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BlazBlue - Ragna the Bloodedge
Topic: BlazBlue - Ragna the Bloodedge (Read 552 times)
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BlazBlue - Ragna the Bloodedge
01 of January of 2012, 03:48:45 pm »
Since we have no Blazblue character guides, I will start this off with discussions, tactics, and combos for Blazblue's main protagonist.
-Covers Continuum Shift version; balance changes for CS2 and Extend are found in the
section- Feel free to correct.
Soul Eater - Any direction+D
Drains opponent's life upon contact, unsafe against barrier guard.
s.D - Launches opponent on first hit, causes ground bounce on second. Faster startup and bigger hit box during Blood Kain.
cr.D - Hits low, can relaunch from a s.C, causes ground bounce on counter hit or Blood Kain.
fwd+D - Ragna becomes airborne, mostly used after Hell's Fang, can combo into j.D, faster startup during Blood Kain.
j.D - Good for following up after fwd+D, hitbox is larger during Blood Kain.
Hell's Fang - qcb+A
Useful for rest pressure, acts like a clothesline if done very close, unsafe against instant block.
Additional Blow - qcb+D (during Hell's Fang)
Drains life upon hit or block, causes wall bounce during Blood Kain.
Inferno Divider - dp+C/D (Can also be done in the air)
D version launches higher and drains life upon hit or block, can hit twice.
Uppercut - qcf+C (during Inferno Divider)
Depending on Ragna's distance, the move can miss, but not too often.
Straight Punch - qcf+C (during Uppercut)
Can relaunch from the outside of the corner if combo'd from a C Inferno Divider
Ax Kick - qcb+D (during Uppercut)
Previously qcb+C in CT, can now drain health due to new command.
Gauntlet Hades - qcb+B (Can also be done in the air)
Good for combos if followed up the right way. Ground version causes ground bounce, air version launches by a small amount.
Back Spin Kick - qcb+D (during Gauntlet Hades)
Drains life upon hit or block, steals less health and deals less damage compared to CT.
Dead Spike - qcb+D
Drains life upon hit or block, hitbox increases and hits up to three times during Blood Kain, faster startup compared to CT.
Belial Edge - jump qcb+C
∟NOTES: Causes ground bounce on last hit (only if move hits midair opponent), safe on block.
Not Over Yet - dd+C (when opponent is down)
Good for lengthening ground combos and reset pressure.
Carnage Scissors - hcb, f+D
Can be delayed, ground bounce on first hit, life drain and wall bounce on second hit, increased untech time.
Blood Kain - qcbx2+D
Enhances Soul Eater moves, loses health while in this mode, lasts for 10 seconds.
Devoured by Darkness - qcbx2+D (during Blood Kain)
Now steals less health compared to CT.
Black Onslaught - qcb, hcf+C
Invincible startup, slow to hit, first strike hits overhead, fast recovery, unnecessarily drains health.
(+ means buff, - means nerf)
Continuum Shift II
(Credit to Angelo D'Argenio from 30ninjas):
- s.D on grounded opponents no longer floats.
+ df+C is techable.
- s.B -> fwd+A gatling is gone.
- Inferno Divider no longer wall bounces.
- Belial Edge doesn’t bounce as high (can combo into a 5D but must be quicker).
Continuum Shift Extend
(Credit to Nini Heart from Dustloop):
+ Ground throw is not special cancellable but is airdash cancellable, so throw airdash J.bck+C is possible
+ s.D gives float on normal hit
+ j.D has better proration (no idea p1 or p2 though, I can't tell from the term)
+ All nails give knockdown on hit on the way down, but D nails will cause opponent to rise up if they are also rising up.
- C nails have weakened proration
+ C nail hitsun improved
+ Ground grab gives 1000 damage, has wall bounce.
- Command grab prorates a lot worse
+ s.B -> fwd+A gatling is back
Basic Ragna Tutorial/Combo Video
BlazBlue: Continuum Shift: Basic Ragna Tutorial / Combo Video
Last Edit: 06 of January of 2012, 07:30:37 am by Mikel
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