Ragna the Bloodedge/Move List

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

Special Attacks

 * Hell's Fang -
 * Inferno Divider(Midair also) -
 * Gauntlet Hades(Midair also) -
 * Dead Spike -

Distortion Drives

 * Carnage Scissors -
 * Blood Kain -
 * Devoured By Darkness -

Astral Heat

 * Name- Black Onslaught
 * Input- 2141236C

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

Basic Strategy
The underlying approach that should be taken with this character (e.g. keep-away, rushdown)

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.

Ground combos

-5A/2A, 5B/2B, 5C, any special followup

5B, 5C, 5D, delay 214A

214D5A/2A, 5B/2B, 5C, 2C, 214A -> 214D

6B, 5C, 2C, 214A -> 214D

5B, 3C, 22C, 5B, 5C, 214A -> 214D

623C -> 236C -> 236C, 5B, 623D -> 236C -> 214C - Damage: 2300

5B, 6A, 5C, 5D (1 hit), 214B -> delay 214D, 5B, 623D -> 236C -> 214C

(near corner) 5B, 2B, 3C, 5D (DC), 6A, 5D, 22C

(crouching opponent only) ..., 5C, 6C (1 hit), 214A -> 214D

(crouching opponent only) ..., 5C, 2D, 5C, 214A, 5A, 5B, 6A, 5D, 214A -> 214D

(corner, crouching opponent only) ..., 5C, 6C (DC), 6A, 5D, 214A -> 214D

(corner, crouching opponent only) ..., 5C, 2D, 5C, 5D (DC), 6A, 5D, 22C

(mid-screen) 5B, 2B, 3C, 5D (1 hit), 623C -> fastest 236C -> delay 236C, 22C

(mid-screen) 5B, 2B, 3C, 22C, dash 5A, 5B, 623C -> fastest 236C -> delay 236C, 22C

(mid-screen) 5B, 2B, 3C, 22C, 5B, 623D -> fastest 236C -> delay 236C, 22C

2D (CH), 5C, 5D (1 hit), 214A, 5A, 22C

2D (CH), 5C, 5D (1 hit), 214B -> delay 214D, 5B, 623D -> 236C -> 214C

(corner) 2D (CH), dash 5C, 5D (DC), 6A, 5D, 22C

With 50% Heat Gauge

..., 214A (RC), dash 6D, j.D, dash 5B, 3C, 22C

..., 5B, 5C, 632146D (charge), dash 5B, 623D -> 236C -> 214C

..., 3C, 22C (RC), dash 3C, 5D, 22C

..., 3C, 22C (RC), dash 6A, 6B, 22C

Launch into air combo

(near corner) ..., 5C/2C, 5D (DC), 6A (JC/HJC), air combo

(crouching opponent only) ..., 5C, 6C (DC), air combo

(crouching opponent only) ..., 5C, 2D, (2B), 5C (JC), air combo

(crouching opponent only) ..., 5C, 6C, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo - Damage: 4600

(near corner) 623C -> 236C -> 236C, 5B, 6A (JC), air combo

6A, 5D (DC), 6A (JC/HJC), air combo

2A (repeat), 5B, 6A (JC/HJC), air combo

214B (CH), 5B, 6A (JC/HJC), air combo

214D (CH), 5B, 623C -> delay 236C -> delay 236C, 6A (JC), air combo

6A (CH), 5B, 6A, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo

214B (CH), dash 5B, 6A, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo

(anti-air) 623C (1 hit) (CH), 5C, 214A, 5A, 5B, 6A (JC), air combo

(crouching opponent only) ..., 5C, 2D, 5C, 214A, 5A, 5B, 6A (JC), air combo

2D (CH), 5C, 5D (1 hit), 214B -> delay 214D, 5C (JC/HJC), air combo

With 50% Heat Gauge

..., 5C, 214A (RC), 6C (DC), air combo

2A (repeat), 5B, 5C, 214A (RC), 5B, 6A (JC), air combo

(corner) 2B, 5C, 3C, 214D (RC), air combo

623C/623D (1 hit) (RC), 5B, 6A, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo

214B -> 214D (RC), 214B -> delay 214D, dash 5B, 6A (JC/HJC), air combo

Air combos

j.D (JC), j.D, 623D -> 236C -> 214C

j.B, j.C/j.D (JC), j.C, j.D, 623D -> 236C -> 214C

j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C

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.

Throw combos

5B+C, 214B -> delay 214D, 5B, 623D -> 236C -> 214C - Damage: 3200

5B+C, 214B -> delay 214D, 5C (HJC), air combo

5B+C, 632146D - Only works on heavyweight characters

(corner) 5B+C, 623D -> 236C -> 214C

4B+C, dash 6A (JC/HJC), air combo - Damage: 3100

4B+C, 214B -> delay 214D, 5B, 6A (JC/HJC), air combo - Damage: 3500

j.B+C, 214B -> 214D

j.B+C, air dash j.C, j.D, 623D -> 236C -> 214C

(corner) j.B+C, 623D -> 236C -> 214C

Aerial Gauntlet Hades combos

2147B -> delay 214D, dash 5B, 5D (1 hit), 214B -> delay 214D, dash 5B, 623D -> 236C -> 214C - Damage: 4200

Combos including Blood Kain


 * Normal chain

..., 3C, 214214D, 5C, 5D

(corner) ..., 3C, 214214D, 5C, [5D (DC)] x3, 623D -> 236C ->

(crouching opponent only) 6B, 5C, 6C, 214214D, hj.D, j.D, [5D (DC)] x2, 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5700

(corner) ..., 5D, 214214D, 5D

(corner) ..., 3C, 5D, 214214D, 6A, 5D, 22C

(corner) ..., 3C, 214214D, 5C (HJC), j.D, delay j.D, (JC), delay j.D, 5D (DC), 5D, 22C

(corner) ..., 3C, 214214D, 2B, 5C, 5D (1 hit), 214B -> 214D, 5D (DC), 5D, 22C


 * Throw

(corner) 5B+C, 214214D, 5D (DC) x2, 5D (1 hit), 623D -> 236C -> 214C

4B+C, 214214D, j.D (JC), delay j.D, land, j.D (JC), j.B, 623D -> 236C -> 214C

4B+C, 214214D, hj.D, j.D, land, j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214C

With 100% Heat Gauge

4B+C, 214214D, hj.D, j.D, 214214D - Damage: 5300


 * Aerial Gauntlet Hades

(near corner) 2147B -> delay 214D, dash 5B, 5D (1 hit), 214214D, 5D (DC), 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5200

With 100% Heat Gauge

(near corner) 2147B -> delay 214D, dash 5B, 5D (1 hit), 214214D, 5B, 5D (1 hit), 214B -> delay 214D, 5D (DC), 5D, 214214D - Damage: 6260

Combos during Blood Kain

5B, 5C, 5D (DC), 214A ->

5B, 5C, 5D (1 hit), 214A -> 214D, 5B, 5D, 214B -> 214D

5B, 5C, 5D (1 hit), 214A -> 214D, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D, 236C, 214C

(corner) [5D (DC)] xN, 632146D

(corner) [5D (DC)] xN, 6D, j.D (JC), j.D, 623D -> 236C -> 214C

[6D, j.D (JC), delay j.D, land] x2, hj.C, j.D (JC), j.C, j.D, 623D, 236C, 214C

(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

(far from corner) 5B, 6A, 6D, j.D, land, [214B -> delay 214D, dash 5D (1 hit)] x2, 214B -> delay 214D, dash 5D (DC), 6D, j.D (JC), j.D, 623D -> 236C -> 214C - Damage: 5400

With 100% Heat Gauge

(near corner) 5B, 6A (JC), [j.C, j.D (JC), delay j.D, land] x2, [5D (DC)] x2, 214214D

(mid-screen) 2D, 5B, 5D (1 hit), 214B -> delay 214D, dash 5D (1 hit), 214B -> delay 214D, dash 5D (DC), 5D, 214214D - Damage: 5800

Advanced Analysis
"Details, trivia, exploits, or unexpected use about one or more moves."