Ragna the Bloodedge

Overview
"The man commonly known as the "God of Death" who was ranked as an SS-class traitor by the Bureau, his peerless power is matched only by his evil ways, and the highest bounty in history has been placed on his head. He harbors an intense hatred for the Bureau, and has made it his goal to annihilate the organization. When the "God of Death" appears in the 13th Class Municipal District, "Kagutsuchi", everything begins."

The main protagonist of BlazBlue, Ragna the Bloodedge is a basic, easy to learn character with simple but effective bread and butter combos. As a purely aggressive, rush-down character, Ragna has a distinct lack of projectiles or other zoning tools and needs to force his way up close to do any real damage. Because of this, he can often experience difficulty with characters that excel at zoning. He is certainly not without range, however. Utilizing his amazing 5B and 5C, Ragna has all the tools he needs to catch his opponent out and then immediately close the distance with Hell's Fang. Once Ragna gets in close quarters, his damage potential increases considerably, and even becomes borderline devastating if he enters his powered up state, Blood Kain... although such a move is not without it's risks. Ragna's health is one of the lowest of the cast at only 10000, but this is compensated for by his unique Drive ability, Soul Eater, which steals some of the opponent's life force during certain attacks. As such, a tenacious Ragna is awarded for his offense with precious vitality, while a Ragna without momentum is quick to fall at the hands of his opponent.

Movelist
List of the character's moves. Copy-pasted code from Template:Movelist.

Note: Damage figures in parentheses represent damage dealt during Blood Kain.

{{movelist| {{MovelistNormals}} &lt;!-- Normal Moves banner. --&gt; {{move |  5A  |  A standing jab. | Run-of-the-mill standing poke. Cancels into itself. Jump cancelable. Damage: 165}} {{move |  5B  |  A roundhouse kick. | Decent speed and good range. Staple combo starter. Damage: 640}} {{move |  5C  |  A forward leaning sword swipe. | Good range. Jump cancelable. Combos into Hell's Fang at most ranges. Damage: 710}} {{move |  2A  |  A crouching jab. | Run-of-the-mill-crouching poke. Cancels into itself. Damage: 150}} {{move |  2B  |  A crouching kick. | Good for relaunching off of 3C. Damage: 480}} {{move |  2C  |  A backwards leaning sword swipe. | Combos well off of 5C. Staggers on Counter Hit. Damage: 780}} {{move |  6A  |  An uppercut. | Great anti-air. Jump cancelable. Standard launcher for air combos. Damage: 620}} {{move |  6B  |  Ragna lifts his foot up high, then drops his heel down. | A standing overhead. Combos into 5C. Damage: 720}} {{move |  6C  |  Ragna performs a low sword stab, and then with a rigid lifting of his arm, a rising sword slash. | Jump cancelable and dash cancelable. Leads into some very strong combos. Only combos properly on a crouching opponent. Damage: 640+760}} {{move |  3C  |  A low sweep. | Knocks down the opponent. Jump cancelable. Can combo into "Mada owari ja nee zo" at close range or relaunch with either 2B or 5C. Damage: 720}} {{move |  j.A  |  A jumping punch. | Run-of-the-mill jumping poke. Cancels into itself. Damage: 180}} {{move |  j.B  |  A jumping straight kick. | Good for adjusting height if the opponent is too low in the air. Damage: 560}} {{move |  j.C  |  A jumping sword swipe. | Good offensive hitbox for air to ground, but will lose to the better 6A anti-airs. Damage: 680}} {{move |  5B+C  |  Ragna lifts the opponent above his head and stabs them with his sword. | Special cancelable after the stab. Staple combo starter. Damage: 0+1200}} {{move |  4B+C  |  Ragna throws the opponent down to the ground, then uppercuts them into the air. | Special cancelable after the uppercut. Staple combo starter. Damage: 0+1100}} {{move |  j.B+C  |  Ragna grabs the opponent at arm's length and then knees them away. | Special cancelable after the knee. Wall bounces. Damage: 0+1100}} {{MovelistDrives}} &lt;!-- Drives banner, for BlazBlue. Delete if not applicable. --&gt; {{move | any direction/command + D  |  Soul Eater  |  Ragna absorbs some of the opponent's health on hit or block. Soul Eater attacks drain 30% of the attack damage on hit (80% during Blood Kain). Normals drain 15% on block while specials and Distortion Drives drain 20% on block. Does not work against Barrier Guard.}} {{move | 5D  |  Ragna lifts his sword above his head, then slams it back down again. |  Dash cancelable. Combos into 6A, air combo after dash cancel. The core of Ragna's D Loop during Blood Kain. Damage: 680+950 (760+1250)}} {{move | 2D  |  Ragna leans in and stabs his sword into the ground. | Knocks down the opponent. Only combos properly on a crouching opponent. Can relaunch from a 5C. Ground bounces on Counter Hit. Damage: 750 (1250)}} {{move | 6D  |  Ragna hops into the air and strikes with his sword over his shoulder. | Ragna becomes airborne. Mainly used after Hell's Fang (RC). Combos into j.D. Hits overhead. Damage: 750 (1250)}} {{move | j.D  |  Ragna thrusts the edge of his sword upwards. | Good for following up 6D, air combos and adjusting height for a D Inferno Divider. Damage: 720 (1400)}} {{MovelistSpecials}} &lt;!-- Specials banner. --&gt; {{move |  214A  |  Hell's Fang   |  Ragna dashes at the opponent with a straight punch. Has huge hit stun on Counter Hit, which lets you combo into more or less anything. Good for reset pressure. Damage: 730}} {{move |  214D after Hell's Fang  |  Tsuika&lt;br&gt;(Additional Blow)  |  Ragna extends his other arm and strikes the opponent with dark energy. Staple ground combo finisher. Life drain on hit or block. Wall bounces during Blood Kain. Damage: 950 (1150)}} {{move |  623C/D&lt;br&gt;(mid-air also)  |  Inferno Divider  |  Ragna launches himself into the air, striking the opponent with his sword. Basic anti-air special with start-up invulnerability. D version launches Ragna higher into the air. Can hit twice. D version's hits have life drain on hit or block. Damage: 420+460 (C), 440+440 (720+440) (D)}} {{move |  236C after Inferno Divider  |  Upper  |  Ragna follows up with an uppercut. Damage: 310}} {{move |  236C after Upper  |  Yoko Fukitobashi&lt;br&gt;(Horizontal Knockback) |  Ragna follows up with a quick straight. Wall bounces. If combo'd from a grounded C Inferno Divider, it's possible to relaunch from this outside of the corner. Damage: 400}} {{move |  214C after Upper  |  Kakato Otoshi&lt;br&gt;(Heel Drop)  |  Ragna follows up with a quick heel drop. Knocks down the opponent. Staple air combo finisher. Damage: 480}} {{move |  214B&lt;br&gt;(mid-air also) |  Gauntlet Hades  |  Ragna hops into the air and performs a spinning kick. Hits overhead. Great for combos if followed up correctly. Damage: 950, 750 in air}} {{move |  214D after Gauntlet Hades  |  Keri Age&lt;br&gt;(Back Spinning Kick)  |  Ragna follows up with another spinning kick. Can combo into a 5B or 5C if delayed slightly. Life drain on hit or block. Damage: 950 (1150)}} {{move |  214D  |  Dead Spike  |  Ragna releases dark energy from his sword in the shape of a beast's mouth. Life drain on hit or block. Frame advantage on block (in normal state). Hits up to three times during Blood Kain. Damage: 700 (400*3)}} {{move |  22C&lt;br&gt;(on downed opponent) |  Mada owari ja nee zo&lt;br&gt;(It's not over yet)  |  Ragna picks his opponent up off the ground and punches them in the gut. Good for lengthening ground combos and for reset pressure. Damage: 0+800}} {{MovelistDistortions}} &lt;!-- Distortion Drives banner, for BlazBlue. Delete if not applicable. --&gt; {{move |  632146D (hold D to charge) |  Carnage Scissor  |  Ragna performs a very fast, dashing sword strike, then releases a huge amount of dark energy from his sword. Covers a lot of ground very quickly, but the invincibility is very short. Deceptively large hitbox. Life drain on second hit. Damage: 1000+2100 (1000+3800)}} {{move |  214214D  |  Blood Kain | Ragna's body emits a black aura. This enhances all of Ragna's Soul Eater moves, greatly increasing their hitbox as well as improving their damage, health drain and untechable time. Ragna is constantly losing health whilst in this mode. Lasts for about 10 seconds.&lt;br&gt;&lt;br&gt;Boss Ragna has a unique version of Blood Kain that he activates at the start of the match with the phrase "BlazBlue...kidou!" ("BlazBlue...activate!") and lasts throughout the entire battle. In this state, Ragna's strength and health drain are much greater than with regular Blood Kain, and without the gradual health loss. Also, the Heat Gauge is constantly increasing as if in critical health, regardless of Ragna's current health.}} {{move |  214214D during Blood Kain  |  Yami ni Kuwarero&lt;br&gt;(Devoured by Darkness) | Ragna's hand turns into a claw as he snatches the opponent, lifts them up over his head and bombards them with dark tendrils, dealing a total of 70 hits. The start-up for this Distortion Drive is rather slow and easy to counter-poke, but Ragna regains a massive amount of health if he connects, making it an incredibly rewarding desperation attack. Automatically ends Blood Kain on use. Damage: 0+6000}} {{MovelistAstrals}} &lt;!-- Astral Finish banner, for BlazBlue. Delete if not applicable. --&gt; {{move |  2141236C  |  Black Onslaught | Utilizing the power of the Azure Grimoire, Ragna strikes the opponent, then turns his sword into a scythe and slashes the opponent repeatedly, draining their soul almost entirely before disintegrating them with a final stab. Completely invincible start-up, but is slow to hit. Recovery is reasonably fast, difficult for close ranged characters to punish on block or whiff. Drains large amounts of health, albeit unnecessarily, on hit. Damage: 15*1000+1 (Damage given is true, not unscaled.

Basic Strategy
The underlying approach that should be taken with the character (e.g. keep-away, rushdown)"---&gt;

The basic approach for any Ragna player is to keep the pressure on the opponent and to maintain as little a range as possible between you and your opponent. Drive attacks are to be used liberally in order to offset the low health and to rack up serious damage. Hell's Fang and Gauntlet Hades are great ways to connect combos together.

Combos
List of common combos, starting with Bread-and-Butter combos, and ending with meter-blowing extravaganzas."---&gt;

Ground combos&lt;br&gt; &lt;br&gt; 5A/2A, 5B/2B, 5C, any special -&gt; followup&lt;br&gt; 5B, 5C, 5D, delay 214A -&gt; 214D&lt;br&gt; 5A/2A, 5B/2B, 5C, 2C, 214A -&gt; 214D&lt;br&gt; 6B, 5C, 2C, 214A -&gt; 214D&lt;br&gt; 5B, 3C, 22C, 5B, 5C, 214A -&gt; 214D&lt;br&gt; 623C -&gt; 236C -&gt; 236C, 5B, 623D -&gt; 236C -&gt; 214C - Damage: 2300~&lt;br&gt; 5B, 6A, 5C, 5D (1 hit), 214B -&gt; delay 214D, 5B, 623D -&gt; 236C -&gt; 214C&lt;br&gt; (near corner) 5B, 2B, 3C, 5D (DC), 6A, 5D, 22C&lt;br&gt; (crouching opponent only) ..., 5C, 6C (1 hit), 214A -&gt; 214D&lt;br&gt; (crouching opponent only) ..., 5C, 2D, 5C, 214A, 5A, 5B, 6A, 5D, 214A -&gt; 214D&lt;br&gt; (corner, crouching opponent only) ..., 5C, 6C (DC), 6A, 5D, 214A -&gt; 214D&lt;br&gt; (corner, crouching opponent only) ..., 5C, 2D, 5C, 5D (DC), 6A, 5D, 22C&lt;br&gt; (mid-screen) 5B, 2B, 3C, 5D (1 hit), 623C -&gt; fastest 236C -&gt; delay 236C, 22C&lt;br&gt; (mid-screen) 5B, 2B, 3C, 22C, dash 5A, 5B, 623C -&gt; fastest 236C -&gt; delay 236C, 22C&lt;br&gt; (mid-screen) 5B, 2B, 3C, 22C, 5B, 623D -&gt; fastest 236C -&gt; delay 236C, 22C&lt;br&gt; 2D (CH), 5C, 5D (1 hit), 214A, 5A, 22C&lt;br&gt; 2D (CH), 5C, 5D (1 hit), 214B -&gt; delay 214D, 5B, 623D -&gt; 236C -&gt; 214C&lt;br&gt; (corner) 2D (CH), dash 5C, 5D (DC), 6A, 5D, 22C&lt;br&gt; &lt;br&gt; With 50% Heat Gauge&lt;br&gt; &lt;br&gt; ..., 214A (RC), dash 6D, j.D, dash 5B, 3C, 22C&lt;br&gt; ..., 5B, 5C, 632146D (charge), dash 5B, 623D -&gt; 236C -&gt; 214C&lt;br&gt; ..., 3C, 22C (RC), dash 3C, 5D, 22C&lt;br&gt; ..., 3C, 22C (RC), dash 6A, 6B, 22C&lt;br&gt; &lt;br&gt; Launch into air combo&lt;br&gt; &lt;br&gt; (near corner) ..., 5C/2C, 5D (DC), 6A (JC/HJC), air combo&lt;br&gt; (crouching opponent only) ..., 5C, 6C (DC), air combo&lt;br&gt; (crouching opponent only) ..., 5C, 2D, (2B), 5C (JC), air combo&lt;br&gt; (crouching opponent only) ..., 5C, 6C, 214B -&gt; delay 214D, 5B, 6A (JC/HJC), air combo - Damage: 4600~&lt;br&gt; (near corner) 623C -&gt; 236C -&gt; 236C, 5B, 6A (JC), air combo&lt;br&gt; 6A, 5D (DC), 6A (JC/HJC), air combo&lt;br&gt; 2A (repeat), 5B, 6A (JC/HJC), air combo&lt;br&gt; 214B (CH), 5B, 6A (JC/HJC), air combo&lt;br&gt; 214D (CH), 5B, 623C -&gt; delay 236C -&gt; delay 236C, 6A (JC), air combo&lt;br&gt; 6A (CH), 5B, 6A, 214B -&gt; delay 214D, 5B, 6A (JC/HJC), air combo&lt;br&gt; 214B (CH), dash 5B, 6A, 214B -&gt; delay 214D, 5B, 6A (JC/HJC), air combo&lt;br&gt; (anti-air) 623C (1 hit) (CH), 5C, 214A, 5A, 5B, 6A (JC), air combo&lt;br&gt; (crouching opponent only) ..., 5C, 2D, 5C, 214A, 5A, 5B, 6A (JC), air combo&lt;br&gt; 2D (CH), 5C, 5D (1 hit), 214B -&gt; delay 214D, 5C (JC/HJC), air combo&lt;br&gt; &lt;br&gt; With 50% Heat Gauge&lt;br&gt; &lt;br&gt; ..., 5C, 214A (RC), 6C (DC), air combo&lt;br&gt; 2A (repeat), 5B, 5C, 214A (RC), 5B, 6A (JC), air combo&lt;br&gt; (corner) 2B, 5C, 3C, 214D (RC), air combo&lt;br&gt; 623C/623D (1 hit) (RC), 5B, 6A, 214B -&gt; delay 214D, 5B, 6A (JC/HJC), air combo&lt;br&gt; 214B -&gt; 214D (RC), 214B -&gt; delay 214D, dash 5B, 6A (JC/HJC), air combo&lt;br&gt; &lt;br&gt; Air combos&lt;br&gt; &lt;br&gt; j.D (JC), j.D, 623D -&gt; 236C -&gt; 214C&lt;br&gt; j.B, j.C/j.D (JC), j.C, j.D, 623D -&gt; 236C -&gt; 214C&lt;br&gt; j.C, j.D (JC), j.C, j.D, 623D -&gt; 236C -&gt; 214C&lt;br&gt; &lt;br&gt; Note: j.C, j.D (JC), j.C, j.D is ideal off most setups (JC off a grounded launch, HJC off a mid-air launch), but depending on the combo, the second j.C often needs to be omitted. j.C, j.D (JC), j.D works in any situation that the prior one does, so it's the go-to air combo. After a mid-air 5C launch, you need to use j.B, j.C (JC), j.C, j.D instead. As is often the case, doing such against Rachel and Carl is another story entirely.&lt;br&gt; &lt;br&gt; Throw combos&lt;br&gt; &lt;br&gt; 5B+C, 214B -&gt; delay 214D, 5B, 623D -&gt; 236C -&gt; 214C - Damage: 3200~&lt;br&gt; 5B+C, 214B -&gt; delay 214D, 5C (HJC), air combo&lt;br&gt; 5B+C, 632146D - Only works on heavyweight characters&lt;br&gt; (corner) 5B+C, 623D -&gt; 236C -&gt; 214C&lt;br&gt; 4B+C, dash 6A (JC/HJC), air combo - Damage: 3100~&lt;br&gt; 4B+C, 214B -&gt; delay 214D, 5B, 6A (JC/HJC), air combo - Damage: 3500~&lt;br&gt; j.B+C, 214B -&gt; 214D&lt;br&gt; j.B+C, air dash j.C, j.D, 623D -&gt; 236C -&gt; 214C&lt;br&gt; (corner) j.B+C, 623D -&gt; 236C -&gt; 214C&lt;br&gt; &lt;br&gt; Aerial Gauntlet Hades combos&lt;br&gt; &lt;br&gt; 2147B -&gt; delay 214D, dash 5B, 5D (1 hit), 214B -&gt; delay 214D, dash 5B, 623D -&gt; 236C -&gt; 214C - Damage: 4200~&lt;br&gt; &lt;br&gt; Combos including Blood Kain&lt;br&gt; &lt;br&gt; ..., 3C, 214214D, 5C, 5D etc&lt;br&gt; (corner) ..., 3C, 214214D, 5C, [5D (DC)] x3, 623D -&gt; 236C -&gt; 214C&lt;br&gt; (crouching opponent only) 6B, 5C, 6C, 214214D, hj.D, j.D, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -&gt; 236C -&gt; 214C - Damage: 5700~&lt;br&gt; (corner) ..., 5D, 214214D, 5D etc&lt;br&gt; (corner) ..., 3C, 5D, 214214D, 6A, 5D, 22C&lt;br&gt; (corner) ..., 3C, 214214D, 5C (HJC), j.D, delay j.D, (JC), delay j.D, 5D (DC), 5D, 22C&lt;br&gt; (corner) ..., 3C, 214214D, 2B, 5C, 5D (1 hit), 214B -&gt; 214D, 5D (DC), 5D, 22C&lt;br&gt; &lt;br&gt; (corner) 5B+C, 214214D, 5D (DC) x2, 5D (1 hit), 623D -&gt; 236C -&gt; 214C&lt;br&gt; 4B+C, 214214D, j.D (JC), delay j.D, land, j.D (JC), j.B, 623D -&gt; 236C -&gt; 214C&lt;br&gt; 4B+C, 214214D, hj.D, j.D, land, j.C, j.D (JC), j.C, j.D, 623D -&gt; 236C -&gt; 214C&lt;br&gt; &lt;br&gt; With 100% Heat Gauge&lt;br&gt; &lt;br&gt; 4B+C, 214214D, hj.D, j.D, 214214D - Damage: 5300~&lt;br&gt; &lt;br&gt; (near corner) 2147B -&gt; delay 214D, dash 5B, 5D (1 hit), 214214D, 5D (DC), 6D, j.D (JC), j.D, 623D -&gt; 236C -&gt; 214C - Damage: 5200~&lt;br&gt; &lt;br&gt; With 100% Heat Gauge&lt;br&gt; &lt;br&gt; (near corner) 2147B -&gt; delay 214D, dash 5B, 5D (1 hit), 214214D, 5B, 5D (1 hit), 214B -&gt; delay 214D, 5D (DC), 5D, 214214D - Damage: 6260&lt;br&gt; &lt;br&gt; Combos during Blood Kain&lt;br&gt; &lt;br&gt; 5B, 5C, 5D (DC), 214A -&gt; 214D&lt;br&gt; 5B, 5C, 5D (1 hit), 214A -&gt; 214D, 5B, 5D, 214B -&gt; 214D&lt;br&gt; 5B, 5C, 5D (1 hit), 214A -&gt; 214D, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D, 236C, 214C&lt;br&gt; (corner) [5D (DC)] xN, 632146D&lt;br&gt; (corner) [5D (DC)] xN, 6D, j.D (JC), j.D, 623D -&gt; 236C -&gt; 214C&lt;br&gt; [6D, j.D (JC), delay j.D, land] x2, hj.C, j.D (JC), j.C, j.D, 623D, 236C, 214C&lt;br&gt; (corner, anti-air) 5D (DC), 6D, j.D (JC), delay j.D, land, 6D (JC), delay j.C, j.D, land, j.C, j.D (JC), j.D, 623D, 236C, 214C&lt;br&gt; (far from corner) 5B, 6A, 6D, j.D, land, [214B -&gt; delay 214D, dash 5D (1 hit)] x2, 214B -&gt; delay 214D, dash 5D (DC), 6D, j.D (JC), j.D, 623D -&gt; 236C -&gt; 214C - Damage: 5400~&lt;br&gt; &lt;br&gt; With 100% Heat Gauge&lt;br&gt; &lt;br&gt; (near corner) 5B, 6A (JC), [j.C, j.D (JC), delay j.D, land] x2, [5D (DC)] x2, 214214D&lt;br&gt; (mid-screen) 2D, 5B, 5D (1 hit), 214B -&gt; delay 214D, dash 5D (1 hit), 214B -&gt; delay 214D, dash 5D (DC), 5D, 214214D - Damage: 5800~&lt;br&gt;
 * Normal chain~&lt;br&gt;
 * Throw~&lt;br&gt;
 * Aerial Gauntlet Hades~&lt;br&gt;

Advanced Analysis
&lt;!---descr="Details, trivia, exploits, or unexpected use about one or more moves."---&gt;