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. 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. Outro: Ragna: This is the power of the Azure! Tager 3.3% 18. Very easy to loop into and from during Cross Combos though the lengthy start-up reduces the number of loops that can be done, especially if the Cross Gauge wasn't full at the beginning of said Cross Combo. r/blazbluextagbattle: A subreddit dedicated to Arc System Works crossover fighting game, BlazBlue Cross Tag Battle. Unique Blazblue Posters designed and sold by artists. 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. If hitstun is low, the opponent won't slide as far and some moves won't connect afterwards. Unlike most main characters, Ragna does not use projectiles for range, but focuses much more on using moves such as 5B or 5C to control space and confirm into a combo with long-yet-overall-high damage combos. 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. Use of a launcher and a high jump cancel to extend damage and corner carry. 5AA > 5B > delay 2B > j.B > j.B > djc > j.B > j.C > 214B~A/B/C > djc > j.A > j.B > air ender. Inputting the follow-up as soon as possible results in less damage and Skill Gauge gain but provides safe jump oki in the corner. Air combo tool that hits in front and above Ragna. The only follow-up possible when Ragna is above an airborne opponent is a well-timed Partner Skill. 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. Can be used after j.AA for a triple overhead mix-up. 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. 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. Generally only possible on counter-hit or if the opponent was very low to the ground before the getting hit (like after an IAD). Deals less damage and hitstun then j.B and doesn't grant as much Skill Gauge or give any life, so use j.B instead wherever possible. 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). When j.C is used on an opponent above Ragna, the last hit will connect, causing the opponent to bounce. Can cancel into lows, highs and throws, giving it high mix-up potential. • Movement/Canceling • Aerial Bloodscythe is a good combo extension tool from air to ground if you do not want to harshly prorate your combo via j.C -> Gauntlet Hades loops. Ragna: Only the void. Ragna does an uppercut with his sword in a reverse grip. Both the wall bounce and the wall stick can be used to extend combos if the opponent was high enough in the air before EX Dead Spike was used. Soul Eater attacks steals life on either hit or block as well as dealing chip damage. Players can see this effect in action when pink/purple energy objects fly towards Ragna. Ragna lunges forward and slams down his sword, following up with a spin slash that releases energy. 64 votes, 69 comments. Check here for all the latest … Unlimited Ragna's rekka, now a proper special move. Doesn't work on Ragna, Makoto, or Mitsuru. Pressure starter and overhead mix-up tool. Note that if the combo timer is completely consumed, only throws / command grabs, hit throws (like Not Over Yet), and supers (like Carnage Scissors) will retain guaranteed untech time. Thanks to 5C's poor range and the fact that Ragna has a more reliable overhead that has better mix-up and damage potential in the form of Gauntlet Hades, this move rarely sees any use outside of being an unburstable overhead. View listing photos, review sales history, and use our detailed real estate filters to find the perfect place. If you're quick, you can also combo it from a normal throw. 25.0%. (However, footage recorded or pictures taken from the Tag 2.0 demo is not allowed at Revo. 6384 damage (Nightmare Edge, still potentially variable as mentioned before). A ground-to-air normal that can cancel into air normals to reset pressure. Versatile combo toolkit allows him convert just about any hit into a full combo. Due to it's absurd damage value and incredible scaling, this is also an ideal combo tool for Cross combo, allowing you to perform TOD's with a large portion of the cast. 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. Meter using assist combo staring with the second hit of 5BB. 5AAAA does respectable damage, has excellent scaling, and steals life, all while being incredibly easy to use. Positioning may be difficult or iffy for j.C; if you do not feel comfortable doing it using Nightmare Edge is also fine. Patch Notes • His back throw has him drag his opponent across the ground, following through into an upward toss. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. Both throws have near identical launch heights and angles, as well as having the same combo routes. If j.A was used high enough after an air dash, then j.AA can cross up. I'm on your side, you snakey asshole! 21.9k members in the blazbluextagbattle community. As Astrals can only be used in Resonance Blaze, this can be canceled into from normals and Skills, making it very easy to use. Follow-up damage, Skill Gauge gain, oki, and timing changes if partner is available. 100% minimum damage: 0, 2000 (2000 total). On hit, Blood Scythe can be followed up with 5A. 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. Susano'o; Intro: Terumi: Now heel, little puppy. B Version is used to reset pressure during block strings or as a meaty oki tool against characters with low range reversals. Blocked or whiffed reversals or use it to punish blocked or whiffs Ragna be. 'S j.C > 214B~A/B/C > 5AA > 5BB ( 1 ) > hjc > j.A > j.B > ender! ( 1 ) > hjc > j.A > delay j.B > djc > j.A j.B. 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