5BBBB > 214A~A/B/C - Similar confirm as above, but with B Smart Combo. Catch the opponent with his A Smart Combo until 5AAA then jump cancel to transition into an air combo. Due to being so similar to A Dead Spike, this attack should never be used if you don't intended to use one of the follow-ups. Sword normals are locked behind Smart Combos, making him vulnerable in trade situations against weapon wielding characters. Can be used to combo into 2A if 5BB hit an opponent from a high enough height. Dash Cancel shenanigans like the good old days. A subreddit dedicated to Arc System Works crossover fighting game … Regular hitstun scaling would normally result in 5AAA being the last move with normal hitstun as the next hit (say we did a jump cancel into j.B) would not add more hitstun (which would mean only air Inferno Divider and its crazy fast 7 frame start-up could hit afterwards). Check here for all the latest … Good minimum damage but only decent oki. Tager 3.3% 18. Second hit knocks down on hit and steals health. If you're quick, you can also combo it from a normal throw. In neutral, this move is used to blow through projectiles and zoning, even from full screen. Opponent cannot Cross Burst during this attack. Single meter combo for gaining health back. 4821 damage (this number may vary slightly depending on position due to the nature of Nightmare Edge). For BlazBlue: Cross Tag Battle on the PlayStation 4, a GameFAQs message board topic titled "~BBTag 2.0 Demo @ CEOtaku Thread~" - Page 7. 5BBB is a dash mostly used to give Ragna a better chance of landing 5BBBB. The routes he should take are dependent on what attack he used to start the combo, his position respective to his opponent, and whether or not he has the opponent in the corner. 5AAA is a launcher with better damage and scaling than 5B, but can only be done after 5AA and only launches airborne opponents. The first hit can be used to juggle opponents into 4A if they are sufficiently high enough when the move connects. If it hits, he shifts his weapon into its scythe form and does two sequences of three swipes with it. 10.4%. Anti-air: Similar to mid-screen but can also use moves like B Dead Spike, EX Dead Spike, or, if in Resonance Blaze, Carnage Scissors for combo extensions. 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. After three consecutive 4As, any further A inputs will result in 5A. Cancels into air normals are always a true blockstring unless the opponent Reject Guards 2B, though jump canceling it makes it safe anyway. Ragna's most reliable anti-air; now seems better than before. 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. Despite Neo Politan taking on her Volume 3 appearance, to keep … Use of a launcher and a high jump cancel to extend damage and corner carry. Furthermore, this move can cancel into 2C and Gauntlet Hades, giving Ragna a high/low mix-up as well. 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. Cancelable into everything, including jumps, throws, and even itself. Land after the first j.B than jump for the second j.B. AA 5AAA > hjc > j.A > j.B > djc > j.A > j.B > j.C > 214B~A/B/C > j.A > j.B > air ender. Full Frame Data, Click [★] for character's full frame data, • HUD • Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. Assist combo starting with Belial Edge. Damage, meter gain, life steal, and safe jump oki, all in one package. BBTag/Ragna the Bloodedge. 5AA > 5BB(1) > 214A > 4A > 5AA > 214A > 4A > 5AAA > jc > j.B > air ender, 5AA > 5BB(1) > 214B~A/B/C > djc > j.A > j.B > j.C > 214B~A/B/C > djc > j.A > j.B > air ender, 5AA > 5BB(1) > 236A > 5AAA > hjc > j.A > j.B > djc > j.A > j.B > air ender, 5AA > 5BB(1) > 236A > 5AAA > delay 236B > dc > 5AAA > jc > j.B > air ender. Ragna's go-to low. 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. Offense • Can cancel into 2A, giving Ragna pseudo-Reverse Beat capabilities. Leads into 5AAA launcher on air hit except when almost all hitstun has been used, though at that point only Inferno Divider or Carnage Scissors can continue the combo. Cancel it into B Dead Spike and dash cancel it for an 5AAA launcher. Damage/Combo • Note that fast execution can mean extra attacks before draining the combo timer while slow inputs may result in combos dropping early. Shows how many frame that the corresponding move needs to go through in order to reach its active frames. Outro: Naoto: There's no afterlife. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. I'll show you, the power of the AZURE! Can only hit opponents who are knocked-down. Meter using assist combo that does huge amounts of damage. Advanced counter hit Hell's Fang combo. The second hit can cancel into other moves as long as the first hits something. Follow-up damage, Skill Gauge gain, oki, and timing changes if partner is available. It is still ill-advised to use this outside of combos, however, as the dash is very unsafe. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. 6384 damage (Nightmare Edge, still potentially variable as mentioned before). Keep barking, see what happens. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. Standard A Deadspike route extended with B Deadspike for more damage and corner carry. Susano'o; Intro: Terumi: Now heel, little puppy. Standard Distortion Skill ender. With meter, use Bloodscythe and follow-up with whatever combo you want. Damage/Combo • This is the only normal in Ragna's arsenal that can Reverse Beat from 5B, so it's very good for opponents that don't pushblock too often. 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. Max range 2C extended with Blood Scythe for 1 bar. With an assist, do the same but preemptively call the assist before the second hit of Hell's Fang is used. Loops into and from Belial Edge for massive corner carry and damage. This also means that the timing of an assist call could potentially be the difference between a well optimized combo and a combo drop. Ragna is saved by Rachel Alucard when she gives him the Azure Grimoire (a.k.a the titular "BlazBlue") which replaced the arm that had been sliced off. B smart combo confirm off of 5AA. It exhibited a similar property in previous versions of BlazBlue. Skill/Cross/Resonance Gauge • Combo ender for air combos that has good damage and corner carry. This is also Ragna's go-to Partner Skill for punishing Cross Bursts. Zillow has 140 homes for sale in Laguna Niguel CA. 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. Advanced counter hit Gauntlet Hades combo. 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. Combo filler used to manipulate the opponents height for Belial Edge extensions. 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. Whiffs against crouching opponents. Requires Ragna to be below the opponent in the air for the last hit of j.C to connect. 64 votes, 69 comments. Combos are listed in order according to the above Solo Midscreen combo table, except for 9, which shows the Hell's Fang loop. Find, contact, and visit our California DMV service centers, local assistance centers, and investigations office. 100% minimum damage: 0, 2100*6, 1000*8, 21400 (42000 total). Throws have their throw range listed instead. However, if Ragna is above the opponent, the opponent will quickly recover the instant Ragna touches the ground. 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 and his siblings, Jin and Saya lived peacefully being cared for by their guardian at a Church within the forest. 5436 damage. Used in almost every combo thanks to its high speed, range, and damage. Can also make Active Changes safe. Ragna performs a dash and then grabs if he wasn't already within throw range. 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. Cross bursts does an uppercut with his Black Beast infected hand and grabs the opponent can not suffer from Tag... 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