So I got tired of searching through the many pages that were in dustloop so I combined alot of their info into one organized thread. This thread will include Ragna’s Attack properties, Damage, Proration, Combos, Etc. in Continuum Shift. I edited some of the names of the specials from Japanese romaji to English to make it easier for some people. It’s a work in progress so please feel free to contribute useful information that you discovered while playing.
Compiled and edited from dustloop.com
Notation
Numpad Direction Notation
7 - 8 - 9
4 - 5 - 6
1 - 2 - 3
Standard Direction Notation
ub - u - uf
b - n - f
db - d - df
Hitbox = The area in which something can hit or be hit.
Launcher = Makes the opponent airborne on hit.
Cross-up = Hits as you pass the opponent, forcing them to block in the opposite direction.
Overhead = Can only be blocked high.
Mid = Can be blocked both high and low.
Low = Can only be blocked low.
???*N = Amount of hits is variable.
Normals
Normal Attacks
[details=Spoiler]5A (A) - A standing jab. Run-of-the-mill standing poke. Very fast. Cancels into itself and jump cancelable.
Damage: 165 in Calamity Trigger, 200 in Continuum Shift
5B (B) - A roundhouse kick. Decent speed and good range. Staple combo starter.
Damage: 640
5C © - A forward leaning sword swipe. Very good range. Jump cancelable. Combos into Hell’s Fang at most ranges and combos into 6C on a crouching opponent or on Counter Hit.
Damage: 710
6A (f+A) - An uppercut. Great anti-air. Jump cancelable. Cannot be regular blocked in the air. Standard launcher for air combos.
Damage: 620
6B (f+B) - Ragna lifts his foot up high, then drops his heel down. A standing overhead. Slow to start-up. Combos into 5C and 2C.
Damage: 720
6C (f+C) - Ragna performs a low sword stab, and then with a rigid lifting of his arm, a rising sword slash. Jump cancelable on second hit only and dash cancelable. Large amount of untechable time. Leads into some very strong combos. Only combos properly after a Counter Hit or on a crouching opponent.
Damage: 640+760 in Calamity Trigger, 620+760 in Continuum Shift
2A (d+A) - A crouching jab. Run-of-the-mill-crouching poke. Cancels into itself and jump cancelable.
Damage: 150
2B (d+B) - A crouching kick. Hits low. Good for relaunching off of 3C.
Damage: 480
2C (d+C) - A backwards leaning sword swipe. Combos off of 5B, 6B or 5C. Staggers on Counter Hit. In Continuum Shift, this move has the Fatal Counter property.
Damage: 780
3C (df+C) - A sweep that hits low. Knocks down the opponent on ground hit. Jump cancelable. Can combo into “Mada owari ja nee zo” at close range or relaunch with 2B into 5C.
Damage: 720
j.A - A jumping punch. Hits high. Run-of-the-mill jumping poke. Cancels into itself and jump cancelable.
Damage: 180
j.B - A jumping straight kick. Hits high. Good for hitting quickly after a 5C that hits a high airborne opponent. Useful as a cross-up or an anti-sideways tech option. Jump cancelable.
Damage: 560
j.C - A jumping sword swipe. Hits high. Good offensive hitbox for air to ground, but will lose to good anti-airs. Jump cancelable.
Damage: 680 in Calamity Trigger, 760 in Continuum Shift
Neutral Throw (5B+C or B+C) - Ragna lifts the opponent above his head and stabs them with his sword. Special cancelable after the stab. Staple combo starter.
Damage: 0+1200 in Calamity Trigger, 0+800 in Continuum Shift - IGNORES DAMAGE SCALING
Back Throw (4B+C or b+B+C) - Ragna throws the opponent down to the ground, then uppercuts them into the air. Special cancelable after the uppercut. Staple combo starter.
Damage: 0+1100 in Calamity Trigger, 0+800 in Continuum Shift - IGNORES DAMAGE SCALING
Air Throw (j.B+C) - Ragna grabs the opponent at arm’s length and then knees them away. Special cancelable after the knee. Wall bounces.
Damage: 0+1100 - IGNORES DAMAGE SCALING
Counter Assault (6A+B or f+A+B while blocking) - Whilst in block stun, Ragna retaliates with the same animation as his 5B. Knocks the opponent away.
Damage: 0 [/details]
Drive: Soul Eater
Drive Attacks
[details=Spoiler]In Continuum Shift, all moves with the Soul Eater property now drain a specific figure of health each for regular hit, hit during Blood Kain and block during Blood Kain, all ignoring damage scaling. Hitting multiple times with the same Soul Eater move during the same combo will make it drain 10% more each time, capping at a 50% bonus.
5D (D) - Ragna lifts his sword above his head, then slams it back down again. Dash cancelable. Very unsafe if not dash canceled. Combos into 6A after dash cancel. Soul Eater property on second hit only. In Continuum Shift, the second hit removes a Guard Primer on block during Blood Kain.
Damage: 680+950 (760+1250)
Health Drain: 0+100 (hit: 0+100, block: 0+100)
2D (d+D) - Ragna leans in and stabs his sword into the ground. Hits low. Knocks down the opponent. Only combos properly on a crouching opponent. Can relaunch from a 5C. Ground bounces on Counter Hit. Blood Kain version cannot be regular blocked in the air. In Continuum Shift, removes a Guard Primer on block.
Damage: 750 (1250)
Health Drain: 100 (hit: 300, block: 200)
6D (f+D) - Ragna hops into the air and strikes with his sword over his shoulder. Ragna becomes airborne. Slow to start up. Mainly used after Hell’s Fang (RC). Combos into j.D. Cannot be regular blocked in the air.
Damage: 750 (1250)
Health Drain: 100 (hit: 400, block: 200)
j.D - Ragna thrusts the edge of his sword upwards. Hits high. Good for following up 6D and for air combos. Can be repeated many times for huge damage during Blood Kain. Jump cancelable.
Damage: 720 (1400) in Calamity Trigger, 760 in Continuum Shift
Health Drain: 30 (hit: 250, block: 60)[/details]
Specials
Special Attacks
[details=Spoiler]Hell’s Fang (214A or QCB+A)
Ragna dashes at the opponent with a straight punch. Has very large stun on block and hit, and massive hit stun on Counter Hit, which lets you combo into more or less anything. Good for reset pressure.
Damage: 730
Additional Attack (214D or QCB+D after Hell’s Fang)
Ragna extends his other arm and strikes the opponent with dark energy. Awful recovery on block. Staple ground combo finisher. Wall bounces on hit during Blood Kain. In Continuum Shift, removes a Guard Primer on block.
Damage: 950 (1150)
Health Drain: 100 (hit: 400, block: 200)
Inferno Divider (623C/D or DP+C/D, also works in mid-air)
Ragna launches himself into the air, striking the opponent with his sword. Basic anti-air special. C version’s invulnerability is instant, D version’s is not. D version launches Ragna higher into the air. Can hit twice. Easy to punish on block. Ground versions cannot be regular blocked in the air. In Continuum Shift, whichever hit of the D version connects first removes a Guard Primer on block.
Damage: 420+460 ©, 440+440 (720+440) (D)
Health Drain: 50+50 (hit: 250+100, block: 100+100) (D)
Uppercut (236C or QCF+C after Inferno Divider)
Ragna follows up with an uppercut. Larger hitbox than the uppercut would imply.
Damage: 310
Horizontal Knockback (236C or QCF+C after Uppercut)
Ragna follows up with a quick straight. Wall bounces on hit. If combo’d from a grounded C Inferno Divider, it’s possible to relaunch from this outside of the corner.
Damage: 400
Drop Kick (214C or QCB+C after Uppercut) - 214D or QCB+D after Upper in Continuum Shift
Ragna follows up with a quick heel drop. Knocks down the opponent. Deceptively large hitbox. Staple air combo finisher. Ragna can attack again on the way down, but he will still have recovery time when he hits the ground.
Damage: 480
Health Drain: 100 (hit: 250, block: 200)
Gauntlet Hades (214B or QCB+B, also works in mid-air)
Ragna hops into the air and delivers a fierce, spinning hook to the opponent. Hits overhead. Great for combos if followed up correctly.
Damage: 950, 750 if performed whilst airborne
Back Spinning Kick (214D or QCB+D after Gauntlet Hades)
Ragna follows up with another spinning kick. Can combo into a 5B or 5C if delayed. Awful recovery on block. In Continuum Shift, removes a Guard Primer on block.
Damage: 950 (1150), 650 in Continuum Shift
Health Drain: 100 (hit: 400, block: 200)
Dead Spike (214D or QCF+D)
Ragna releases dark energy from his sword in the shape of a beast’s mouth. Slow to start-up, but gives advantage on block. Hits up to three times during Blood Kain, but loses advantage on block. In Continuum Shift, removes a Guard Primer on block.
Damage: 700 (4003)
Health Drain: 100 (hit: 1003, block: 100*3)
Not Over Yet! (22C or d, d+C, on downed opponent)
Ragna picks his opponent up off the ground and punches them in the gut. Good for lengthening ground combos and for reset pressure.
Damage: 0+800 in Calamity Trigger, 0+400 in Continuum Shift - IGNORES DAMAGE SCALING
NEW TO CONTINUUM SHIFT - Belial Edge (j.214C or j.QCB+C)
Ragna rears back before diving down sword-first diagonally at the ground in front of him at high speed. Allows an airborne Ragna to end his combos on the ground. Staple air combo move.
Damage: 300+250*N+100[/details]
Distortion Drives:
DD’s
[details=Spoiler]Carnage Scissor (632146D or HCB, F+D, hold D to cancel second hit)
Ragna performs a very fast, dashing sword strike, then releases a huge amount of dark energy from his sword. Covers a lot of ground very quickly, but the invincibility is very short. Deceptively large hitbox. Soul Eater property on second hit only. In Continuum Shift, the second hit removes a Guard Primer on block.
Damage: 1000+2100 (1000+3800)
Minimum Damage: 200+420 (200+600)
Health Drain: 0+300 (hit: 0+1000, block: 0+600)
Blood Kain (214214D or QCBx2+D)
Ragna’s body emits a black aura. This enhances all of Ragna’s Soul Eater moves, greatly increasing their hitbox as well as improving their damage, health drain and untechable time. Ragna is constantly losing health whilst in this mode, losing up to 3000 in total. Lasts for 10 seconds.
Devoured by Darkness (214214D or QCBx2+D during Blood Kain)
Ragna’s hand turns into a claw as he snatches the opponent, lifts them up over his head and bombards them with dark tendrils, dealing a total of 70 hits. The start-up for this Distortion Drive is rather slow and easy to counter-poke, but Ragna regains a large amount of health if he connects. Automatically ends Blood Kain on use. In Calamity Trigger, Ragna regains the exact amount of health dealt by the attack.
Damage: 0+6000
Minimum Damage: 0+0
Health Drain: 0+1000 [/details]
Astral Heat
AH’s
[details=Spoiler]Black Onslaught (2141236C or QCB,HCF+C)
Utilizing the power of the Azure Grimoire, Ragna strikes the opponent, then turns his sword into a scythe and slashes the opponent repeatedly, draining their soul almost entirely before disintegrating them with a final stab. Completely invincible start-up, but takes a while to become active. Recovery is reasonably fast, difficult for close ranged characters to punish on block. Hits 2 to 15 have Soul Eater properties.
Damage: 15*1000+1 - IGNORES DAMAGE SCALING[/details]
Bread and Butters
Combos
[details=Spoiler]Notation
CH = Counter Hit
FC = Fatal Counter - new to Continuum Shift
JC = Jump Cancel
JCC = Jump Cancel Cancel
HJC = High Jump Cancel
DC = Dash Cancel
RC = Rapid Cancel
Bread and Butter Level Practicality
5B, 5C, (2C), 214A -> 214D
Damage: 1942 (without 2C), 2308 (with 2C), Difficulty: *
623C -> 236C -> delay 236C, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.214C, 6B
Damage: 2186, Difficulty: *
(anti-air) (CH j.C), 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D
Damage: 2217 (without CH j.C), 3066 (with CH j.C), Difficulty: *
CH 6A, dash 5B, 6A (HJC), j.C (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
Damage: 2365, Difficulty: **
2A/2B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D (1 hit), 214A -> 214D
Damage: 2372 (start with 2A), 2814 (start with 2B), Difficulty: **
(crouching opponent only) 2A, 5B, 5C, 6C (DC), 6A (HJC), j.C (JC), j.C, j.214C, delay 214A -> 214D
Damage: 2724, Difficulty: **
2B/6B/5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C
Damage: 2808 (start with 2B), 3709 (start with 6B), 3827 (start with 5B), Difficulty: **
5B+C, 214B -> delay 214D, (dash) 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D (1 hit), 214A -> 214D
Damage: 3029, Difficulty: **
4B+C, 214B -> delay 214D, (dash) 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D
Damage: 3071, Difficulty: **
2D, 5C (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C
Damage: 3311, Difficulty: **
5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 214A -> 214D
Damage: 3460, Difficulty: **
(crouching opponent only) 6B, 2C, 6C (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D (1 hit), 214A -> 214D
Damage: 3574, Difficulty: **
2B, 3C, 22C, dash 5B, 6A, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C
Damage: 3636, Difficulty: ****
(crouching opponent only) 6B, 5C, 6C (DC), 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, 5D, 214A -> 214D
Damage: 3733, Difficulty: **
(crouching opponent only) j.C, 5B, 5C, 6C (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, delay 214A -> 214D
Damage: 3903, Difficulty: **
j.C, (j.D), 5B, 3C, 2B, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C
Damage: 3897 (with j.D), 3973 (without j.D), Difficulty: **
50% Heat Gauge Required
5B, 5C, 214A (RC), dash 6D, delay j.D, dash 5B, 3C, (5D), 22C
Damage: 2781 (without 5D), 3030 (with 5D, corner only), Difficulty: ***
CH j.C, 5C, 214A (RC), dash 6D, delay j.D, dash 5B, 5D, 214A -> 214D
Damage: 3217, Difficulty: ***
(corner) j.C, 5B, 5C, 214A -> 214D (RC), [6D, j.D (JC) j.C, j.214C] x2, 5D, 623D -> 236C -> 214D
Damage: 3794, Difficulty: **
j.C, 5B, 5C, 6C (DC), 5D, 632146D
Damage: 3962, Difficulty: *
4B+C, 214214D, [hj.D, j.D (JC), delay j.D, land] x2, j.D (JC), j.D, j.214C, 6D, j.D (JC), j.D, 623D -> 236C -> 214D
Damage: 4300, Difficulty: **
(corner) 5B+C, 214214D, 5D (1 hit), 214B -> delay 214D, hj.D, j.D, land, 6D, j.D (whiff), land, j.D (JC), j.D, j.214C, 6D, j.D (JC), j.D, 623D -> 236C -> 214D
Damage: 4535, Difficulty: **
j.C, 5B, 3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C (RC), dash 3C, 22C
Damage: 4680, Difficulty: **
5B, 5C, 3C, 214214D, 5C (HJC), j.D, j.D, land, 6D, delay j.D (whiff), land, hj.D, j.D, land, hj.D (JC), j.D, j.214C, dash 5D, 22C
Damage: 5155, Difficulty: ***
FC 2C, 6C, 214214D, [hj.D, j.D, land] x2, hj.D, j.D (JC), j.D, 623D -> 236C -> 214D
Damage: 5520, Difficulty: ***
Practical
CH 214A, dash 5B, 2B, 3C, 22C, 5B, 214A -> 214D
Damage: 2255, Difficulty: *
CH 214A, 5B, 6A (HJC), j.C, j.D (JC), j.C, j.D, 623D -> 236C -> 214D
Damage: 2380, Difficulty: *
CH 214A, dash 3C, 22C, dash 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C
Damage: 3103, Difficulty: ***
214B -> delay 214D, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 214A -> 214D
Damage: 3498, Difficulty: **
3C, 2B, 5C (HJC), j.C, j.D (JC), j.D, j.214C, dash 5D, 22C
Damage: 3684, Difficulty: **
214B -> delay 214D, dash 5B, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
Damage: 3970, Difficulty: **
3C, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C/j.D, j.214C, dash 5D, 22C
Damage: 4120 (j.D before j.214C), 4222 (j.C before j.214C), Difficulty: **
CH j.214B, dash 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D
Damage: 4075 (j.214C does 7 hits), 4138 (j.214C does 8 hits), Difficulty: ***
3C, 22C, dash 5B, 5D (DC), 6A (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C
Damage: 4486, Difficulty: ****
50% Heat Gauge Required
5B+C, 214B -> delay 214D, 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D, 632146D
Damage: 3595, Difficulty: **
5B, 5C, 632146D, dash 6A (HJC), j.C, j.D, j.214C, 5D, 214A -> 214D
Damage: 3996, Difficulty: **
(During Blood Kain) 214B -> delay 214D, j.D (JC), delay j.D, land, j.D (JC), j.D, 623D -> 236C -> 214D
Damage: 4281, Difficulty: **
Astral Heat Requirements Fulfilled
2A, 2A, 2B, 3C, 2141236C
Damage: 762 into 15763, Difficulty: *
5A+B/4A+B, 2141236C
Damage: 800 into 15801, Difficulty: *
Impractical
CH j.214B, dash 5B, 5D (1 hit), 214B -> delay 214D, 5B, 623C -> 236C -> 214D
Damage: 3354, Difficulty: ***
FC 2C, 3C, 22C, dash 5B, 2C, 6C (DC), 5D, 22C, dash 5B, 6A (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C
Damage: 5205, Difficulty: ***
50% Heat Gauge Required
2A, 2B, 3C, 2B, 5C (HJC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C (RC), dash 5D, 22C
Damage: 3140, Difficulty: **
j.214B -> 214D (RC), land, hj.C, j.D (JC), j.D, j.214C, 5D, 214A -> 214D
Damage: 3472, Difficulty: *
(During Blood Kain) FC 2C, 6C (1 hit), 214A -> 214D, 2A, 5B, 5D, 214A -> 214D
Damage: 3679, Difficulty: *
214B (whiff) -> CH 214D (RC), dash 5B, 5D (DC), 6A (HJC), j.C (JC), j.C, j.214C, 6D, j.D (JC), j.C, j.214C, 5D, 623D -> 236C -> 214D
Damage: 3769, Difficulty: **
CH 5B, 2D, 5C (JC), j.C, j.D (JC), j.C, j.214C, dash 5D, 22C (RC), dash 5D, 22C
Damage: 3927, Difficulty: **
CH 214B, dash 5B, 5D (1 hit), 214B -> delay 214D, 5C (HJC), j.C, j.D (JC), j.C, j.214C, 5D, 632146D
Damage: 5035, Difficulty: ***
100% Heat Gauge Required
CH 5B, 214B -> delay 214D (RC), hj.C, j.D (JC), j.D, j.214C, 5D, 632146D
Damage: 3770~, Difficulty: **
CH 623D (1 hit), dash 5B, 6A (HJC), j.D (JC), j.D, j.214C, 5D, 632146D
Damage: 3840~, Difficulty: **
(near corner) 6B, 3C, 214214D, 5C (HJC), j.D, j.D (JC), delay j.D, 5D, 214214D
Damage: 4404, Difficulty: **
Hilarious Gimmick Level Practicality
50% Heat Gauge Required
(corner) FC 2C, 3C, 214D, 5B, [5D (DC)] x2, 5B, 632146D (1 hit), 22C
Damage: 5300, Difficulty: **
100% Heat Gauge Required
FC 2C, 3C, 22C, [dash 5B, 3C, 22C] x2, dash 5B, 3C, 22C (RC), dash 3C, 22C (RC), dash 3C, 22C
Damage: 4763, Difficulty: ****
Astral Heat Requirements Fulfilled
CH 623C (1 hit), (dash) 5B, 6A (HJC), j.C, j.D (JC), j.D, j.214C, 5D, 2141236C
Damage: 2613 into 17614, Difficulty: **[/details]
Feel free to add on and I’ll compile your replies into corresponding sections.