
    - 5B will be a very standard combo starter because of it's range. 5B happily 
    chains to 5C, which then goes into Hell's Fang + Follow-up. You can throw in 
    a 5D in there, but only at closer ranges will a 5D connect; if you're starting 
    it from further away, just drop the 5D to go into 214A straightaway. This is 
    arguably Raggie's MOST basic BnB, so learn it. 'sides, it's ridiculously easy.
    - j.C will be your most utilized jump-in option. j.C will combo into 5B for 
    his super easy BnB as listed above.
    - As far as air BnBs go, you should most often use j.C, j.D, JC, j.C, j.D as 
    it does the highest damage. However, as air combos are usually more situational 
    than ground combos, you can drop the second j.C, or begin with j.B/j.B, j.C 
    instead. It's up to you to figure out which is going to work when; however, 
    please, don't start with j.A. There's absolutely no reason to.
    - Relaunching may seem like a difficult concept, but it's pretty easy with 
    Raggie. For relaunching off the ground, you only have 2B, 5C, or simply 5C 
    alone. 2B, 5C works off a 3C, otherwise 5C will work off a 2D. Then go into 
    any variation of the air BnB listed above.
    - For relaunching an aerial opponent (usually off a the wallbounce follow-up 
    to his DP), use 5B, 6A, into any air BnB (or just 6A alone without the 5B). 
    Alternatively, 5B into another Inferno Dividaaa! will work just fine.
    - 6B, being an overhead, is just begging to be used on crouching opponents. 
    The thing with Raggie is, somehow, he's got combo options that ONLY work on 
    crouchers, so these options will NOT combo on a standing opponent even if they 
    look like they would. As far as 6B combos go, you really only have two 
    variations to learn. 6B, 5C, then EITHER 6C or 2D. If you choose 6C, you DC 
    after the second hit, run a little, then do an air BnB. You may run up and 6A 
    them before the air BnB if you wish. If you choose 2D, then you relaunch them 
    after the knockdown with 5C, then jump cancel and do an air BnB. Your choice, 
    but I prefer 2D for it's easier input. 6C's DC takes some practice to get 
    right, for some reason. If you don't wish to air BnB after the 6C you can 
    simply do Gauntlet Hades + Follow-up.
    - 22C is a strange little thing on it's own. Use it after any combo into 3C, 
    2D, or 5D (these three options work as far as I know), then do another round 
    of Raggie's ground BnB without any 5D. Note that you have to be close enough 
    for 22C to work; otherwise, just relaunch using the above methods (I don't 
    think 5D KD can relaunch though).
    - The C version of Inferno Divider, when used from the ground, can eventually 
    be comboed into the wallbounce follow-up that can be relaunched with 6A/5B. 
    If this sounds confusing, basically what I'm saying is that in most situations 
    you cannot relaunch from the wallbounce follow-up even if you combo into it. 
    The only situation I'm aware of currently is by beginning with a C-Inferno 
    Divider on the ground. After that, DELAY BOTH the 236C follow-ups (Upper and 
    the wallbouncing forward punch) for a bit. This is because, AFAIK, the 
    opponent doesn't remain untechable for long once the punch is landed, so you 
    want to use the wallbouncing punch as low to the ground as possible, so you 
    can land quickly for the 6A or 5B/6A relaunch.
    [COMBOS] - Below are some combos you can start off with.
    3C, 5D, 22C, 5B, 5C, 214A, 214D
    5B, 5C, 3C, 2B, 5C, 5D, 214A, 214D
    5B, 6A, 5C, 5D (1-hit), 214B, 214C, 5C, JC air combo
    5B, 5C, 3C, 2B, 5C, JC air combo
    4B+C, SJC air combo
    B+C, 214B, 214D, 5C, JC air combo
    CORNER - Far out 2D, 5C (for relaunch), 214A (NO FOLLOWUP), 
    5A, 5B, 5D/JC air combo
    CROUCHERS - 6B, 5C, 6C, 214B, 214D, 5B, 6A, JC air Combo
    CROUCHERS - 6B, 5C, 2D, 5C, JC air combo
    CROUCHERS - 6B, 5C, 2D, 5C, 214A, 5A, 5B, 5D, 214A, 214D.
    623C, (delay), 236C, (delay), 236C, 6A, JC air combo
    CORNER - 6B, 5C, 6C, Blood Kain, sj.D, JC, delayed j.D, 5D, DC, 6D, 
    j.D, JC, j.D, 623D, 236C, 214C
    - Final Ultima of DL.com for helping me identify the moves within the 
    massive corner-only BK combo
    - Akane of Round1 for helping me check/confirm all move names
    - Edz of Round 1 for combo suggestions
    - Kiske of Round 1 for a whole bunch of useful move properties
    - The official Enterbrain mook (Arcadia Extra vol. 76) for BlazBlue, 
    for move damages.
    This guide is copyrighted to the user force_edge on GameFAQs, and 
    is currently only allowed to be posted in GameFAQs and Round1.
    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.

    View in: