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.

After the Nu incident, Ragna let Noel come with him when they found that she and Jin are targeted for assasination.

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| Template:MovelistNormals &lt;!-- Normal Moves banner. --&gt; Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:MovelistDrives &lt;!-- Drives banner, for BlazBlue. Delete if not applicable. --&gt; Template:Move Template:Move Template:Move Template:Move Template:Move Template:MovelistSpecials &lt;!-- Specials banner. --&gt; Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:Move Template:MovelistDistortions &lt;!-- Distortion Drives banner, for BlazBlue. Delete if not applicable. --&gt; Template:Move Template:Move Template:Move Template: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;

Trivia

 * Ragna appears to be the Blazblue counterpart of Guilty Gear's Sol Badguy in due to their similar fighting styles, hidden powers and rivalry with a particular authority figure
 * A couple of concept art sketches depicted with clothing and hair color strikingly similar to Sol as well as a rectangular sword, further alluding to his 'predecessor'.
 * In a segment of the omake series, Teach Me, Miss Litch!!, Ragna points out about his rather low defense, to whom the titular character points out it isn't as bad as Guilty Gear's Chipp Zanuff's, whose defense is notoriously low.