BBCF/Ragna the Bloodedge/Frame Data

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System Data[edit]

Health: 10,000
Combo Rate: 60%
Prejump: 4
Backdash Time 22 / Invul: 1-5
Movement Options

Double Jump, 1 Airdash, Dash type: Run


Normal Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
5A 300 CSJR 100 80 Normal all 1 B 5 3 9 0 11 12 12 9 - Click!
5B 660 SR 100 89 Long Mid 3 B 8 8 16 -7 16 17 19 11 - Click!
  • Hitbox fully extended on 10F
5C 900 S(J)R 100 92 Long Mid 4 B 12 4 20 -5 18 19 19 12 - Click!
  • Hitbox fully extended on 13F
2A 300 CSR 100 80 Normal all 1 F 7 2 10 0 11 12 12 9 - Click!
2B 550 SR 90 85 Long Low 2 F 9 2 15 -3 13 14 14 10 - Click!
2C 800 SR 100 89 Long Mid 3 F 12 3 13 +1 16 17 19 11 - Click!
6A 700 S(J)R 90 79 Long Mid 3 B 12 4 24 -11 16 Launch 26 11 4-14H Click!
  • Launches opponents on hit
6B 800 SR 80 89 Normal High 3 B 24 4 19 -6 16 19 19 + Down 24 11 - Click!
  • 110% bonus proration
  • Forces crouching
6C 700*2 SR, SJR 90 82(once) Long Low, Mid 4 F, B 20 2(4)2 33 -16 18 19, Launch 40 12 - Click!
  • 2nd hit launches opponents on hit
3C 900 SJR 90 92 Long Low 4 F 12 3 27 -11 18 Launch 40 12 - Click!
  • Causes techable knockdown on hit
  • Causes untechable knockdown on Counter Hit
j.A 300 CSJR 80 80 Normal High/Air 1 H 7 3 9 - 11 12 12 9 - Click!
j.B 600 SJR 80 85 Long High/Air 2 H 10 9 12 - 13 14 14 10 - Click!
j.C 900 SJR 80 89 Long High/Air 3 H 12 4 26 - 16 17 19 11 - Click!

Drive Moves[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
5D 500, 600
[500, 660]
SR
[SR, SRDa]
100 94, 84 Long Mid, All 5 B 15 5(12)3 29 -11 20 21 [Launch] 24, 38 + GBounce + Down 24 6,13 [6,16] - Click!
  • Values in [] are during OD
  • Lifesteal: 100 [150]
  • Fatal Counter
2D 800 [880] SR
[SRDa]
100 82 Long Low 5 F 17 2 23 -4 20 Launch 19 + GBounce + Down 26 [19 + GBounce + Down 34] 13 [16] - Click!
  • Values in [] are during OD
  • Lifesteal: 100 [150]
  • Causes untechable knockdown on hit
6D 1000 [1100] SJR 80 84 Long Mid 5 H 21 3 30 -12 20 Stagger 31 25 [40] 13 [16] 4-20F Click!
  • Values in [] are during OD
  • Lifesteal: 100 [150]
  • 15~37F in the air
  • 110% bonus proration
  • Fatal Counter
j.D 740 [814] SJR 80 79 Long High/Air 3 H 13 4 20 - 16 - 22 [36] 11 [16] - Click!
  • Values in [] are during OD
  • Lifesteal: 100 [150]

Universal Mechanics[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
Forward Throw 0, 1500 -, SR 100 50 (Once) Normal Throw(70) 0, 4 T 7 3 23 - - Launch 60 0 - Click!
  • 100% minimum damage
Back Throw 0, 1500 -, SR 100 50 (Once) Normal Throw(70) 0 T 7 3 23 - - Launch 60 0 - Click!
  • 100% minimum damage
Air Throw 0, 1500 -, SR 100 100, 50 Normal Throw(90) 0, 4 T 7 3 23 - - - 80 + WBounce 0 - -
  • 100% minimum damage
Dash Cancel - - - - - - - - - - 22T - - - - - - Click!
Counter Assault 0 R 50 92 Very Short all 4 B 13 3 32 -18 18 Launch 19 12 1-20 All -
  • 180F Heat Gauge Cooldown
Crush Trigger
Uncharged/Charged
1000 R 80 60 Normal Guard Break 32/Barrier 3 B 20 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!
1000 R 80 100 Long Guard Break 60/Barrier 3 B 30~60 1 25 0 24 Stagger 60 60 + GBounce + Down 24 12 - Click!
  • Lifesteal: 200 (in OD)
  • 180F Heat Gauge Cooldown

Specials[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
Hell's Fang
214A
900 R 80 92 Long all 4 B 15 13 26 -4 22 27 40 12 12 Click!
  • 27F hitstun on grounded hit
  • 28~46F cancelable into Additional Attack
  • Immediately enters recovery animation on block or hit
Additional Attack
Hell's Fang > 214D
1000 [1100] R [RDa] 100 82 Long all 4 B 19 3 35 -19 18 Launch 56 [80 Wallbounce] 12 [20] - Click!
  • Values in [] are during OD
  • Lifesteal: 200 [300]
  • 200% Heat Gain
C.png Inferno Divider
623C
600*2 R 60 82 Very Short Mid 4 B 9 5, 8 39 -28 18 Launch 42 12 1-14 All Click!
  • 14~34F cancelable into Upper
  • 12~41F in the air
  • Launches opponent on hit
  • Counter Hit state for entire move
Aerial C.png Inferno Divider
j.623C
600*2 R 60 82 Very Short all 4 H 5 5, 8 till L+19 - 18 Launch 42 12 1-10 All Click!
  • 10~30F cancelable into Upper
  • Launches opponent on hit
  • Counter Hit state for entire move
GGD.png Inferno Divider
623D
600*2 [660*2] R 100 82 Long Mid, all 4 B 7 5, 8 48 -37 18 Launch 42 12 [16] - Click!
  • Values in [] are during OD
  • Lifesteal: 50+50 [75+75]
  • 12~32F cancelable into Upper
  • 10~49F in the air
  • Launches opponent on hit
  • Counter Hit state for entire move
Aerial GGD.png Inferno Divider
j.623D
600*2 [660*2] R 100 82 Long all 4 H 7 5, 8 till L+19 - 18 Launch 42 12 [16] - Click!
  • Values in [] are during OD
  • Lifesteal: 50+50
  • 12~32F cancelable into Upper
  • Launches opponent on hit
  • Counter Hit state for entire move
Upper
C or D Inferno Divider > 236C
460 R 100 92 Long all 4 H 14 3 till L+19 - 18 Launch 42 12 - Click!
  • 15~25F cancelable into Straight Punch or Ax Kick
  • Launches opponent on hit
Straight Punch
Upper > 236C
500 R 100 82 Long all 4 H 15 3 till L+17 - 18 Launch 35 + WStick 18 + WBounce 30 24 - Click!
  • Causes wall stick on hit (adds 30F of hitstun)
Ax Kick
Upper > 214D
1400 [1540] R 100 82 Long all 4 H 19 4 till L+19 - 18 Launch 60 [60 GBounce] 12 - Click!
  • Values in [] are during OD
  • Lifesteal: 50 [75]
Gauntlet Hades
214B
800 R 90 92 Normal High/Air 4 H 20 7 28 -13 18 Stagger 29 30 12 - Click!
  • 30~41F cancelable into Spin Kick
  • 12~41F in the air
  • 24F overhead hitbox (frame advantage based on this frame)
Aerial Gauntlet Hades
j.214B
700 R 90 92 Normal High/Air 4 H 12 9 till L+15 -13 18 Stagger 29 30 12 - Click!
  • 24F~till landing cancelable into Spin Kick
  • 18F overhead hitbox
Spin Kick
Gauntlet Hades -> 214D
800 [880] R 100 82 Normal all 4 H 9 4 till L+12 - 18 Launch 60 [80] 16 [20] - Click!
  • Values in [] are during OD
  • Lifesteal: 100 [150]
  • Launches opponents on hit
Dead Spike
236D
900 [900, 300*2] RDa 80 82 Normal all 4 P1* 26 13 [19] 57T -1 [+9] 18 - 36 0/+12
[0/+6]
- -
  • Values in [] are during OD
  • Lifesteal: 100 [50*3]
  • 33~45F dash cancelable
  • Counter Hit state until frame 33
Not Over Yet
downed opponent > 22C
0, 1110 -, SRDa 100 100, 92 Long - 0, 4 T 11 8 11 - - - 30 + Slide 39 0 - Click!
  • 2nd hit has 0% Heat Gain
  • Causes wall stick on hit (adds 30F of hitstun)
Nightmare Edge
j.214C
480*N R 80 79(once) Long all 3 H 17 2, [4]*N(2)2 till L+20 0 21 17*N, Launch 60 + GBounce*N, 60 + Down 24 2/+0/-1*N, 11/+0/-7 - Click!
  • After landing 1~14F cancelable into Additional Attack
  • Last hit causes ground bounce on ground hit, cannot be emergency teched
  • All hits cause ground bounce on air hit, can be emergency teched
Additional Attack
Nightmare Edge > 214D
1200 [1320] R [RDa] 100 82 Long all 4 B 12 3 33 -17 18 Launch 60 [80 + WBounce] 16 [20] - Click!
  • Values in [] are during OD
  • Lifesteal: 200 [300]
Blood Scythe
214D
1250 [1375] R 80 84 Long all 5 H 37 3 15 +3 [+7] 20 [24] Launch 28 + Slide 31
[60 + GBounce]
16 5-16 BFP Click!
  • Values in [] are during OD
  • Lifesteal: 100 [150]
  • 5~46F in the air
  • Fatal Counter
Aerial Blood Scythe
j.214D
1000 R 80 84 Normal all 5 H 21 4 till L+14 - 20 Launch 60 + Slide 34
[60 + GBounce]
13 - Click!
  • Values in [] are during OD
  • Lifesteal: 100 [150]

Distortion Drives[edit]

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
Carnage Scissors
632146D
1250, 3200
[1250, 3200, 320*4]
R 80 82(once) Normal all 4 B 9+4~12 2(38)4
[2(38)4,1,1,1,1]
58 -43 [-40] 18 Stagger 52 90 + GBounce, 90 [*5] 12,6
[12,6,5*4]
1-9 All Click!
  • Values in [] are during OD
  • 20% minimum damage: 890 [1146]
  • Lifesteal: 300 [200, 100*4]
  • Can cancel 2nd hit by holding down D button
  • Start-up after super freeze varies based on distance from opponent
  • Start-up/Active/Recovery becomes 9+4~12/2/36 if button is held after 1st attack
  • Counter Hit state for entire move
Devoured by Darkness
214214D
0, 4000 [0, 5000] R 80 100, 25 Very Short All [Unblockable] 4 B 13+12 3 55 -39 18 - 100 10, 14 1-16 All -
  • Values in [] are during OD
  • 25% minimum damage: 1000 [1250]
  • Lifesteal: 500 [1000]
  • Counter Hit state for entire move

Exceed Accel[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
Seed of Tartarus
ABCD during OD
600, 2450 {600, 700x4, 2450} - 100 100 Long all 4 B 20 [10] 3 34 -10 26 Launch 60 + WBounce + Down 24 20 1-22 All
[1-12 All]
Click!
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • 10% minimum damage: 305 {585+58}

Astral Heat[edit]

Name Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
Dr - drive/distortion cancellable
O - overdrive cancellable
J - jump cancellable
R - rapid cancellable
Da - dash cancellable
(X) - X cancellable on hit only
P1Proration value that is applied only when the corresponding move is used as a starter. Click the link for the full article. P2Proration value that is applied to the combo proration value when the corresponding move is used. Click the link for the full article. StarterCombo time modifier when used as the starting hit of a combo. GuardHow this attack can be guarded. Throw range is listed in parentheses
All strikes can be air Barrier Blocked unless otherwise stated
LevelAttack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile that still counts as part of the character.
P* - Projectile that is independent of the character. Durability level will next to it. For example a projectile that his Durability level 2 will show P2
T - Throw
D - Doll move such as Nirvana and Ignis
StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun. HitstunWhen a character is hit while standing or crouching, the defender is forced into a stun animation for a set period of time where they are vulnerable to further attacks. This period of time is called hitstun. UntechWhen hitting an airborne opponent, how long they can't air tech. HitstopWhen hitting an opponent, how long the game 'freezes'. Values in X/Y/Z mean
X - Amount of hitstop both characters experience
Y - Amount of additional hitstop defender experiences on block
Z - Amount of additional hitstop defender experiences on hit
InvulAttribute and Hitbox Invulnerability information. Hitbox
Black Onslaught
2141236C
0, 2100x6, 300x8, 15000 - 100 94 Long all 5 B 3+15 2 24 -11 20 - Forces standing 60/-6 1-20 All -
  • 180F Heat Gauge Cooldown
  • 60F Hitstop
  • Counter Hit state for entire move

Revolver Action Table[edit]

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special, Overdrive
5B[1] 6A 2B 5C, 2C, 3C 5D, 2D, 6D Special, Overdrive
5C[1] 6A - 2C, 6C, 3C 5D, 2D, 6D Jump[-], Special, Overdrive
5D - - - - Special, Overdrive
2A[3] 5A, 2A[+] 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Overdrive
2B[1] - 5B, 6B 5C, 2C, 3C 5D, 2D, 6D Special, Overdrive
2C[1] 6A 6B 5C, 6C, 3C 5D, 2D, 6D Special, Overdrive
2D - - - - Special, Overdrive
6A - - - 5D, 2D, 6D Jump[-], Special, Overdrive
6B 6A - - 5D, 2D, 6D Special, Overdrive
6C - - - 5D, 6D Jump (2nd Hit), Special, Overdrive
6D - - - j.D Jump, Special, Overdrive
3C - - - 2D Jump, Special, Overdrive
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Jump, Throw, Special, Overdrive
j.B - - j.C j.D Jump, Special, Overdrive
j.C - - - j.D Jump, Special, Overdrive
j.D - - - - Jump, Special, Overdrive
X = X is available on hit or block
X[-] = X is available only on hit
X[+] = X is available on whiff
X[#] = X can be used only # times per string
Special = Specials and Supers
Super = Supers only

Navigation[edit]


Ambox notice.png To edit frame data, edit values in BBCF/Ragna the Bloodedge/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.
BlazBlue: Central Fictione
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc