Ragna the Bloodedge/Move List

Ragna the Bloodedge is a character with easy-to-use and basic, but effective, bread-and-butter combos. Unlike most main characters, Ragna does not use projectiles for range, and has an aggressive, melee-rushdown-oriented playstyle. He is all about forcing his way through the opponent's guard by any means necessary, and bringing the pain with long high-damage combos. Because of this, he can often experience difficulty with characters that excel at zoning due to lacking projectiles, such as Nu -No. 13- and Jin Kisaragi, even with movement options at his disposal.

Like a number of rushdown characters, he works very well with physical range, as his 5B and 5C are very good mid-range punishers that provide solid spacing and tend to be excellent hit-confirms into his combos. Overall, Ragna is more so, your average run-of-the-mill footsies character, as opposed to a pure rushdown type. It's also thanks to his It's Not Over Yet move, his wakeup game can be fairly ambiguous (which instead changes into a more combo-extended heavy tool as of Chronophantasma).

Ragna however, has his weaknesses. Firstly, at 10,000 health he is amongst one of the lower HP characters, making him more of a 'glass cannon'. And despite his powerful offense, he is much better at neutral game. Thus, his mixup is easy to telegraph due to his simplistic blockstrings (due to gaps in that area due to a few slow moves on either startup or recovery, especially on block), so he can have trouble enforcing his offense at best. So learning to apply pressure with Ragna is an important aspect, despite it being one of his more weaker areas as one of the weaker-rushdown characters. The corner also offers both sides to him; most of his combos often need to rely on cornering the opponent in order to extend them properly, though out in the open he at least has a variety of corner-carrying tools to help with this.

Ragna is also a rather basic character, meaning there's not too much to him compared to others, and he offers more risk than reward. His combos are mainly average at best, and require deep understanding of how the damage scaling on both damage and hitstun tend to work to understand the limits of their combos. Due to being basic like so, Ragna players often need to work harder than other characters with better specialization, and rely on both fundamentals and unorthodox tactics to open up other characters in the hands of more well-aware players.

Much of his offense and defense alike also can be difficult enforce without meter for Rapid Cancels due to the lag on his moves; this can be true in that while his Inferno Divider is among the best 'dragon-punch' reversals in the game, it has notable recovery on the flipside. Thus, this makes Ragna also fairly resource-reliant, as well as momentum-based via the nature of his Drive, Soul Eater.

Soul Eater allows Ragna to heal off of any attack he lands on his opponent via life steal orbs that emerge from his opponent upon contact, and will inflict chip damage akin to special moves via for all of his basic D moves (thus outside of Barrier Blocking the life steal will also work on normal block). Originally healing instantly on contact in Calamity Trigger while having their values work off of damage scaling (which in turn causes longer combos on Ragna the yield less), it has since been reworked via Continuum Shift by also giving each life steal attack its own minor value, which can increase via each Soul Eater hit in a combo until said combo is halted; this can easily reward good Ragna players with solid momentum increase when utilized correctly and improving Ragna's combo game by a lot further.

His overdrive is Blood Cain Idea, which like the original Blood Cain, increases the power and life-steal amount of his Soul Eater attacks. It can easily be utilized to increase Ragna's reward off of correctly using Soul Eater, which in turn leads to more offensive-into-damage conversions when correctly thrown into a combo.

Basic moves
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Throws
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Drive
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Overdrive
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Special moves
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Distortion Drives
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