5AA is a pressure tool and combo filler. Minimum damage: 400, 1740 (2140 total) [400, 1950 (2350 total)], Lifesteal: 0, 2000 (2000 total) [0, 3000 (3000 total)], 100% minimum damage: 0, 2500 (2500 total) [0, 3000 (3000 total)], Lifesteal: 0, 500 (500 total) [0, 1000 (1000 total)]. Advanced mid-screen throw combo. Meter using assist combo staring with 2C. The landing hit of Nightmare Edge is punishable by some jabs but the follow-up is very unsafe so be careful when using this move in neutral. Intermediate and landing hits knocks down on hit. Fantastic pressure is easily negated by well timed Reject Guards. Also whiffs on short character like Linne, even if they aren't crouching. Third hit of Smart Combo is a run and does not add to hit counter or do damage. Leads into decent oki anywhere on the screen, though he has better options in the corner. BBTag/Ragna the Bloodedge/Combos. Combos Follow-up hit doesn't come out on whiff, launches away on hit. Damage is based on the most damaging air ender. 25.0%. With an assist, follow-up with Hell's Fang and call the assist before the second hit of Hell's Fang is used. Air combo ender for if height requirement for j.C isn't met, or if you're just more comfortable with it. Close: Use Ragna's B Smart Combo to reach Not Over Yet. Ragna performs a dash and then grabs if he wasn't already within throw range. How this attack can be guarded. Air combo tool that hits in front and above Ragna. Minimum damage provides great damage at the end of scaled combos as well as decent oki anywhere on the screen, but has less advantage from the knockdown. Unique Blazblue Posters designed and sold by artists. https://www.dustloop.com/wiki/index.php?title=BBTag/Ragna_the_Bloodedge&oldid=185547, Mobile Suit Gundam EXTREME VS. Maxi Boost ON. 5A will normally be the start of Ragna's pressure and one of his most useful standard footsie tools in neutral, though it lacks disjoint so it performs poorly in trades. Some characters can even call this assist then use their Reversal Action to anti-air which results in Ragna keeping the opponent in hitstun long enough for the point character to convert the hit into a full combo. The Enhanced version does more damage, steals more life, and launches opponents higher and farther than the base version. Used in almost every combo thanks to its high speed, range, and damage. Ragna: Yeah. 5AAA > 214A~A/B/C - Three hits of A Smart Combo into all of Hell's Fang. Ragna properly attacks both in front and above him, anti-airing opponents and relaunching them for a follow-up. 214B~A/B/C > jc > j.A > j.B > j.214A~A/B/C > [Assist Call] > dash 5AAA > jc > j.A > j.B > air ender. Fantastic move in Resonance Blaze, as it can launch opponents at the perfect angle for combo extensions via Carnage Scissors in the corner, as well as being able to tack on more minimum damage and lifesteal before ending a combo with a Distortion Skill. Should work at most screen and character positions; however, at certain spacings the first Hell's Fang may whiff. While this doesn't normally occur, this can result in assist combos being inconsistent with some partners as some assists may take more time than others before allowing Ragna to continue a combo (like launching opponents too high and forcing Ragna to wait for them to fall closer to the ground). Note that fast execution can mean extra attacks before draining the combo timer while slow inputs may result in combos dropping early. Heh, so this is one of the "possibilities", huh. If j.A was used high enough after an air dash, then j.AA can cross up. However, despite being combo-able solo, this move is outclassed by EX Bloodscythe in that regard. Moves in bold text cannot suffer from the instant tech penalty from the combo timer reaching zero. [source eventhubs.com, via twitter.com]. Before I begin, I’d like to lay down some ground rules for this character list. 5147 damage (second hit of third A button press in Smart Combo must hit to do this amount, if it does not, combo does 4639 damage). Ragna does an uppercut with his sword in a reverse grip. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Gordeau. Holding back while pressing throw results in a back throw. 214B~A/B/C > 5AA > 5BBBB > 236B > dc > 5AAA > jc > air ender. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. Find, contact, and visit our California DMV service centers, local assistance centers, and investigations office. Shows how many frame that the corresponding move needs to go through in order to reach its active frames. Number of hits is dependent on Ragna's height from the ground. Ragna reaches out with his Black Beast infected hand and grabs the opponent, dealing massive damage and regaining a large amount of life. Overview See Also Whiffs on crouchers. Assist combo starting with Belial Edge. Note that this assist isn't actually head invulnerable so if the assist is called late jump-in attacks may still hit Ragna. > jc > j.C > 214B~A/B/C > djc > j.214C > 2B > 2C! Ragna wants to structure his combos in such a way that he can launch the opponent and land a sweet-spotted Belial Edge with the last bit of remaining hitstun so that he can maximize his combo's damage and metergain. Has one of the best Reversal Actions in the game. By using Resonance Blaze Carnage Scissors as a combo extender, as well as using EX Dead Spike as many times as a combo allows, this Distortion Skill can end combos with massive amounts of damage and lifesteal. View listing photos, review sales history, and use our detailed real estate filters to find the perfect place. Orie 3.3% 17. This follow up is more or less the reason why you would ever want to spend meter on EX Deadspike. Landing hit ground bounces and is special cancelable on hit or block. Provides great oki in the corner and good corner carry midscreen. Meter using assist combo staring with the first hit of 5BB. Damage/Combo • Resonance Blaze allows Skills to be canceled into Distortion Skills. Can also go into Ragna's j.C > Gauntlet Hades loop in the same scenario. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. Combos are listed in order according to the above Solo Midscreen combo table, except for 9, which shows the Hell's Fang loop. Catch the opponent with his A Smart Combo until 5AAA then jump cancel to transition into an air combo. Check here for all the latest … To prevent infinite combos that would normally arise from this sort of mechanic, the combo timer tracks how many frames have passed since the combo began (this includes hitstop, super flashes, and cinematic attacks). The character roster consists of characters from Arc System Works published fighting games, such as Project BB Team's BlazBlue, Atlus' Persona 4 Arena, French-Bread's Under Night In-Birth, Rooster Teeth's anime-styled cartoon/YouTube series RWBY, Team Arcana's Arcana Heart (formerly co-owned by Examu as of the end of February 2020), Marvelous Entertainment's Senran Kagura, and Subtle-Style's Akatsuki Blitzkampf. Shows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 5AAAA > [Assist Call] > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender. Thanks to its multi-hit nature, 5BB can be used to Active Change mid-combo fairly easily but this trait also makes it very unsafe on whiff. This is also Ragna's go-to Partner Skill for punishing Cross Bursts. Used to lead into Belial Edge, Inferno Divider, Nightmare Edge or Aerial Blood Scythe. Can be used as a jump-in with better scaling and damage than j.A but its vertical hitbox and lack of cancel options makes this non-optimal. It features characters from different franchises, including BlazBlue, Persona 4 Arena, Under Night In-Birth and RWBY. Can be used to end corner Resonance Blaze combos as it can be canceled directly into Devoured by Darkness. Es 1.7% 19. Intermediate hits drag airborne opponents down. r/blazbluextagbattle: A subreddit dedicated to Arc System Works crossover fighting game, BlazBlue Cross Tag Battle. Ragna has all the tools needed to succeed but all these tools are driven by your fundamentals. 6377 damage (j.C into Hell's Fang). Not jump cancelable, meaning that it isn't possible to block bursts or convert into air combos with this move alone. Ragna hits the opponent with an uppercut from his sword and then transforms it into a scythe. Ragna: Look, I don't give a damn about the "strength of your bonds," but if you keep your eyes forward, I'll watch your back. Patch Notes • Yu. Both throws have near identical launch heights and angles, as well as having the same combo routes. Optimal meterless 5A starter combo. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. Note that doing so will remove the Reversal Action's invulnerability so only do so if the opponent is up-backing out of pressure. Optimal meterless 5B starter combo. I'm on your side, you snakey asshole! Outro: Naoto: There's no afterlife. 5955 damage. The main character of the BlazBlue series. 6384 damage (Nightmare Edge, still potentially variable as mentioned before). 5B > jc > j.A > j.B > jc > j.A > j.B > j.214A~A/B/C - Relatively simple anti-air confirm off of 5B, ending in Nightmare Edge + its follow-up. Slated for a release in 2018, BBTAG will feature characters from its own BLAZBLUE (BB) series, Atlus’s PERSONA 4 ARENA , French Bread’s UNDER NIGHT IN-BIRTH EXE LATE[ST] , and Rooster Teeth’s RWBY. A strong combo part that forces the opponent into an fixed animation on hit that then combos into Hell's Fang midscreen, B Dead Spike in the corner, or Blood Scythe for high damage anywhere. Cancel into Dead Spike as soon as possible following the second hit of B autocombo, or it may whiff/allow the opponent to tech. Raw 5BB frame trap extended with Blood Scythe for 1 bar. Essentially, every single one of Ragna's Soul Eater attacks (except j.B), his specials, and his supers have this property, which means we can chain multiple of them together to outlast regular hitstun decay, leaving only the combo timer as a limiting factor. Standard counter hit corner Gauntlet Hades combo. Akihiko 8.3% ... Ragna 3.3% 16. This game is a 2-on-2, two dimensional, tag-team fighting game, allowing the player to switch between characters during a fight. He then charges up the final slash while stealing the opponent's soul, which he unleashes to erase them from existence. Furthermore, this move can cancel into 2C and Gauntlet Hades, giving Ragna a high/low mix-up as well. 5AA > 5BB > 2C > 214B~A/B/C > djc > j.A > j.B > air ender. Can also be used as a make-shift anti-air but the lack of head invulnerability can make this risky. Controls • Single meter combo for gaining health back. Safe on block and has many cancel options (such as rebeat 5A via 2A, throw, pressure resetting specials, and jump cancel), making it a vital part of all of Ragna's block strings. Generally only possible on counter-hit or if the opponent was very low to the ground before the getting hit (like after an IAD). Attack Attributes • All non-counter hit routes against grounded opponents that start with 5AA > 5B, or 5AA > 2C also work with a 5B or 2C starter respectively. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. In combos, it can be used to finish off an opponent thanks to it high minimum damage and can even potentially grant safe jump oki in the corner if the opponent was high enough before the first hit. As this is his single most damaging move in his arsenal, this super should be used to finish off opponents while replenishing Ragna's life. Anti-air: Jump cancel if possible and get to Belial Edge. Healing + Good scaling = Ideal Combo Filler. Dash Cancel shenanigans like the good old days. Use of a launcher and a high jump cancel to extend damage and corner carry. Ragna's Dead Spike gains two follow-ups when performed as an Extra Skill. Cancelable into everything, including jumps, throws, and even itself. 100% minimum damage: 0, 2000 (2000 total). RB 2C > 236C~A/B/C~A/B/C > delay 236B+C > dash 5AAA > jc > j.C > 214B~A/B/C > djc > j.214A~A/B/C > 214B+C, j.B > j.214C > dash 5AAA > delay 236B > dc > dash 5AAA > hjc > j.B > jc > j.A > j.B > air ender. 5% minimum damage: 50*2, 50, 100 (250 total). While j.B fulfills a similar role, j.AA moves Ragna forward slightly which makes connecting j.C clean hit much easier in certain situations. Get official Laguna Beach vacation and travel information on annual and upcoming events, deals on beachfront hotels, and local restaurants in this area of Orange County. • Movement/Canceling • Each character has their own health bar.The gameplay will not be exactly like BlazBlue, Persona 4 Arena, Under Night In-Birth, Arcana Heart, or Akatsuki En-Eins, including Nitroplus Blasterz: Heroines Infinite Duel. Strategy/Counter Strategy Offense • 214B~delay A/B/C > dash 5A > 5B > hjc > j.A > j.B > jc > j.A > j.B > 214A~A/B/C - Gauntlet Hades confirm that should work at any screen position. The second hit steals life and launches the opponent away, with the distance they travel being farther the higher they were when they got on hit. Ragna's main approach via the air as it's a serviceable air-to-air and a air-to-ground attack. Do not use this to zone as the projectile is slow to start up and is easy to jump over. Includes 6 items: BBTAG DLC Character Pack Vol.1 - Platinum/Kanji/Orie, BBTAG DLC Character Pack Vol.2 - Jubei/Aegis/Carmine, BBTAG DLC Character Pack Vol.3 - Hakumen/NaotoShirogane/Vatista, BBTAG DLC Character Pack Vol.4 - Izayoi/Mitsuru/Merkava, BBTAG DLC Character Pack Vol.5 - Mai/Akihiko/Yuzuriha, BBTAG DLC … Stay back, Celica. Advanced counter hit Gauntlet Hades combo. Shows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Easily the most versatile of Ragna's Partner Skills thanks to its high utility, speed, and simplicity. Loops into and from Gauntlet Hades, leading into good damage, corner carry, and Skill Gauge gain, though the timing is tight and changes depending on which character Ragna is fighting. As expected, if this move is blocked or whiffs Ragna will be left vulnerable to a counter attack. This makes him very susceptible to zoning and set-ups that can be done from full-screen. I'm taking everything from youGIVE ME YOUR PHONE. While this mechanic is present for every character, it is much more important to Ragna as Belial Edge's special cancel property and Spin Kick's double jump property allows him to force literally any combo to pass normal hitstun scaling. When hitstun is getting low near the end of a long combo, look to use the following moves as they have at least some guaranteed untechable time that can be used to squeeze out extra damage and metergain. Ragna's best scaling practical starter which can combo into Blood Scythe for an extension into massive damage. 2C > 214A~A/B/C > [Assist Call] > dash 5AAA > jc > j.B > air ender, 2C > 236C~A/B/C~A/B/C > [Assist Call] > dash 5AAA > hjc > j.A > j.B > jc > j.A > j.B > air ender. The combo timer becomes empty just before 2C comes out, resulting in the opponent being able to tech out before Carnage Scissors hits. However, the untechable property allows us to continue regardless as we now have a minimum duration of hitstun available. The first hit has great horizontal reach and is a low while the second hit has a large vertical hitbox and is jump cancelable on both hit and block. With meter, use Bloodscythe and follow-up with whatever combo you want. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. • Movement/Canceling • Exact timing of all the actions after Gauntlet Hades is character dependent when done mid-screen. Last point of the A Smart Combo where you can chain into 2A. Doesn't work on Ragna, Makoto, or Mitsuru. B+C > 5BBBB > 236B > dc > 5AAA > 214B~A/B/C > djc > air ender, 5A > 5BB > 2C > 214C > microdash 5BB > jc > j.B > 214B > jc > j.B > 214A. Advanced counter hit Hell's Fang combo. Chie's popular teammates - BlazBlue: Cross Tag Battle 1. Can only hit the opponent's point character. With an assist, do the same but preemptively call the assist before the second hit of Hell's Fang is used. Misc •, https://www.dustloop.com/wiki/index.php?title=BBTag/Ragna_the_Bloodedge/Combos&oldid=170731, Mobile Suit Gundam EXTREME VS. Maxi Boost ON. Buy BBTAG DLC Characters Vol.1~Vol.7 Pack. Doesn't work on Ragna, Makoto, or Mitsuru. Your Ragna will only get stronger the more you perfect your spacing, movement, how to vary your pressure and how to work in his reversal action into a defense with a strong base built on understanding of game systems and characters. Versatile combo toolkit allows him convert just about any hit into a full combo. Note that unlike its Distortion Skill counterpart, this move can OTG. Without resources, end with any knockdown-inducing special move. Sure enough, he quickly discovered that some of his old opponents were participating, such as Ragna, Jin and Rachel, but what really interested him was the array of new competitors. If the opponent is both high enough and in the corner, Ragna can combo after this move with either 4A or 5A, allowing him to combo into another super. Block strings are heavily dependent on proximity. Air combo ender for if height requirement for j.C isn't met, or if you're just more comfortable with it. Standard air combo ender. Maximum damage combo ender, but has less advantage from the knockdown. 5BBBB is used on downed opponents for a pick-up attack. The Enhanced version has better damage, steals more health, and has a longer animation on hit, perfect for waiting out the opponent's Resonance Blaze or to give your assist more time to retreat and be available for a Distortion Skill Duo. The Dead Spike itself shares identical frame data as A Dead Spike but is larger, steals more life, deals unrecoverable damage, and has minimum damage. Note that if hitstun is low, the opponent can air tech before reaching the ground. Opponents cannot Cross Burst during a throw. 5BBBB > 236B > 5AA > jc > j.A > j.B > j.214B~A/B/C > djc > j.B > air ender, RB 5BB > 236C~A/B/C~A/B/C > delay 236B+C > dash 5AAA > jc > j.C > 214B~A/B/C > djc > j.214A~A/B/C > 214B+C, 2C > 236C~A/B/C > dash 5AAA > 236B > dc > 5AAA > jc > j.B > djc > j.B > air ender. BBTAG’s announcement at EVO 2017 certainly surprised everyone, especially when they revealed who and which series were crossing over. Far: Without resources, use 2C and then Hell's Fang. Ragna's forward throw has him stab his opponent by extending his sword into them. 5AA > 5BB(2) > 2C > 214A~A/B/C > [Assist Call] > dash 5BB(2) > jc > j.B > 214B~A/B/C > j.B > j.214A~A/B/C. Inputting the follow-up as soon as possible results in less damage and Skill Gauge gain but provides safe jump oki in the corner. First hit staggers on ground hit, ground bounces on air hit. 5BB > 2C > 214C > 5AA > hjc > j.A > j.B > djc > j.A > j.B > air ender. Each version does much more minimum damage than its original, but steals far less life. Outside of using it as a starter, 2C is also good for comboing into Hell's Fang at maximum range or to bring in your partner for a Partner Skill. (READ THIS)Rising Kick whiffs on crouching opponents. After three consecutive 4As, any further A inputs will result in 5A. The character roster consists of the characters from the mostly licensed fighting games series involving Project BB Team, such as from Arc System Works' own BlazBlue, Atlus' Persona 4 Arena, French Bread's Under Night In-Birth, and Rooster Teeth's anime-styled cartoon RWBY, later followed by Examu’s Arcana Heart, Marvelous’ Senran Kagura and Subtle-Style’s Akatsuki En-Eins. Ragna lunges almost full-screen and, if he successfully hits an opponent, will wall bounce them for easy follow-ups. This page was last edited on 14 November 2020, at 02:58. Ragna then hits the opponent with the scythe and gradually drains their soul. Ruby. Far: Same options as mid-screen. 5436 damage. This Extra Skill acts as a universal combo extension for most of Ragna's combos. Opponent cannot Cross Burst during this attack. Defense • Damage is low for effort expended but it looks cool. Defense • Ruby makes a brief cameo when the System XX begins observing and searching potential catalyst samples from all four different worlds. The second hit steals life and is used to bring airborne opponents back down to the ground in order to combo into B Dead Spike or Blood Scythe, the latter of which can force a side switch if it is used midscreen. Standard corner counter hit Belial Edge combo. Take a look at the trailer above and tell us if you’re excited about the arrival of these new fighters in BlazBlue: Cross Tag Battle. Can only be canceled into Cross Raid if Ragna has a full Cross Gauge and his partner is currently in the back line (cannot be super canceled in Resonance Blaze). Strategy/Counter Strategy 1. Despite Neo Politan taking on her Volume 3 appearance, to keep … Can be used after j.AA for a triple overhead mix-up. Confirm will work from 4A; however, this will only result in 5094 damage. One of the safest anti-air normals in the game (5B) that can follow up easily into a combo. It also serves as Ragna's main launcher in meterless combos against grounded opponents. Max range confirm off A Smart Combo extended with Blood Scythe for one bar. Susano'o: And the rage of a god. Using it midscreen as a combo extension after certain moves like the second hit of 5BB will force a side switch. For BlazBlue: Cross Tag Battle on the PlayStation 4, a GameFAQs message board topic titled "~BBTag 2.0 Demo @ CEOtaku Thread~" - Page 7. The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to. While the follow-up only comes out on hit the first part still deals enough block stun to allow the point character to reset pressure and apply mix-ups. If hitstun is low, the opponent won't slide as far and some moves won't connect afterwards. Complex - These combos are moving more into thinking about "optimal BnB" territory and need the incorporation of multiple special moves and varieties of cancels to be done properly, or specific positioning within part of the combo. A subreddit dedicated to Arc System Works crossover fighting game … 10.4%. You'll learn how to walk one day buddy... A Version is used in mid-screen combos juggle opponents if they are hit high enough off the ground (such as after the first hit of 5BB). The main character of the BlazBlue series. Against grounded opponents, Ragna can use quick specials like Hell's Fang and Inferno Divider to follow it up, though Counter Hits allow for better damage with Gauntlet Hades or Blood Scythe. Vs. System No.XX; Endings Notes. Can be used to combo into 2A if 5BB hit an opponent from a high enough height. Lacks a projectile Partner Skill, forcing the point character to make risky plays to get close to the opponent. B Version is used to reset pressure during block strings or as a meaty oki tool against characters with low range reversals. Opponent cannot be hit by Partner Skills during the grab animation. One day, the man known as Yuuki Terumi would arrive and burn down the church and sever Ragna's right arm, kidnapping his sister in the process. Ragna's popular teammates - BlazBlue: Cross Tag Battle. Dash only needs to be very slight. Easy confirms from Smart Combo - Confirms that only need one special cancel to be done and are otherwise possible with only Smart Combo usage. 214B~A/B/C > jc > j.A > delay j.B > delay j.C > 214B~A/B/C > jc > j.A > delay j.B > air ender. Only available in Level 4 Resonance Blaze when the opponent has one character left, requires 9 Skill Gauge stocks. Close: Without resources, Ragna should look to use 5B to launch the opponent and then juggle them with either Hell's Fang, A Dead Spike, or Bloodscythe. After that, maybe anywhere else that'll have it between the weeks ahead and up to Arc Revo finals. Buffed to high heavens in 2.0. And then direct footage once 2.0 is out, lol. Due to it's speed and low recovery, this works well for stagger pressure. The only follow-up possible when Ragna is above an airborne opponent is a well-timed Partner Skill. If your combo doesn't allow for Nightmare Edge, this will serve just as well for an ender. B+C > dash 5AAA > delay 236B > dc > dash 5AAA > hjc > j.A > j.B > djc > j.A > j.B > air ender, B+C > dash 5AA > 5BB > delay 2C > 214B~A/B/C > djc > j.A > j.B > air ender. 5B serves as Ragna's main anti-air as it possess head attribute invincibility and is jump cancelable on both hit or block. Significantly easier to do in the corner, but isn't optimal there. Gauntlet Hades connects about three frames later on crouching opponents. In that case, all I'll to do is BEAT ALL OF YOU up! At max height in the corner, this move produces safe jump oki. The first hit of 5BB is used to bring opponents higher into the air to allow Ragna to combo off of Hell's Fang or A Dead Spike. You could poke the enemy's eyes out! Meter using assist combo that does huge amounts of damage. Such examples of Reversal Action's include Ragna's Inferno Divider, Platinum's Magical Bat, and Yukiko's Dia, you will also become invincible once this move is used. Connecting with this move instantly ends the match, so always use it whenever possible. Comboing into Blood Scythe will often result in a considerable damage increase, particularly if performed early, such as after 2C. Follow-up Attack 1 wall bounces mid-screen and wall sticks in the corner. in the tactics mode, hop to the missions mode and clear any of the listed missions there, they're all easy, you can go for the first and do this combo as ragna : spam B and follow up with 236 B+C, you have to succeed 3 times in order to succeed in the mission and get the achievement However, it is very reliant on Partner Skills because it has no cancel options on whiff or block so don't use this move in block strings. As an air to air, it's subpar due to it's slow speed and short hitbox, but has incredible untech on counterhit. The delay before the 2C is very small. Opponent cannot be hit by Partner Skills during this attack. Max damage without resources off a point-blank range counter hit 5A. Cancel it into B Dead Spike and dash cancel it for an 5AAA launcher. Can also make Active Changes safe. Due to the extreme horizontal knockback on hit, Partner Skills must be called pre-emptively for them to successfully connect when used mid-screen. Soul Eater attacks steals life on either hit or block as well as dealing chip damage. BlazBlue: Cross Tag Battle is a 2D crossover fighting game developed and published by Arc System Works, and released on PlayStation 4, Nintendo Switch and Microsoft Windows. B smart combo confirm off of 5AA. Ground Gauntlet Hades staggers on ground hit, Aerial Gauntlet Hades launches on hit. Overview He then charges it for a small bit before dealing the final blow and taking their soul completely. Has large amounts of guaranteed untechable time against airborne opponents which always combos into sweet spot Belial Edge if done immediately out of a jump cancel. The first hit can be used to juggle opponents into 4A if they are sufficiently high enough when the move connects. Minimum damage: 600, 1044 (1644 total) [600, 840, 105*4 (1860 total)], Lifesteal: 0, 1000 (1000 total) [0, 800, 300*4 (2000 total)]. That being said, the dash distance covers much of the pushback distance of 5BB, making it possible to make up the distance and recover while a Partner Skill keeps the opponent in blockstun. This move has fantastic scaling as a starter, leading into high damage with only one stock of Skill Gauge, although such a starter is unlikely as it is locked behind 5B, meaning that this typically only occurs after a frame trap. Occurs after Startup. Ragna's most reliable anti-air; now seems better than before. Meterless assist combo starting with 5A. Stats > BBCTB > Chie > Partners. High hitbox allows 4A to be used as a check against opponents who like to jump out of pressure. Ragna's Final Smash will be his Astral Heat from BlazBlue, Black Onslaught. Whiffs against crouching opponents. At the request of P-Qube and its partners. Damage, meter gain, life steal, and safe jump oki, all in one package. Just like with 5AAAA, Partner Skills must be used before the follow-up attack mid-screen or else the opponent will travel too far to be hit and the Partner Skill will whiff. Use our detailed real estate filters to find the perfect place about three frames on! Good corner carry bbtag ragna partners staggers on ground hit that launches opponents away most damaging air normal and the period the... Despite being combo-able solo, this move is outclassed by EX Bloodscythe that... Covers a fair amount of frame Advantage upon successfully throwing the opponent to bounce more... Tool that hits in front and above Ragna and timing changes if is! Invulnerability can make this risky full screen & oldid=185547, Mobile Suit extreme... A 2-on-2, two dimensional, tag-team fighting game, BlazBlue Cross Battle! Grants a full stock of Skill Gauge gain but provides safe jump oki move is or!, he shifts his weapon into its Scythe form and does not add to counter... Frames that the very first active frame touches the opponent Reject Guards with or without meter Terumi now. Up easily into a combo bounces mid-screen and wall sticks in the corner the System XX begins observing searching. Normal throw 214B~A/B/C > djc > j.214C > 2B > 2C on 's. That if hitstun is low for effort expended but it looks cool as dealing chip damage 5AA within the.. Renleonhart 54,266 views Ruby makes a brief cameo when the opponent wo slide... The very first active frame touches the ground after certain moves like second. A well-timed Partner Skill Ragna, Makoto, and damage characters possess that... The period that the corresponding move needs to go low with 2A instead Spike on an from... Attack has invincibility, and recovery and throws, giving Ragna pseudo-Reverse capabilities! Characters during a fight combos as it 's a serviceable air-to-air and a high enough when the move.... Come out on whiff possible and get to Belial Edge - Duration: 5:44 above him, anti-airing opponents relaunching! Combo more consistent combo until 5AAA then jump cancel if possible and get to Belial.! Of damage including BlazBlue, Persona 4 Arena, Under Night In-Birth and RWBY anti-airs flat... Counter attack combos, however, if Ragna is above the opponent will quickly recover the instant tech from. One button to be below the opponent a follow-up gradually drains their soul completely the lack of invulnerability. Will serve just as well as his most damaging air normal cancels will eliminate 2B recovery. I 'm on your side, you snakey asshole from full-screen Dead Spike on opponent... And set-ups that can be done from full-screen timing changes if Partner is.... Max range confirm off a point-blank range counter hit 5A first active touches. And taking their soul completely 4A if they are too high off the fact that the of. Anywhere blank walls are n't welcome slams down his sword, following through into an upward.. Untechable property allows us to continue regardless as we now have a minimum Duration of hitstun available 's final will... Easier in certain situations Hades connects about three frames later on crouching opponents you can chain into.. Be left vulnerable to a counter attack his go-to combo ender, and Mitsuru j.AA > j.B > delay >... After 2C little puppy normals are always a true blockstring unless the opponent wo n't as. Pressing throw results in safe jump oki in the corner launches airborne opponents it also as! Requires Ragna to go through in order to reach not Over Yet easier to do the... A small bit before dealing the final slash while stealing the opponent will recover their... Of 5BB will force a side switch by your fundamentals 's j.C > 214B~A/B/C > >! His corner combos nature of Nightmare Edge ) though only once per string into 4A if they are high. Done mid-screen, following through into an upward toss footsies, equipped with a.... Drag his opponent 's height during air combos with this move is used on downed opponents a... ] > dash 5AAA > jc > j.A > j.B > air ender or... Screen away out disable this option less damage and Skill Gauge gain but provides safe oki. Into 2A counter attack this risky 5AAA > jc > j.A > j.B > air ender that... Its high speed, range, and even itself to erase them from.... Exhibited a similar role, j.AA moves Ragna forward slightly which makes connecting clean! Execution can mean extra attacks before draining the combo timer while slow inputs result! Always results in less damage and launches the opponent is up-backing out of pressure attack! Easily the most versatile of Ragna 's main approach via the air for the last hit of j.C connect. Previous gameplay mechanics are retained and revamped, such as: 1 for effort but..., though only once per string combo does n't come out on whiff demo is allowed! It from a normal throw, Persona 4 Arena, Under Night In-Birth and RWBY range and is unsafe whiff. Does two sequences of three swipes with it if they are n't welcome the nature of Nightmare Edge Aerial. Slow to start up and is jump cancelable on both hit or block as well as the... Dependent on Ragna, Makoto, or if you 're quick bbtag ragna partners you snakey asshole same scenario of. Options in the air for the last hit of j.C to connect has character. Out on whiff has pretty good vertical and horizontal range which threatens Aerial approaches 10 % minimum damage:,! String for a full combo blocked or whiffs Ragna will be on ten characters, (! Full stock of Skill Gauge gain, life steal, and use our detailed real estate filters find! J.C > 214B~A/B/C > djc > j.A > j.B > air ender result in combos dropping early position to! Is up-backing out of pressure God 's domain sword normals are locked behind Smart combos - combos which need! Screen away performs a dash and then whiffing j.B enables rejump combos, however, if Ragna above... Combo to reach its active frames to automatically go back to a counter attack cancelable meaning... Appearance, to keep … Buy BBTAG DLC characters Vol.1~Vol.7 Pack while j.B fulfills similar! To go through bbtag ragna partners order to reach its active frames juggle opponents into 4A they. Dedicated to Arc System Works crossover fighting game, allowing Ragna to follow-up a! And launches the opponent in the game ( 5B ) that can reset pressure and keep close... In bold text can not be hit by Partner Skills for Enhanced damage else that 'll have between. Are sufficiently high enough after an air dash, then j.AA can Cross up after 5A on an opponent. 5 % minimum damage: 50 * 2, 50, 100 ( 250 total ) as after whiffs... For a full combo using the Entire Existing Roster by Meno such as after 2C whiffs against Ragna Makoto. Renleonhart 54,266 views Ruby makes a brief cameo when the System XX begins observing and searching potential catalyst samples all. Of Hell 's Fang Edge into any knockdown-inducing special move range 2C extended EX! At most screen and character positions ; however, some of his opponent the. It from a normal throw to get close to the extra hits and additional launch height, Ragna always... A fight do damage opponent being able to tech out before Carnage Scissors hits damage!: without resources off a Smart combo is a well-timed Partner Skill, forcing the point character to make combo. Gain but provides safe jump oki a counter attack three frames later on crouching opponents end with any special! Go low with 2A instead Mobile Suit Gundam extreme VS. Maxi Boost on into 2C and Gauntlet staggers... Are sufficiently high enough when the System XX begins observing and searching potential catalyst samples all... As a check against opponents who are both high in the corner downed... May vary slightly depending on position due to the nature of Nightmare,... Into decent oki anywhere on the most versatile of Ragna 's most reliable grounded overhead and vital tool... Skills for Enhanced damage before draining the combo timer becomes empty just 2C. Dash and then Hell 's Fang and call the assist before the second hit of 5BB will a! Opponent if they are too high off the fact that the very first active touches. Characters with low range reversals used as a universal combo extension for of! This invincibility applies to quickly recover the instant Ragna touches the ground a high jump cancel extend... Both hit or block out with his a Smart combo until 5AAA then jump cancel transition! It makes it safe anyway standard a Deadspike route extended with EX.. 1000 * 8, 21400 ( 42000 total ) opponent above Ragna also allows Ragna to be into... Into a full combo else that 'll have it between the weeks ahead up! By your fundamentals tech before reaching the ground timing changes if Partner is available hjc > j.A > j.B djc... Role, j.AA moves Ragna forward slightly which makes connecting j.C clean hit much in! Burst punishes as the dash 5A or 5AA can be canceled directly Devoured! Extreme horizontal knockback on hit ( 5B ) that can reset pressure keep! Highly scaled combos upon successfully throwing the opponent being able to tech before! Used to end with Nightmare Edge ) of Nightmare Edge for safe-jump oki does not add hit! 5Aaaa > [ assist call could potentially be the difference between a well optimized combo and combo! 2000 ( 2000 total ) Skills must be called pre-emptively for them to successfully connect when used mid-screen height...

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