Ragna the Bloodedge/Move List

Overview
Ragna the Bloodedge is a simple, easy to learn character with basic, 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, such as Nu (v-13) and Jin Kisaragi. 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, but 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.

As of Blazblue: Continuum Shift, Ragna has received several major buffs, which push him up into top tier. Most importantly, the addition of the move Belial Edge (j.214C) sets him up for some easy, extremely high-damage combos, many of which end in his Not Over Yet (22C) special, which deals fixed, unprorated damage and forces standing, preventing the opponent from rolling. Additionally, his 2C is now extremely safe and fatal counters on hit, giving him an easy setup into extremely high damaging combos (over 8k). Last but not least, his Soul Eater drive moves now regain a fixed amount of health (as opposed to a percentage of damage dealt, as in CT), allowing him to steal much larger quantities of health unaffected by proration.

Combos
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.

Ground combos 5A/2A, 5B/2B, 5C, any special -> followup 5B, 5C, 5D, delay 214A -> 214D 5A/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, 214A -> 214D 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.C, j.D (JC), j.D, 623D -> 236C -> 214C j.C, j.D (JC), j.C, 623D -> 236C -> 214C j.B, j.C (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 you'll often need to do j.C, j.D (JC), j.C/j.D instead (j.C for less proration, j.D if the opponent is too high for j.C). 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 ..., 3C, 214214D, 5C, 5D etc (corner) ..., 3C, 214214D, 5C, [5D (DC)] x3, 623D -> 236C -> 214C (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 etc (corner) ..., 3C, 5D, 214214D, 6A, 5D, 22C (corner) ..., 3C, 214214D, 5C (HJC), j.D, j.D, (JC), delay j.D, 5D (DC), 5D, 22C (corner) ..., 3C, 214214D, 2B, 5C, 5D (1 hit), 214B -> 214D, 5D (DC), 5D, 22C (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~ (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 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 -> 214D 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 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 2D, 5B, 5D (1 hit), 214B -> delay 214D, dash 5D (1 hit), 214B -> delay 214D, dash 5D (DC), 5D, 214214D - Damage: 5800~
 * Normal chain~
 * Throw~
 * Aerial Gauntlet Hades~