Ragna the Bloodedge/Fighters World Move List

Stats:

* Attack: (3) (Normal), (4) (Blood Cain CHRONO)
* Health: (2)(10,300)
* Footspeed: (3)
* Weight: (3.5)
* Guts: (4.5)
* Attack Boost: (2.5)
* Run Speed Rating: (3.5)
* Air Dash Rating: (3)

### Nutshell

Ragna is a standard-basic character who excels at long-range physical footsies-leading-into long combos that reward him both damage and life steal via his Soul Eater mechanic, which unlike other life steal-based mechanics can easily stack up to even more health stolen in his favor during a match. However, he is plagued by lackluster non-physical range and somewhat mediocre mixup, which makes his pressure game more difficult to apply compared to others. Added in with his basic toolset, Ragna is another standard character that needs to rely on both fundamentals and solid reads in order to do well against more specialized opponents, which gives him a bit more risk than reward; but he has gotten a few new tools to help him with that. Playing Ragna can be fairly simple, but he requires much fore-thought about combo proration and how well his matchups go vs. anyone.

Playstyle:
Offensive, Rushdown, Footsies, Mixup

Movement Options:
1 Double Jump, 1 Air Dash and Run-type Dash.

### Overall changes

* Ragna has gained several new normals to compliment his already-existing ones to allow him more free-formed chain-cancel normal strings via the Strike Chain mechanics.
* Now has more tools that allow him to reset his pressure on block (via the overall neutral-on-block nature of *Fighters World*), and a few new mixup tools that allow him to get in easier.
* His Soul Eater mechanic now has an indicator that sets it apart from other life steal-based mechanics, and also functions a bit differently.
* Also has moves from his Unlimited Form by default, which have been reworked and re-balanced.
* A new array of attacks that both do-and-don't make use of his Soul Eater mechanic, expanding his toolkit.
* The amount of maximum meter built gives Ragna way more frugal freedom with his resources.
* Has access to both versions of his Blood Cain move.

**Ragna the Bloodedge** is a rushdown footsies character with heavy focus on fundamentals rewarding him with life-steal momentum, and packs great pokes that lead into many basic combo conversions.

### Pros

* **Fundamentals Ace:** A well-rounded simple moveset with some disjointed ranged attacks, plenty of gap-closers and a great DP reversal in the form of 623A/C.
* **Amazing Mid-Range Game:** Very solid physical range for spacing, which grants him amazing footsies that can hit-confirm into almost anything on top of decent neutral frame advantage for his frame traps, given his decent stagger pressure from his normals and command normals alike.
* **Reliable combos with both damage and life steal:** Very solid combo execution that grants him life steal, meter and decent-to-high long-combo damage on the front-end, which provide heavy momentum shifts for him. Most of his other tools and his combos overall carry his foe into the corner easily.
	+ **Amazing self-sustain:** Said life steal can also heal past the healing limit, making him solid at sustaining himself solo. He even becomes very versatile with meter, and has a rewarding Overcharge Art and power-up super to extend his offensive reward further.
* **Solid team positions:** Solid synergy in teams, both as battery and anchor.

### Cons

* **Low average HP:** Average amount of HP, being one of the lowest on the 3 scale. However, this is compensated by his guts rating somewhat, but still makes him reliant on his life steal through combos.
* **High risk, moderate reward:** Mixup and pressure options regarding most of his command normals and specials still have vulnerabilities in-between or during recovery that still make his offensive approach rather risky, and easily makes him Just Guard bait on top of unsafe defensive options. And while he also needs life steal to maintain his overall momentum, Ragna himself can easily be snowballed on.
* **Very meter hungry:** Relies heavily on meter to expand his options and damage, as well as to re-position himself without his attacks pushing his foe too far out; needs to often close the gap with risks or to set-up space to DP charge.
* **Lacking at long range:** Struggles strongly against solid-zoners (due to only having very few long-range projectiles) and more effective rushdown characters via his average mobility. Furthermore, his longer combos and pressure requires close proximity for better confirmation.
* **Outclassed by specialists:** Requires solid usage of fundamentals and out-of-the-box tactics in most matchups vs. specialists.

Hard Counters:

* 2E
5PP
6PP
3E
* Hell's Fang (C version)
Blood Scythe
Inferno Divider (E version)
Nightmare Edge
* Hellsing Buster
Gear Sabbath
* Inferno Eradicator

Critical Hit-based moves:

* Hell's Fang
Naraka Shroud
Styx Leg
Blood Scythe
Hellfire Shatter
Nightmare Edge
Beel Bomber
Mada Owari Ja'ne- Zo
* Hellsing Buster
Soul Ripper

Moves with Hard Counter Recovery:

* Blood Scythe
Inferno Divider (E version)
* Gear Sabbath
* Inferno Eradicator
Yami ni Kuwarero

Clean Hit-based moves:

* Hell's Fang

Split Cancel-able moves:

* KK
* Luster Shadow
Dead Spike
* Hellsing Buster

### Specialty: **Soul Eater (ソウルイーター, *Souru Iitaa*)**

(All Soul Eater attacks steal set amount of health on hit or block; subsequent Soul Eater hits landed in a combo gradually alter and increase percent of life steal per hit in combo)

Ragna's original Drive, and personal mechanic in *BlazBlue* throughout. Allows Ragna to absorb HP from the opponent in the form of red-glowing orbs that gravitate towards the center of his person with specific attacks in his moveset. While it tends to work the same as any life steal mechanic within *Fighters World*, it has a number of differences apart from them:

* Life steal orbs take a set amount of time to gravitate onto Ragna's person, compared to other life steal-based moves that tend to work instantly upon hit/damage.
	+ Life steal from Ragna's Soul Eater only drains a set amount of life that does not scale with inflicted damage whatsoever, which is rather small on its own while not being hindered by damage scaling. Each Soul Eater hit has its own flat-life steal value.
		- To offset this however, the more Soul Eater hits used in a combo, the more life is stolen per hit landed.
			* Whenever Ragna is tagged-out in a tag-team battle setting, the life steal orbs that happen to emit from the victim will still gravitate towards him when tagged-out mid-life-steal; thus, they will follow him off-screen and still heal him like so.
* It now has a counter that goes up from 0-to-5 per Soul Eater-hit landed in a combo via this table (taken from *BlazBlue: Centralfiction*):
	+ 1st to 5th Soul Eater hit = 100% life steal.
	+ 6th Soul Eater hit = 110% life steal. The counter will rapidly shake from this point onward as an indicator for reaching this 100%-exceeding point while still remaining at 5 max.
	+ 7th Soul Eater hit = 120% life steal.
	+ 8th Soul Eater hit = 130% life steal.
	+ 9th Soul Eater hit = 140% life steal.
	+ Subsequent Soul Eater hits = stay at 150% max throughout the combo until dropped. Soul Eater counter stacks do not decrease when Ragna is tagged-out in a tag-team setting via an Assault Tag or Aerial Raid Tag mid-combo, and his partner(s) can effectively help extend the current combo or start a new one to effectively maintain the current counter amount.
		- Likewise, landing a Soul Eater-based hit on multiple targets at once will be doubly or triply effective like so depending on how many targets have been hit.
* Soul Eater works regardless of either on hit or on block (barring Ragna's PP attacks which inflict no chip damage on block), but does not work against the Shield Guard, Just Guard or Just Shield.
	+ However, all Soul Eater moves steal only around 80% of their overall life steal value when blocked normally, much like with all other life steal-based attacks.
* The exception to the combo mechanic is his new Soul Eater Burst move, where Ragna gives one charge to the Soul Eater counter and powers up his next incoming Soul Eater hit for 3 seconds to raise the counter plus 2 instead of one.
	+ Soul Eater Burst is also the only move that does not directly change under the effects of both Blood Cain IDEA and Blood Cain CHRONO.
* The hit effects, hitboxes and life steal of all Soul Eater-based moves are increased through activation of Blood Cain IDEA. However, the damage and life steal-based on damage of the said moves are increased whenever Blood Cain CHRONO is activated.

### **Overcharge Art: Blood Cain IDEA (ブラッドカイン[イデア], *Buraddo Kain [IDEA]*)**

Ragna's original Overdrive AKA Masou Kyouka (Seithr Enhancement), where he activates his prototype Pale Blue Grimoire via his magic power regulator on his following fist mixed in with the IDEA Engine's regulation to enhance the power of his Soul Eater. He does so via clutching his fist and stares up into the sky while stretching out his wrist-grasped fist as his crest shines and he glows with pale blue. Grants him:

* Enhanced hit effects and increased hitboxes on every-single one of his offensive Soul Eater moves, as well as increasing their life steal values by + 30%. However, activating a Rithzen Overdrive during this will lower the overall life steal gained by 70%, which also applies to Blood Cain CHRONO.
	+ This does not affect their attack levels and proration values.
* Allows his Hell's Fang, Luster Shadow, Dead Spike, Reaper's Nail, Yami Datou, Soul Ripper and Carnage Scissors to have their charge/delay times decreased by half.
* This lasts for a total of 13 seconds with a normal Overcharge Art command, and 18 seconds with an Extra Overcharge Art command.
* This Overcharge Art's effects will be overridden by Blood Cain CHRONO whenever it's activated, which also prevents him from using his original Exceed Accel-turned-normal Super Move due to the Overcharge Art deactivating.

## 通常技; Tsuujou Waza (Normal Arts/Basic Moves)

Note: If a certain type of cancel is not mentioned, then it will apply unless noted otherwise.

**Note: (\*) is an indicator for any Soul Eater-based moves, as well as any form of bold text.**

* Ragna's jab still remains fairly the same, but sadly is still easily avoided by crouching characters that are just short enough, which limits its usage as a pressure tool. However, its improved P2 rating makes it more worth mashing on its own into a standard combo.
	+ But of course, the height at which Ragna stands at also makes it a viable anti-air if one is willing to make use of it as so.
* Has body attribute.
* Will often whiff on most very short crouchers. Mainly used a bit occasionally.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.
* Jump Cancel-able.

* Despite its looks, it doesn't hit low. This is Ragna's new light-attack-tool to use versus crouching targets, though it doesn't have the startup that 5A is known for.
* Has foot attribute.
* Hits OTG.
* Can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.

* One of Ragna's notable in-and-out pokes, where he is able to start a hefty amount of combos within close-to-mid-range, though the range in comparison to his other tools is a bit lacking, especially since it might trade too often with other attacks.
* Has body attribute.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.
* Jump Cancel-able.

* A different foil to 5C where while less committal in range it's a much safer option in blockstrings, and as a moderate hit confirm into his 5E or 5F. On a maximum distance hit, it provides decent spacing needed to allow Ragna to plan a frame trap if needed.
* Also works decently in juggles if needed, especially in the corner. Still, one must be wary of pokes that can easily trade or beat this particular normal.
* Has body attribute.
* Jump Cancel-able.

* Chargeable normal on frame 13. Can hold down E to charge up for 1 second to make it inflict more damage and reduce more of the opponent's guard gauge on block.
* Ragna's longest-reaching in-and-out normal while having more startup than his 5B-turned-5F in comparison, but it's very hard to punish at the maximum range due to its solidly-fast recovery, even when blocked with a Just Guard.
	+ However, it often becomes a bit of a game to decide between his 5E or 5F, as both have trade-offs that compliment each other. Either normal is great for combo fodder as solid damage starters.
* Has body attribute.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.
* Knocks down on air hit.
* Can negate projectiles on hit.
* Hits OTG. Can pick-up downed opponents.
* Can late chain.
* Jump Cancel-able. Only on hit.

* Ragna's iconic in-and-out poking tool, which tends to allow him to control neutral and convert into pressure or most combos from mid-screen range.
	+ However, it tends easily be disrespected when not used from maximum spacing, since it's not as safe on block when used up-close and trades will most likely happen vs. other stronger footsie tools.
	+ The upward angling of this attack can also allow Ragna to snag at certain forms of aerial approach, but once again, only if timed and spaced properly. Using it alone won't normally provide any merit, and it often requires resources to be expended for expanding on a maximum distance hit.
* Has body attribute.
* Longer hitbox on the later active frames.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.
* Knocks down on air hit.
* Can late chain.

* The main difference between the standing version and the crouching version is that the latter like in the source material, is 0 plus on block. The frame advantage alone allows Ragna to followup with a throw if pressure has been built enough.
	+ Said frame advantage can also allow for some nasty frame traps, such as 2A -> 2E if feeling frisky.
* Has foot attribute.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.

* An excellent pressure-chain starter, though the overall more laggy-animation despite similar startup, can make this a risky move to use on its own, despite being able to be rapid-fired.
	+ However, when spaced right, it makes for a solid stuffing poke that can easily control the neutral and be more respected than his 2D.
* Has foot attribute.
* Hits low.
* Hits OTG.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.

* A solid ranged-poke tool that is quite plus on block at max range. However, it can still easily trade vs. better-ranged attacks despite the frame advantage.
* Has foot attribute.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.

* What used to be a standard footsie is now a much more respected tool, where Ragna can use this to hit-confirm into a majority of things. The increased attack level allows him to safely chain out of this attack to leave very little room for gaps in his pressure.
	+ However, Ragna still needs to be mindful of a majority of long-range pokes that can easily go above this attack and still hit him, since the hitbox of the attack is quite low to the ground.
* Has foot attribute.
* Hits low.
* Hits OTG.
* Can late chain.

* Ragna's most useful crouching normal usage-wise that's plus on block, due to the buffs given to it ever since the first *Continuum Shift* game. This is by far Ragna's most popular frame trap tool that can easily lead into nasty combos.
	+ This is especially true in that like its Fatal Counter property which was removed since *Chronophantasma*, the Hard Counter property makes this a very scary move to start combos with.
		- However, it has a bit more startup (making it more risky to use up in the foe's face) but now is compensated by a bit more horizontal range for it to be used more in the neutral vs. overlapping-hurtbox pokes; if one is feeling risky, they can possibly frame trap at maximum range with another 2E if needed.
	+ Regardless, this move tends to still lead into most unsafe attacks when chain-cancelled out of, which still makes Ragna's Strike Chains off of this still a bit limited unless he manages to have some resources. The range isn't still that great especially when you zig-zag chain-cancel into it from a normal that manages to push the opponent too far back.
* Has foot attribute.
* Knocks down on air hit.
* Crumples on ground counter hit.
* Can negate projectiles on hit.
* Hits OTG.
* Can Hard Counter. Use this not unlike its *BB: CS* version to punish via mindgames and within pressure strings.
* Can late chain.

* What was originally a strong corner-wakeup-offense-tool is now even more of a solid combo tool due to being able to legitimately combo off of it *Marvel vs. Capcom*/*Melty Blood*/*Under Night In-Birth*-style into either other heavy normals, command normals and/or specials with ease, which greatly increases its usage.
	+ It also is your standard knockdown tool that sets up for "Mada Owari Ja'ne- Zo", as usual like in his home source material.
		- Added with several of Ragna's other intricate changes, this move is now much more rewarding than before (especially for several new combo routes), but compared to several of his other tools, it's still lacking in terms of its range.
* Has foot attribute.
* Moves Ragna forward (albeit by a small amount).
* Knocks down via sweep effect.
* Hits low.
* Hits OTG. Can pick-up downed opponents.
* Jump Cancel-able.

* However, while it's a solid move for aerial checks-into-hit confirms, the hitbox isn't worth using the beat out other moves unless it has slow startup.
* Has head attribute.
* Hits overhead at the apex and when falling.
* Hits OTG when used close to the ground.
* Can be rapid-fired and can cancel into it from another light attack back-and-forth unlike C/D/E/F normals. A common combo tool into some bread and butters.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw.

* A very solid cross-up tool, especially since it has a solid amount of active frames and horizontal reach, making it trade in most situations at worst.
* Has head attribute.
* Hits overhead at the apex and when falling.
* Hits OTG when used close to the ground.
* Can cancel into it from another light attack back-and-forth unlike C/D/E/F normals.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw.

* A solid air-to-air tool due to how far forward Ragna leans, but tends to be a bit laggy in terms of being a bit too committing for it's own good if used without reaching the ground on time. However, it has merits due to the reach it provides.
	+ Though that said reach is a bit more horizontal than his j.B, making this a more worse jump-in.
* Has head attribute.
* Hits overhead at the apex and when falling.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw.

* Another air-to-air that comes out fast and can also be used as combo fodder, but the weaknesses with this one often lie in it's more upward-hitbox; while it gives it more upward and horizontal reach, makes this an even worse jump-in compared to j.C (which also isn't worth using as a jump-in either).
* Has head attribute.
* Hits overhead at the apex and when falling.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw.

* Ragna's main aerial approach tool that can stuff many tactics that don't possess any specific invincibility towards it, despite the fact that he should be grounded in most matchups (all due to its big hitbox below).
* However, as a jump-in, it's a bit laggy on startup and not as fast as his other aerial moves.
	+ As a combo tool however, chaining into either j.F to plummet air-to-ground or j.PP (to re-enact the old j.C>j.D) suffices quite well, making this a great aerial hit confirm regardless.
* One of the few non-air-combo-finishing jumping heavy normals.
* Has head attribute.
* Knocks down on air hit.
* Can negate projectiles on hit.
* Hits overhead at the apex and when falling.
* Hits OTG when used close to the ground.
* Cancel-able into anything but an air dash.

* Ragna's primary air combo finisher normal, which can serve to bring the opponent to the ground for some wakeup offense setups.
* The startup is just as slow as j.E, and it's less safe to trade with due to the move not being disjointed, despite having the best downward reach out of all of Ragna's jumping normals.
* Has head attribute.
* Plummets on air hit.
* Hits overhead at the apex and when falling.
* Hits OTG when used close to the ground.
* Cancel-able into anything but other air normals, air throw or midair movement options.

* Chargeable normal on the ground on frame 10. Can hold down C and/or D to charge up for 1 second to inflict more damage and inflict a Critical Wire on hit, as well as reducing a lot of guard gauge on block.
* A notable bulky attack that can easily force some trades that work in Ragna's favor, due to the bulky size of the hitbox despite its range, while the midair version can be used for blockstring starters from a jump-in.
* Can combo off of it from a counter hit, which can allow for juggle combos from the ground.
* Grounded version has body attribute; midair version has head attribute.
* Moves Ragna forward.
* Knocks down via blowback effect.
* Wallbounce on counter hit.
* Can negate projectiles on hit.
* Can only be chain-cancelled into from normals on ground, or A, B, C and D normals in midair.
* Cancel-able only into a Restart Cancel.

## 投げ技; Nage Waza (Throw Arts)

* A standard knockdown throw that can easily allow for some solid combos. Though when considering the gaps in his pressure, you have to be sure to have built up a respectable form of offense in order to make the opponent fall for your tick throws more often.
	+ However, his 5F empty cancel can work very well in this regard.
* Has throw attribute.
* Always does 100% of its initial damage with its own proration value.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.
* Knocks down.
* Wallbounces. Only in the corner.
* Cancel-able into anything but normals, Unique Moves/Command Normals, normal movement options (both grounded and midair) or other throws.
* Can only combo into it from either a Stagger or Hard Stagger.

* A solid knockdown throw that allows Ragna to possibly switch sides for a more advantageous position. The same rules still apply when using this offensively in pressure like with his other throw.
* Has throw attribute.
* Always does 100% of its initial damage with its own proration value.
* Moves Ragna forward, then slightly backward.
* Instantly brings down the opponent to the ground, then launches the opponent away.
* Wallbounces. Only in the corner.
* Switches sides.
* Cancel-able into anything but normals, Unique Moves/Command Normals, normal movement options (both grounded and midair) or other throws.
* Can only combo into it from either a Stagger or Hard Stagger.

* A solid throw to keep opponents grounded and to start up juggle combos with, though you may often have to train the opponent to not jump out of Ragna's comfort zone very often if you want to have more chances of landing this.
	+ But of course, being able to chain into this from any midair normal can really open up many combo opportunities.
* Has throw attribute.
* Always does 100% damage with its own proration value, but will instantly force the said proration value upon itself with Same Move Proration if used more than once in the same combo.
* Moves Ragna forward through the air.
* Wallbounces.
* Backwards version switches sides.
* Cancel-able into anything but normals, Unique Moves/Command Normals, normal movement options or other throws.
* Can combo into it from a midair normal or midair unique move/command normal.

## 特殊技; Tokushu Waza (Unique Arts; AKA Unique Moves/Command Normals)

* Ragna's staple anti-air launcher for low-key air-juggle combos, while is reliable, can easily be baited by any tools that change aerial momentum. It also has short range which forces him to use this often early in combos vs. grounded targets.
	+ However, while it can chain into PP moves with 5PP being quite unsafe during blockstrings, 3E is still a better alternative for setting up some Midair Rave combos.
		- Of course, it's been buffed to have less recovery than before, though not as much as the *Calamity Trigger* and *Continuum Shift* versions of the move. Another big buff is the ability to jump cancel the move even on block once more like in the olden days, allowing Ragna to setup for some aerial escapes or ambiguous offensive approaches from the air.
* Has body attribute.
* Has head-invincibility on frames 4-to-13.
* Higher hitbox on the later active frames.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.
* Launches opponent on hit.
* Jump Cancel-able.
* Can be Same-Cancelled into his 6E, 4E, PP moves, KK and 3E.
* Cancel-able into anything but normals or throws.

* While a bit of a slow overhead that can be easy to see coming (and is one of the reasons why Ragna's pressure isn't as solid as others'), its recovery buffs allow it to be a solid blockstring reset tool by making it neutral on block via quicker recovery than before. But either way, it serves to really be much more vital to his pressure game than usual.
	+ Like before, it's possible to cancel into certain moves that allow him to easily use this in combos, especially with the forced crouch state added in ever since *Centralfiction*.
		- Also, the later hitbox can also be used as a meaty option on wakeups, which can possibly amplify his wakeup offense. During juggles, it is a very staple tool due to its hard/no-tech knockdown.
* Has body attribute.
* Lower hitbox on the later active frames.
* Moves Ragna forward, but then makes him retreat back to his previous position; also scoots him forward slightly during the startup frames.
* Downs the opponent into forced crouch on ground hit.
* Inflicts no-tech knockdown on air hit.
* Chain Link Command Normal. Hits overhead on standalone hit, but not on a chained-into hit. Chained-into-version also activates 8 frames sooner.
	+ However, the chained-into-version instead causes Red Guard state if blocked incorrectly (reduces extra guard gauge + extended blockstun).
* Hits OTG. Can pick-up downed opponents.
* Can be Same-Cancelled into his 6E, 4E, PP moves, KK and 3E.
* Cancel-able into anything but normals or throws.

* A move that's solely used to maximize Ragna's damage on crouching opponents due to the slow startup of this attack, but it nonetheless serves as Ragna's main way to convert into combos from anywhere on the screen. As an OTG tool, it serves its job that well.
	+ The new same cancel routes into this move from his 6D can really allow him to start some new pressure strings and (OTG) combos alike, which greatly increases the versatility of this move.
* A common tool to use as a followup from this move is either to dash cancel underneath the foe for a landing punish, or using Gauntlet Hades into a Styx Leg to start juggle combos. The height launching off of this move tends to make it so that only high jump cancels can work best when it comes to jump cancel conversions compared to his 6A.
	+ If it does launch however on a spaced-hit, dash cancelling it can also work great via running up to the foe and linking it into his 6D for a hard knockdown extension.
		- Otherwise, running under them via a close-ranged hit may warrant something like a 5PP instead.
* Has foot attribute on the first hit, then body attribute on the second hit.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.
* Hits low on the first hit.
* Launches and can negate projectiles on hit on the second hit.
* Inflicts no-tech launch on counter hit on the second hit.
* Hits OTG on both hits. Can pick-up downed opponents on the second hit.
* Can be Same-Cancelled into his PP moves, KK or 3E on either input.
* Cancel-able into anything but normals or throws, but only on hit for the first hit. Second hit is cancel-able on hit or block.
* Jump Cancel-able only on the second hit.
* Dash Cancel-able on either hit. Only into forward dash. Use this when close enough to the opponent to switch sides from underneath if it connects, or to gap-close into a combo tool.

* Ragna's main ground-bounce combo tool that serves its function well, and akin to the *Chronophantasma* version of it, is very safe on block despite its frame disadvantage because of the fact that it pushes quite far back (on top of its very notable range).
	+ Just like in prior games, it can also be dash cancelled, but only on hit which still limits this move's blockstring capabilities unless cancelled into Luster Shadow.
		- Of course, the Hard Counter function of this move no doubt allows it to heavily punish most attacks with proper spacing, or when landing one with the first hit of it only to chain into other attacks right away.
* However, one thing to take note of is that its massive pushback also contributes to making the opponent ground bounce at a far distance (though not as far as in *Calamity Trigger* or *Continuum Shift*), which makes this more optimal as a corner combo tool.
	+ During combos however, it may be often wise to combo right away off of the first hit of this attack in order to prevent enforcing heavy proration in trade of life steal, as the first hit has plenty of untech time of its own.
		- But when up-close or in the corner, it's possible to combo into "Mada Owari Ja'ne- Zo" off of an airborne second hit, especially since it sends down as far as the *Chronophantasma* version albeit with ground bounce added instead of a hard/no-tech knockdown.
* The second blow doesn't hit overhead, despite looking like it does.
* Has body attribute.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.
* Does 2 hits.
* **Life-steals on the second hit.**
* Plummets on air hit or OTG hit (only on the second hit).
* Crumples on ground counter hit, or ground bounces on air counter hit (only on the second hit).
* Can negate projectiles on hit.
* Can Hard Counter.
* Hits OTG. Can pick-up downed opponents on the second hit.
* Either hit can be cancelled.
* Can be Same-Cancelled into his 3E on either hit.
* Cancel-able into anything but normals or throws.
* Dash Cancel-able on either hit. Only on hit and into forward dash.

**Overcharge Art/Blood Cain CHRONO version**"Now that's worth even more the range, power and combo potential. Consume them."Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while the second hit instead inflicts ground bounce with increased untech time. The Blood Cain CHRONO version on the other hand, also increases its overall damage.
* However, it's easy to have this move fail on both hits if used in combos that happen to be heavily prorated.
* The second blow doesn't hit overhead, despite looking like it does.
* Has body attribute.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.
* **Life-steals on the second hit, which is enhanced by either version of his Blood Cain.**
* Ground bounces on air hit or OTG hit (only on the second hit).
* Crumples on counter hit.
* Can Hard Counter.
* Can negate projectiles on hit.
* Hits OTG. Can pick-up downed opponents on the second hit.
* Either hit can be cancelled.
* Can be Same-Cancelled into his 3E on either hit.
* Cancel-able into anything but normals or throws.
* Dash Cancel-able on either hit. Only on hit and into forward dash.

* Though the range isn't as far as his 5PP, the more stagnant hurtbox allows Ragna to make use of this as a solid footsie tool, especially to start some combos via cancelling into special moves.
* However, the startup makes it a bit unsafe to use in close-quarters, allowing Ragna to be punished quite easily if he recklessly chain-cancels into this during pressure strings.
	+ This is barring that if it happens to be spaced properly, preventing Ragna from getting punished in most situations unless there's something that can punish him for his frame disadvantage off of the move. Thus, it's more effective in matchups against less-mobile characters.
		- However, chaining into this as a mixup tool makes it rather a 50/50 due to how it now works as a Chain Link Command Normal.
* Has foot attribute.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.
* **Life-steals on hit.**
* Inflicts no-tech knockdown.
* Ground bounces on counter hit.
* Can negate projectiles on hit.
* Chain Link Command Normal. Hits low on standalone hit, but not on a chained-into hit. Chained-into-version also activates 3 frames sooner.
	+ However, the chained-into-version instead causes Red Guard state if blocked incorrectly (reduces extra guard gauge + extended blockstun).
* Hits OTG. Can pick-up downed opponents.
* Cancel-able into anything but normals, other Unique Moves/Command Normals, throws or Supers/Ultima Drives.

**Overcharge Art/Blood Cain CHRONO version**"Why yes, I want to increase the untech time on you. Now wait here just a bit more for me to pick you up."Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while also having increased untech time. The Blood Cain CHRONO version on the other hand, also increases its overall damage; both versions can also be dash cancelled.
* Much more flexible as a combo tool from anywhere on the screen compared to the original version, thanks to being able to dash cancel it.
	+ The untech time on the normal hit also allows Ragna more OTG setups, or even more ambiguously, some wakeup offense routes.
		- Even then, blocking the Chain Link version of it incorrectly still provides a massive frame advantage for Ragna in order for him to start his offense.
* Has foot attribute.
* Moves Ragna forward, but then makes him retreat back to his exact previous position.
* **Life-steals on hit, which is enhanced by either version of his Blood Cain.**
* Inflicts no-tech knockdown.
* Ground bounces on counter hit.
* Can negate projectiles on hit.
* Chain Link Command Normal. Hits low on standalone hit, but not on a chained-into hit. Chained-into-version also activates 3 frames sooner.
	+ However, the chained-into-version instead causes Red Guard state if blocked incorrectly (reduces extra guard gauge + extended blockstun).
* Hits OTG. Can pick-up downed opponents.
* Cancel-able into anything but normals, other Unique Moves/Command Normals, throws or Supers/Ultima Drives.
* Dash Cancel-able. Only into forward dash.

* Ragna's primary mixup tool in that while it can only be chained into his j.PP, it puts Ragna in an aerial state that allows him to link into other attacks upon landing. If his j.PP is timed just right in a late chain, his landing recovery is negated and thus mixups can easily occur (especially with his new low attacks).
	+ This even applies to allowing tick throws only if Ragna's pressure is built up properly. Even then, the gap between 6PP-to-j.PP makes it hard to beat out, which makes it a solid frame trap on its own due to how difficult it is to punish afterwards as either a frame trap or landing-recovery-negation tool; the latter works if one wants to combo from his 6PP without going into j.PP only so that Ragna can land on the ground with as little lag as possible.
	+ However, the startup of 6PP is notably slow, which requires solid judgment and/or spacing to make use of this safely. Of course, it can also cancel into other aerial attacks (or a double jump) safely to also make Ragna's mixup even more ambiguous than usual, so it's wise to know all your options off of the move during pressure.
		- Regardless, almost any safe low attack can easily be crushed by this attack, due to how early the low-level invincibility starts (around frame 4).
* On the flipside, landing this via a Hard Counter can easily allow Ragna to start some powerful combos.
* Has head attribute.
* Aerial state starts from frame 15.
* Has foot-invincibility on frames 4-to-20.
* Moves Ragna forward through the air.
* **Life-steals on hit.**
* Launches on hit.
* Can negate projectiles on hit.
* Chain Link Command Normal. Air-unblockable on standalone hit, but not on a chained-into hit. Can also be Shield Guarded or Just Guarded against in the air, and the chained-into-version also activates 4 frames sooner.
* Can Hard Counter.
* Can be Same-Cancelled into his j.PP.
* Cancel-able into any midair attacks other than normals.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

**Overcharge Art/Blood Cain CHRONO version**"The launch is higher, and that means more time for you to setup."Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while also having increased untech time with a higher launch. The Blood Cain CHRONO version on the other hand, also increases its overall damage.
* While it remains the same outside of combos in spite of its larger hitbox (which allows Ragna to space this more easier), it becomes much more useful in extending combos of many kinds.
	+ However, the higher launch also prevents most of his other midair moves from chaining off of this effectively, as moves such as Blood Scythe, Belial Edge and Nightmare Edge tend to come out too slowly to be able to catch the launching height of the opponent. Only his j.PP can come out quickly enough to still chain-cancel off of it naturally.
* Has head attribute.
* Aerial state starts from frame 15.
* Has foot-invincibility on frames 4-to-20.
* Moves Ragna forward through the air.
* **Life-steals on hit, which is enhanced by either version of his Blood Cain.**
* Launches on hit.
* Can negate projectiles on hit.
* Chain Link Command Normal. Air-unblockable on standalone hit, but not on a chained-into hit. Can also be Shield Guarded or Just Guarded against in the air, and the chained-into-version also activates 4 frames sooner.
* Can Hard Counter.
* Can be Same-Cancelled into his j.PP.
* Cancel-able into any midair attacks other than normals.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

* One of Ragna's new space controlling tools that comes with a laggy price, but when timed properly works as a powerful frame trap that leads into combos and can easily build up life steal through extra hits, especially when paired with his Soul Eater Burst and with its Hard Stagger property.
	+ Of course, the startup is something to be mindful of which makes it reckless to throw out in neutral, but its frame advantage is by far one of the best which gives his Dead Spike a slight run for its money if had more range.
* In combos, this move serves as a way to prevent repeat proration of his other attacks, which makes it a solid combo extender.
	+ Despite its animation, its hitbox is fairly horizontal to the ground, which doesn't make it as optimal for an anti-air.
* Has foot attribute.
* Moves Ragna forward.
* Does 2 hits.
* **Life-steals on both hits.**
* Knocks down on air hit.
* Hard Staggers on counter hit, or wallbounces on air counter hit.
* Can negate projectiles on hit.
* Hits OTG. Can pick-up downed opponents on the second hit.
* Either hit can be cancelled.
* Can be Same-Cancelled into his 3E.
* Cancel-able into anything but normals or throws.

**Overcharge Art/Blood Cain CHRONO version**"Taller billows, smaller mercy."Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while also having increased untech time with wallbounce on any airborne hit or counter hit. The Blood Cain CHRONO version on the other hand, also increases its overall damage.
* This version now has more massive reward on juggles, since the wallbounce property allows Ragna to setup more stationary combos compared to the usage of either Hell's Claw or Naraka Shroud. Not to mention it makes for a more devastating frame trap all around.
* Has foot attribute.
* Moves Ragna forward.
* Does 2 hits.
* **Life-steals on both hits, which is enhanced by either version of his Blood Cain.**
* Wallbounces on air hit, OTG hit or counter hit.
* Can negate projectiles on hit.
* Hits OTG. Can pick-up downed opponents on the second hit.
* Either hit can be cancelled.
* Can be Same-Cancelled into his 3E.
* Cancel-able into anything but normals or throws.

* Another aerial normal for Ragna that serves to easily extend his air combos, with it's P2 rating being buffed to making it much more useful within said combos especially to increase the Soul Eater counter. Of course, the increased hitstun from this ever since *Continuum Shift Extend* allows Ragna to guarantee a majority of followups especially when used fairly far-and-late in most combos; said hitstun is amplified even harder on a counter hit, making this a dangerous move to trade with for those who like to be in the air very often.
	+ Though due to the high hitbox, it serves mainly as an aerial anti-air and thus, isn't worth as a jump-in. The high hitbox depending on Ragna's height in tandem with his opponent differs between two choices; if the opponent is low enough, then a Belial Edge is easily considered. If they are too high, then either Inferno Divider (mainly the E version) or Nightmare Edge are the more viable combo options.
* As aforementioned, this is the only other Same Cancel-able PP move that can be done off of his 6PP, which when timed early or late, leads into extra pressure and/or air combos for the former, or cutting Ragna's landing recovery for ambiguous mixups in the case of the latter (since it's treated as a midair normal attack). This can also serve to make his 6PP combo-able into other grounded moves via making Ragna land on the ground as lagless as possible.
* Has head attribute.
* **Life-steals on hit.**
* Knocks down on hit.
* Can negate projectiles on hit.
* Hits overhead at the apex and when falling, or when chained off of 6PP.
* Cancel-able into any midair attacks other than normals or other Unique Moves/Command Normals.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

**Overcharge Art/Blood Cain CHRONO version**"Even more combos galore!"Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while also having increased untech time. The Blood Cain CHRONO version on the other hand, also increases its overall damage.
* The increased hitstun no doubt allows for even more combo routes (such as a Blood Scythe late in a combo), but the increased range also makes it a bit more threatening both in air combos and off of his 6PP scenarios.
* Has head attribute.
* **Life-steals on hit, which is enhanced by either version of his Blood Cain.**
* Knocks down on hit.
* Can negate projectiles on hit.
* Hits overhead at the apex and when falling, or when chained off of 6PP.
* Cancel-able into any midair attacks other than normals or other Unique Moves/Command Normals.
* Jump Cancel-able. Not into an air dash however.
* Can chain into air throw. Only on hit.

* Primarily a utility move for Ragna that allows him to make his wakeup offense even more rewarding by allowing him to gain Soul Eater counters in order to steal more life, as well as giving him more offensive momentum in general. Thus, if used in the middle of a combo with plenty of Soul Eater hits, can easily allow him to reach max counters when used well.
* However, it's often unsafe to throw this out in the open despite its relatively quick animation, and must be used with care. Though with resources, it can be be used after a Restart Cancelled-move to gain a charge quickly, or the move itself can be Split Cancelled in order to make Ragna act faster afterwards. Knowing when to use this in the middle of his offense is essential.
* The midair version however, can especially be useful since while it can only be used in the air once, can easily stall Ragna's aerial momentum and allow for a variety of safe-jump gimmicks.
* **Grants one counter to the Soul Eater counter, and causes his next Soul Eater hit to raise the counter plus 2. Buff for both effects last for 3 seconds.**
* Inflicts no damage, and has no offensive hitbox whatsoever.
* Cancel-able only into a Split Cancel at 28-to-40 frames within the move's animation.
* Halts and carries aerial momentum for the midair version.

## マクロ連弾; Makuro Rendan (Macro Combo)

[4(A) x2]

[4(A) x3]

## 必殺技; Hissatsu Waza (Sure-Killing Arts/Special Moves)

* Chargeable move on frame 10. Can hold down A or C to charge up for 2 seconds to make it inflict more damage and become unblockable.
	+ Charge time is halved for the duration of his Overcharge Art and/or Blood Cain CHRONO.
* Ragna's main method of closing in on opponents, as it has a solid amount of stun on counter hit and can easily stuff some attacks via its overall range. However, it's very punishable if blocked like most sliding-hitbox attacks. It's also Ragna's primary way of extending far-ranged hit confirms without any meter to Restart Cancel for moving into a better position.
	+ Though by taking advantage of those familiar with this attack, it can be charged up during far range pressure to punch through defenses and easily get a free combo off of it, especially if spaced properly as a pseudo-frame trap. Not to mention against more linear projectiles, it can now negate-through them in order to have him punish his foes more effectively.
	+ Ever since *Chronophantasma*, this move's lessened recovery time and increased air hitstun allows it to be central in most mid-screen juggle combos (thus the followup input can be dropped in favor of a normal chained into another attack to keep the said juggle combos going).
		- The new ability to inflict a clean hit on the later hitboxes of the move allow this attack to easily reward solid Ragna players with extra damage. As digressed, using this move outside of combos is largely not recommended without extensive matchup knowledge and knowing what pokes it's able to beat.
* If done very close, the move looks more of a clothesline, as on hit or block on any point of the move's active frames, the recovery animation will instantly kick in.
* Has body attribute.
* Longer hitbox on the later active frames.
* Moves Ragna forward.
* Knocks down into a vertical air spin state on air hit or OTG hit.
* Crumples on fully-charged grounded hit.
* Can negate projectiles on hit.
* Can Hard Counter on the C version.
* Can land a Critical Hit.
* Can inflict a Clean Hit, which grants it more damage and untech time.
* Cancel-able only into a Restart Cancel.
* Overcharge Art and Blood Cain CHRONO cuts its total charge time in half.

* Mainly works as a combo finisher and corner carry tool that grants both life steal and has a bonus DP gain, so it works to also provide Ragna with some extra meter gain during combos.
	+ However, it can easily serve as a powerful combo tool if cancelled with a Restart Cancel akin to Hell's Fang, can easily be used as a sly frame trap tool due to the faster startup. On counter hit, it can easily prove deadly due to the new ground slide property, which allows the P1 rating to be taken advantage much more often.
		- Regardless, this move doesn't see too much use outside of combos.
* However, the faster recovery since *Continuum Shift Extend* (which is buffed here) makes this a better move to use for wakeup offense, as well as to end blockstring pressure safely on most accounts despite being minus on block (albeit with too little frames to worry about a punish) due to the pushback (outside of the corner that is).
	+ Though like Hell's Fang, Hell's Claw can also be easily Just Guarded by deft minds and can be easily punished as hard.
* The knockdown of the move tends to make it only optimal to be able to combo into in the corner, while Restart Cancelling it mid-screen often requires a dash in with far-ranged tools such as 5E or 5F in order to keep the combos going.
	+ However, if in the corner on a normal hit, it can easily provide a good window of safe-jump baiting on Ragna's end if he's asserted enough pressure, since the move recovers quite fast.
		- Even then, if the prior Hell's Fang has landed a Hard Counter hit, then it can be quite easy to follow-up with a fast low-reaching move (e.g. Inferno Divider) before the foe hits the ground.
* Has body attribute.
* Can be inputted without having Hell's Fang connect.
	+ Followed up into via after Hell's Fang's active frames, or cancelled into during any of them.
* Slides Ragna forward (via carrying some forward momentum) while making him scoot back afterwards for a bit.
* **Life-steals on hit.**
* Knocks down.
* Ground slides on counter hit.
* Can negate projectiles on hit.
* Hits OTG.
* EX Cancel-able.
* Also cancel-able only into a Restart Cancel.

**Overcharge Art/Blood Cain CHRONO version**"Even MORE juicy goodness from that bite."Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while inflicting wallbounce. The Blood Cain CHRONO version on the other hand, also increases its overall damage.
* The wallbounce effect here is staple for allowing Ragna to combo off of this move more reliably, even out in the open, and can easily net him both hit and increased overall damage with more life steal.
* Has body attribute.
* Can be inputted without having Hell's Fang connect.
	+ Followed up into via after Hell's Fang's active frames, or cancelled into during any of them.
* Slides Ragna forward (via carrying some forward momentum) while making him move back afterwards for a bit.
* **Life-steals on hit, which is enhanced by either version of his Blood Cain.**
* Wallbounces.
* Can negate projectiles on hit.
* Hits OTG.
* EX Cancel-able.
* Also cancel-able only into a Restart Cancel.

* Ragna's secondary overhead that must be blocked high when chain-cancelled into unlike his 6D. While it requires some DP to Restart Cancel it for more optimal combo routes, it's become much better as an overhead on its own due to some buffs that make it much more safe to throw out during pressure if they block it.
	+ Regardless, it's still a risky move on startup, and tends to be easily punished if Just Guarded or dodged. The midair version is often used in combos mid-screen (especially since it has some solid upward reach), and can be Tiger-Knee-inputted. And because of its startup, it's not an optimal tool to combo into on a standard grounded Strike Chain, and usually needs to be combo'ed into during a juggle, in midair, or from his 6A and/or 4E (second hit for the latter).
* Has head attribute.
* Aerial state starts from frame 12 on the ground.
* Higher hitbox on the early active frames, and lower hitbox on the later active frames.
* Moves Ragna forward through the air.
* Ground bounces on the grounded version.
* Knocks down on the midair version.
* Hits overhead.
* Cancel-able only into a Restart Cancel.

* Ragna's primary combo filler, which normally provides good corner carry. However, it's normally not very useful on its own, despite the damage buffs it has gotten.
	+ There's also the problem with it being easily ducked under despite it being very safe on block. Though during combos, the decreased recovery allows for more followups.
		- Of course, this move usually needs to be delayed until Ragna nearly reaches the ground in order for Ragna to recover sooner for grounded juggle setups.
* Has head attribute.
* Can be inputted without having Gauntlet Hades connect.
	+ Followed up into via after Gauntlet Hades' active frames.
* Moves Ragna forward through the air.
* **Life-steals on hit.**
* Launches opponent on hit.
* Can negate projectiles on hit.
* Can land a Critical Hit.
* EX Cancel-able. Only into midair Hellsing Buster.
* Also cancel-able only into a Restart Cancel.

**Overcharge Art/Blood Cain CHRONO version**"Kick them even harder, and get more bang for your efforts."Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while having more untech time added and can now be jump cancelled. The Blood Cain CHRONO version on the other hand, also increases its overall damage.
* A solid combo extender tool that with its increased untech time, can easily allow for more combos into the corner, especially without much need to delay it.
	+ However, the jump cancel option allows Ragna to easily convert this into a higher air combo, and/or combo into a plummeting attack to convert back to the ground.
* Has head attribute.
* Can be inputted without having Gauntlet Hades connect.
	+ Followed up into via after Gauntlet Hades' active frames.
* Moves Ragna forward through the air.
* **Life-steals on hit, which is enhanced by either version of his Blood Cain.**
* Launches opponent on hit.
* Can negate projectiles on hit.
* Can land a Critical Hit.
* Jump Cancel-able. Not into an air dash however.
* EX Cancel-able. Only into midair Hellsing Buster.
* Also cancel-able only into a Restart Cancel.

* Ragna's slowest pressure tool, but his most advantageous one (in terms of the grounded version). While it seems useless that such a slow move now hits overhead, it now has some more functions in forcing the opponent to stand during pressure, and being useful in a Tiger-Knee-input scenario for easy mixups.
	+ However, it now has Hard Counter Recovery, which can easily allow Ragna to be counter-hit out of this move into many free combos that can be devastating for his HP total. This overall forces the move to be more of a rewarding double-edged sword.
* Both the grounded and midair versions now Hard Counter, which can easily be used to start some powerful combos. This move's life steal alone is also fairly high in comparison to Ragna's other special moves, but not as much as Beel Bomber.
	+ The grounded version is known for starting very good pressure thanks to the frame advantage, while the midair version is normally used for combos and corner carry via its faster startup; this is mainly due to having slightly more landing recovery compared to the grounded version (which again, can be quite difficult to manage if there's something that can land a free Hard Counter hit on Ragna).
		- Regardless, the slowness of this move on ground, and possibly the predictability of it in midair can easily allow this to be guard cancel-bait and JG-bait, so it must be used with caution until Ragna has safely established his pressure. However, forcing his opponent to standing-block with this can easily lead to even more innovative mixup situations during respected pressure.
	+ Despite the slowness of the grounded version, 4E's second hit and/or both his grounded throws can easily chain-cancel into this via the launch, which also allows the upper and earlier hitboxes of the move to connect.
		- Both versions have notable ground slide distance, which while it works for corner carry, often requires Ragna to close the gap effectively in order to make sure he can combo off of it.
* Has head attribute.
* Aerial state starts from frame 5 on the grounded version.
* Has foot-invincibility on frames 5-to-16 on the grounded version.
* Higher hitbox on the early active frames; lower hitbox on the later active frames. Can hit behind Ragna as such for possible cross-ups.
* Moves Ragna forward through the air.
* **Life-steals on hit.**
* Grounded version plummets on hit.
* Grounded version crumples on ground counter hit.
* Midair version ground bounces.
* Can negate projectiles on hit.
* Hits overhead.
* Hits OTG, though for the midair version it only does so when used close to the ground. Can pick-up downed opponents.
* Can Hard Counter.
	+ However, it also has Hard Counter Recovery, though the Hard Counter Bonus Damage is not applied whenever it's taken advantage of.
* Can land a Critical Hit.
* EX Cancel-able. Only into midair Hellsing Buster.
* Super Cancel-able into midair Supers and Ultima Drives.
* Also cancel-able only into a Restart Cancel.

**Overcharge Art/Blood Cain CHRONO version**"Knock knock, the reaper is here to take more of your life."Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while inflicting a harder ground bounce into a vertical air spin effect. The Blood Cain CHRONO version on the other hand, also increases its overall damage.
* A much more powerful combo tool than before, especially with its increased range. However, trying to perform a 6PP-into-midair Blood Scythe isn't as possible anymore due to the 6D's launching height.
* Has head attribute.
* Aerial state starts from frame 5 on the grounded version.
* Has complete invincibility on frames 5-to-16 on the grounded version.
* Higher hitbox on the early active frames; lower hitbox on the later active frames. Can hit behind Ragna as such for possible cross-ups.
* Moves Ragna forward through the air.
* **Life-steals on hit, which is enhanced by either version of his Blood Cain.**
* Ground bounces into a vertical air spin state on hit.
* Ground version inflicts crumple on counter hit.
* Can negate projectiles on hit.
* Hits overhead.
* Hits OTG, though for the midair version it only does so when used close to the ground. Can pick-up downed opponents.
* Can Hard Counter.
	+ However, it also has Hard Counter Recovery, though the Hard Counter Bonus Damage is not applied whenever it's taken advantage of.
* Can land a Critical Hit.
* EX Cancel-able. Only into midair Hellsing Buster.
* Super Cancel-able into midair Supers and Ultima Drives.
* Also cancel-able only into a Restart Cancel.

* Ragna's most valuable reversal out of pressure, but also his most punishable one which prevents it from being safely abused. Because of this, it's often wise to have enough meter to be able to Restart Cancel it for safety, and to use it for his own pressure.
	+ Of course, the launch alone from the attack when Restart Cancelled can easily be enough to start some combos.
* While the Soul Eater-version was originally used solely for combos, it now has more utility by being air-unblockable, which can easily force a nasty Hard Counter if one's prediction is right, and it also creates a guessing game with the other versions since the A version is usually safe when blocked in the air.
	+ However, since it now has Hard Counter Recovery, the E version also carries notable risk that one must be mindful of.
* Grounded version has body attribute; midair version has head attribute.
* Aerial state starts from frame 11 on the grounded version.
* Has complete invincibility on frames 1-to-14 on the A and C versions.
	+ Has complete invincibility on frames 1-to-7 on the E version.
* Higher hitbox on the later active frames.
* Moves Ragna forward through the air.
* Does 2 hits.
* **Life-steals on both hits of the E version.**
* Launches opponent on hit.
* Can negate projectiles on hit, but only on the later frames past the first active hitbox frame.
* Air-unblockable on the E version, unless when chained into. Can also be Shield Guarded or Just Guarded against in the air.
* Hits OTG. Can pick-up downed opponents.
* Can Hard Counter on the E version. The massive untech time from this can allow for several free combos.
	+ However, the E version also has Hard Counter Recovery, though the Hard Counter Bonus Damage is not applied whenever it's taken advantage of.
* Cancel-able only into a Restart Cancel.

**Overcharge Art/Blood Cain CHRONO version (E version only)**"Split them apart from below into the sky, just like they're actually in burning hell as the fire rises up via science and logic."Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while having more untech time. The Blood Cain CHRONO version on the other hand, also increases its overall damage.Details here only are for the E version.
* Via the bigger hitbox, it can easily cause the opponent to be afraid of approaching Ragna from the air since he can basically swat them out of the air for free if landed properly, as the Hard Counter property can lead to even more worthwhile combos and life steal.
* Grounded version has body attribute; midair version has head attribute.
* Aerial state starts from frame 11 on the grounded version.
* Has complete invincibility on frames 1-to-7.
* Higher hitbox on the later active frames.
* Moves Ragna forward through the air.
* **Life-steals on both hits, which is enhanced by either version of his Blood Cain.**
* Does 2 hits.
* Launches opponent on hit.
* Can negate projectiles on hit, but only on the later frames past the first active hitbox frame.
* Air-unblockable, unless when chained into. Can also be Shield Guarded or Just Guarded against in the air.
* Hits OTG. Can pick-up downed opponents.
* Can Hard Counter. The massive untech time from this can allow for several free combos.
	+ However, it also has Hard Counter Recovery, though the Hard Counter Bonus Damage is not applied whenever it's taken advantage of.
* Cancel-able only into a Restart Cancel.

* Originally just a move with no utility whatsoever that only paved way for the other two followup inputs, Upper Passing is now a better move on its own for more creative combos if one is willing to use it as an extension, due to its massive untech time.
	+ It can even be performed on block now, which allows Ragna to find ways to gain more airtime to throw off his foe's punish game if they've adjusted to punishing every single one of his A/C Inferno Dividers.
* Has head attribute.
* Must be inputted by having Inferno Divider connect on hit.
	+ Followed up into via after Inferno Divider's active frames, or cancelled into it during the later active frames.
* Moves Ragna forward through the air.
* Launches opponent into a vertical air spin state on hit.
* Enables air actions after recovery, but only on hit.
* EX Cancel-able. Only into midair Hellsing Buster.
* Also cancel-able only into a Restart Cancel.

* Ragna's main way to force someone into the corner whenever he lands an Inferno Divider, and this time the buffs to it allow it to be much better as a move for extending combos with as *Chronophantasma*'s hitstun decay isn't as applicable anymore via the improved proration.
* Another way to use this move like in the *Continuum Shift* days is to run out of the corner underneath your opponent (assuming you've faced the other direction apart from where you were at first), and then to set up for either a juggle, or some classic OTG combos via using his 3C-turned-2E right into his Mada Owari Ja'ne- Zo move. The run-under is there to ensure the foe stays in the corner without causing a side switch.
* Has head attribute.
* Must be inputted by having Upper Passing connect on hit.
	+ Followed up into via after Upper Passing's active frames, or cancelled into it during any of them.
* Moves Ragna forward through the air.
* Knocks down via blowback effect.
* Wall-slams. Only in the corner.
* Enables air actions after recovery.
* Possesses repeat/same move proration.

* Ragna's primary way of finishing most air combos if his opponent is too high above him, since the move has a fair amount of upward reach. The downward knockdown is what allows Ragna to setup for some wakeup offense if possible.
	+ Compared to the other followup, Hellfire Shatter's life steal amount is better while it also sacrifices combo extension.
* Has head attribute.
* Must be inputted by having Upper Passing connect on hit.
	+ Followed up into via after Upper Passing's active frames, or cancelled into it during any of them.
* More vertical hitbox on the later active frames.
* Moves Ragna forward through the air.
* **Life-steals on hit.**
* Plummets on hit.
* Also cancel-able only into a Restart Cancel.

**Overcharge Art/Blood Cain CHRONO version**"Dunk them down even harder."Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while also inflicting ground bounce. The Blood Cain CHRONO version on the other hand, also increases its overall damage. Both versions also enable air actions after recovery while falling.
* Extends combos even more thanks to the classical ground bounce, which allows Ragna to easily lead to high damage into either a Gauntlet Hades or Blood Scythe, or even a Belial Edge/Nightmare Edge.
* Has head attribute.
* Must be inputted by having Upper Passing connect on hit.
	+ Followed up into via after Upper Passing's active frames, or cancelled into it during any of them.
* More vertical hitbox on the later active frames.
* Moves Ragna forward through the air.
* **Life-steals on hit, which is enhanced by either version of his Blood Cain.**
* Ground bounces on hit.
* Enables air actions after recovery.
* Also cancel-able only into a Restart Cancel.
* Possesses repeat/same move proration.

* Delayable move on frame 15. Can hold down E to delay up to 2 seconds to make it inflict more damage and have the beast head travel forward a further distance (around up to near-full-screen distance).
* Ragna's most powerful pressure tool, where the frame advantage is amazing on this move enough to even make it become a combo starter and a frame trap tool for those who try to punish it with a fairly slow move. Also comes out faster than Blood Scythe, so using those two interchangeably can easily up Ragna's gimmicky pressure game.
	+ Delaying it in matchups where someone needs to close in on Ragna can easily allow him force reactions if far away enough and depending on what tools they have on hand. Even then, the speed of the fully delayed version can easily warrant a powerful punish into a solid position for wakeup offense (or just the frame advantage alone can lead to a confirm if you started a counter hit with this attack).
		- However, the hitbox acting akin to the *Chronophantasma* version makes it less than optimal for being able to anti-air with, as well as to zone with despite it being able to quite-literally eat up a majority of projectiles, as Ragna can get hit by anything that can bypass its hitbox. The knockback of this move also makes it so that it's easier to combo off of it in the corner.
* The ability to Split Cancel this move can easily allow Ragna to apply pressure even harder only if one reacts fast enough to the cancel; either way, it's amazingly safe on block regardless. Though if Split Cancelled early before the projectile comes out, it's possible to run in during respected pressure for a possible tick throw.
	+ But tying into this, the ability to dash cancel it allows for Ragna to at least re-position himself closer to his opponent on time if needed.
* The ability to super cancel it now also allows this move to be easily converted into many high damage combos that end in a Super or two.
	+ The variety of situations that Dead Spike can offer frame advantage on are numerous, ranging from wakeup, corner carry (especially with the fully delayed version), safe-jump baits and mid-screen combos.
		- Despite all of this, this move has to be used sparingly against those who have quick trigger-fingers for fast mashing tools and/or quick reversals, due to the startup making it sub-optimal to use in standard grounded chains (so it's better to enforce respectable pressure and/or a safe attacking range first). On counter hit of course, things get even more ridiculous since it inflicts a free spin-out knockdown that doesn't launch as far, and keeping the foe in range for more followups.
	+ Also acts as a very solid OTG tool off of moves like his 6D on air hit, so it serves as one of his more brutal pick-up tools, especially on his 2F as well.
* Counts as a disjointed energy-based attack. Has projectile attribute with durability level 1.
* Longer hitbox on the later active frames.
* **Life-steals on hit.**
* Inflicts spin-out knockdown on air hit, OTG hit or on counter hit; counter hit knocks back at a much smaller distance.
* Can negate projectiles on hit.
* Hits OTG. Can pick-up downed opponents.
* EX Cancel-able.
* Super Cancel-able into Supers and Ultima Drives.
* Dash Cancel-able. Only into forward dash.
* Cancel-able into a Restart Cancel when the beast head connects.
* Split Cancel-able on whiff just before the beast head comes out at 24 frames onward within the move's whole animation.

**Overcharge Art/Blood Cain CHRONO version**"Even more beefy for free, and even more nasty counter hit potential once it bites you like so."Same as before, only via the Overcharge Art version, the hitbox and life steal are increased, while also inflicting spin-out knockdown off any form of hit (counter hit version remains the same). The Blood Cain CHRONO version on the other hand, also increases its overall damage.
* An even more nasty move that always now forces a knockdown. Thus in mid-screen situations it can easily setup more wakeup offense scenarios on hit. While in the corner, it serves to start a variety of juggles and/or air combos. The bigger hitbox also makes it much scarier on counter hit.
* Delay time is halved for the duration of his Overcharge Art and/or Blood Cain CHRONO.
	+ Delayed version also reduces more guard gauge amount on block.
* Counts as a disjointed energy-based attack. Has projectile attribute with durability level 1.
* Longer hitbox on the later active frames.
* **Life-steals on either hit, which is enhanced by either version of his Blood Cain.**
* Does 3 hits.
* Inflicts spir-out knockdown; counter hit knocks back at a much smaller distance.
* Can negate projectiles on hit.
* Hits OTG. Can pick-up downed opponents.
* EX Cancel-able.
* Super Cancel-able into Supers and Ultima Drives.
* Dash Cancel-able. Only into forward dash.
* Cancel-able into a Restart Cancel when the beast head connects.
* Split Cancel-able on whiff just before the beast head comes out at 24-to-36 frames within the move's animation.