BBCF/Ragna the Bloodedge/Frame Data: Difference between revisions

From Dustloop Wiki
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{{FrameData-BBCF
{{FrameData-BBCF
  |version=Hell's Fang > Follow-up
  |version=Additional Attack
  |subtitle=(214A > 214D)
  |subtitle=(Hell's Fang > 214D)
  |damage=1000
  |damage=1000
  |cancel=R
  |cancel=R
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}}
}}
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{{FrameData-BBCP
{{FrameData-BBCF
  |version=Gauntlet Hades
  |version=Gauntlet Hades
  |subtitle=214B
  |subtitle=(214B)
  |damage=800
  |damage=800
  |cancel=R
  |cancel=R
  |p1=90
  |p1=90
  |p2=92
  |p2=92
|smp=2
  |starter=
  |starter=S
  |guard=HA
  |guard=HA
  |level=4
  |level=4
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  |startup=20
  |startup=20
  |active=7
  |active=7
  |recovery=14+13L
  |recovery=28
  |frameAdv=-11
  |frameAdv=-13
  |blockstun=18
  |blockstun=18
|groundHit=B35
  |airHit=28
|groundCH=B60
  |airHit=B35
|airCH=B60
  |invul=
  |invul=
  |hitbox=
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rg/MidAssault/64
  |description=
  |description={{ColumnList |text=
*
*12~41F in the air
*24F overhead hitbox (frame advantage based on this frame)
}}
}}
}}
|-
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{{FrameData-BBCP
{{FrameData-BBCF
  |version=Aerial Gauntlet Hades
  |version=Aerial Gauntlet Hades
  |subtitle=j.214B
  |subtitle=(j.214B)
  |damage=700
  |damage=700
  |cancel=R
  |cancel=R
  |p1=90
  |p1=90
  |p2=92
  |p2=92
|smp=2
  |starter=
  |starter=S
  |guard=HA
  |guard=HA
  |level=4
  |level=4
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  |startup=12
  |startup=12
  |active=9
  |active=9
  |recovery=15L
  |recovery=till L+14
  |frameAdv=
  |frameAdv=-13
  |blockstun=18
  |blockstun=18
|groundHit=F35
  |airHit=28
|groundCH=F60
  |airHit=35
|airCH=60
  |invul=
  |invul=
  |hitbox=
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rg/MidAssault/64
  |description=
  |description={{ColumnList |text=
*12~41F in the air
*24F overhead hitbox (frame advantage based on this frame)
}}
}}
}}
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Revision as of 05:56, 31 December 2016

System Data

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

Double Jump, 1 Airdash, Dash type: Run


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
300 all 5 3 9 - - B -
660 HL 8 8 16 - - B -
900 HL 13 4 20 - - B -
300 all 7 2 10 - - F -
500 L 9 2 15 - - F -
800 HL 12 3 13 - - F -
700 HL 13 4 24 - - B -
800 H 24 4 19 - - B -
700*2 L, HL 20 2(4)2 33 - - F, B -
900 L 12 3 27 - - F -
300 HA 7 3 9 - - H -
600 HA 10 9 12 - - H -
900 HA 12 4 26 - - H -

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
500, 600 HL, all 15 5(12)3 29 - - B -
550, 660 HL, all 15 5(12)3 29 - - B -
800 L 17 2 23 - - F -
880 L 17 2 23 - - F -
1000 HL 26 3 30 - - H -
1100 HL 22 3 30 - - H -
740 HA 13 4 20 - - H -
814 HA 11 4 20 - - H -

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
0, 1500 T(70) 7 3 23 - - T -
0, 1500 T(70) 7 3 23 - - T -
0, 1500 T(90) 7 3 23 - - T -
22T - - -
0 all 13 3 32 - - B -
1000 B 20 1 23 - - B -
1000 B 30~60 1 23 - - B -

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
900 all 15 13 26 - - B -
1000 all 19 3 35 - - B -
1100 all 19 3 35 - - B -
600*2 HL 9 5, 8 39 - - B -
600*2 HL 5 5, 8 till L+19 - - B -
600*2 HL, all 7 5, 8 48 - - B -
660*2 HL, all 7 5, 8 48 - - B -
600*2 HL, all 7 5, 8 till L+19 - - B -
660*2 HL, all 7 5, 8 48 - - B -
460 all 14 3 till L+19 - - H -
500 all 15 3 till L+17 - - H -
1400 all 19 4 till L+19 - - H -
1540 all 19 4 till L+19 - - H -
800 HA 20 7 28 - - H -
700 HA 12 9 till L+14 - - H -
Spin Kick
Gauntlet Hades -> 214D
800 R 100 67 S 2E all 4 H 9 3 12L - 18 F44 F74 44 74 -
  • Lifesteal: 100
  • Cannot hit crouchers
Spin Kick (OD)
Gauntlet Hades -> 214D
1000 (J)R 90 92 S 2E all 4 H 9 3 12L - 18 F70 F116 70 116 -
  • Lifesteal: 150
Dead Spike
236D
1000 RDa 90 92 N 2 all 4 HBFP 26 13 57T -1 18 19 24 36 61 -
  • Lifesteal: 100
Dead Spike (OD)
236D
600*3 RDa 90 92(once) N 2 all 4 HBFP 26 19 57T +9 18 19 24 36 61 -
  • Lifesteal: 100*3
Not Over Yet
downed opponent -> 22C
0, 952 -, SORDa 100 100, 92 L 3 - 0, 4 T 11 8 11 - - - - SdWs60(F30) - -
  • 2nd hit gains no Heat
Belial Edge
j.214C
600, 100*N RDi 90 87(once) N 2 all 4 H 15 4, till L(1)1 16 +1 18 19*N, 19 24*N, 27 G25*N, B35 G44*N, B68 -
Blood Scythe
214D
1200 R 90 82 N 2F all 5 H 37 3 7+6L +5 20 G21 S39 G60 B100 -
  • Lifesteal: 300
  • Fatal Counter possible
Blood Scythe (OD)
214D
1400 R 90 82 N 2F all 5 H 37 3 7+6L +9 24 B60 S39 B60 B100 -
  • Lifesteal: 450
  • Fatal Counter possible
Aerial Blood Scythe
j.214D
900 R 90 82 N 2G all 4 H 19 4 till L+18 - 18 B60 B100 B60 B100 -
  • Lifesteal: 300
Aerial Blood Scythe (OD)
j.214D
1100 R 90 82 N 2G all 4 H 19 4 till L+18 - 18 B60 B100 B60 B100 -
  • Lifesteal: 450

Distortion Drives

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Carnage Scissors
632146D
1000, 2500 R 85 92*2 N - all 4 B 9+7~12 2(38)4 58 -43 18 S42, F80 S84, F132 B90, 80 B148, 132 1-14 All
  • Can cancel 2nd hit by holding down D button
  • 30% minimum damage: 1050
  • Lifesteal: 200
  • 180F Heat Gauge Cooldown
  • Start-up after super freeze varies based on distance from opponent
  • Start-up/Active/Recovery becomes 9+7/2/37 if button is held after 1st attack
Carnage Scissors (OD)
632146D
1000, 2500, 300*4 R 85 92*2, 99*4 N - all 4 B 9+7~12 2(38)4, 1*4 58 -40 18 S42, F80 S84, F132 B90, 80 B148, 132 1-14 All
  • Can cancel 2nd hit by holding down D button
  • 30% minimum damage: 1410
  • Lifesteal: 200+50*4
  • 180F Heat Gauge Cooldown
  • Start-up after super freeze varies based on distance from opponent
  • Start-up/Active/Recovery becomes 9+7/2/37 if button is held after 1st attack
Devoured by Darkness
214214D
0, 3000 R 80 100, 5 VS - all 4 B 13+12 3 56 -40 18 F100 - 100 - 1-16 All
  • 25% minimum damage: 750
  • Lifesteal: 500
  • 180F Heat Gauge Cooldown
Devoured by Darkness (OD)
214214D
0, 6000 R 80 100, 5 VS - UNB 4 B 13+12 3 56 - - F100 - 100 - 1-16 All
  • 25% minimum damage: 1500
  • Lifesteal: 1000
  • 180F Heat Gauge Cooldown

Astral Heat

Version Damage Cancel P1 P2 Starter SMP Guard Level Attribute Startup Active Recovery Frame Adv Blockstun Ground Hit Ground CH Air Hit Air CH Invul
Black Onslaught
2141236C
death - - - - - all 5 B 3+25 2 25 -12 20 - - - - 1-29 All
  • 180F Heat Gauge Cooldown

Revolver Action Table

NOTE: 5A and 2A can only be done three times in any string of normals, even on whiff.

Ground Revolver Action Table
A B C D Cancels
5A 5A, 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special, Overdrive
5B 6A 2B 5C, 2C, 3C 5D, 2D, 6D Special, Overdrive
5C 6A - 2C, 6C, 3C 5D, 2D, 6D Jump, Special, Overdrive
5D - - - - Special, Overdrive
2A 5A, 2A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Overdrive
2B - 5B, 6B 5C, 2C, 3C 5D, 2D, 6D Special, Overdrive
2C 6A 6B 5C, 6C, 3C 5D, 2D, 6D Special, Overdrive
2D - - - - -
6A - - - - Jump, Special, Overdrive
6B 6A - - 5D, 2D, 6D Special, Overdrive
6C - - - 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
Black = On hit or block
Red = On hit only
Green = Available on whiff
Blue = Only once per string