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

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{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
{| class='wikitable' style="text-align: center; margin: lem auto lem auto;"
|-
|-
{{FrameDataHeader-BBCP}}
{{FrameDataHeader-BBCF}}
|-
|-
{{FrameData-BBCP
{{FrameData-BBCF
  |version=Carnage Scissors
  |version=Carnage Scissors
  |subtitle=632146D
  |subtitle=(632146D)
  |damage=1000, 2500
  |damage=1250, 3200
  |cancel=R
  |cancel=R
  |p1=85
  |p1=80
  |p2=92*2
  |p2=82(once)
|smp=
  |starter=
  |starter=N
  |guard=all
  |guard=all
  |level=4
  |level=4
Line 1,404: Line 1,403:
  |frameAdv=-43
  |frameAdv=-43
  |blockstun=18
  |blockstun=18
|groundHit=S42, F80
  |airHit=90
|groundCH=S84, F132
  |invul=1-9 All
  |airHit=B90, 80
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rg/UltimateAssault/74
|airCH=B148, 132
  |description={{ColumnList |text=
  |invul=1-14 All
*20% minimum damage: 890
  |hitbox=
*Lifesteal: 300
  |description=
{{ColumnList |text=
*Can cancel 2nd hit by holding down D button
*30% minimum damage: 1050
*Lifesteal: 200
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*Can cancel 2nd hit by holding down D button
*Start-up after super freeze varies based on distance from opponent
*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
*Start-up/Active/Recovery becomes 9+7~12/2/36 if button is held after 1st attack
}}
}}
}}
}}
|-
|-
{{FrameData-BBCP
{{FrameData-BBCF
  |version=Carnage Scissors (OD)
  |version=Carnage Scissors
  |subtitle=632146D
  |subtitle=OD Version (632146D in OD)
  |damage=1000, 2500, 300*4
  |damage=1250, 3200, 320*4
  |cancel=R
  |cancel=R
  |p1=85
  |p1=80
  |p2=92*2, 99*4
  |p2=82(once)
|smp=
  |starter=
  |starter=N
  |guard=all
  |guard=all
  |level=4
  |level=4
  |attribute=B
  |attribute=B
  |startup=9+7~12
  |startup=9+7~12
  |active=2(38)4, 1*4
  |active=2(38)4,1,1,1,1
  |recovery=58
  |recovery=58
  |frameAdv=-40
  |frameAdv=-40
  |blockstun=18
  |blockstun=18
|groundHit=S42, F80
  |airHit=90
|groundCH=S84, F132
  |invul=1-9 All
  |airHit=B90, 80
  |hitbox=http://boxdox-bb.dantarion.com/#/viewer/bbcf_102/rg/UltimateAssault_OD/75
|airCH=B148, 132
  |description={{ColumnList |text=
  |invul=1-14 All
*20% minimum damage: 1146
  |hitbox=
*Lifesteal: 200+100+100+100+100
  |description=
{{ColumnList |text=
*Can cancel 2nd hit by holding down D button
*30% minimum damage: 1410
*Lifesteal: 200+50*4
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
*Can cancel 2nd hit by holding down D button
*Start-up after super freeze varies based on distance from opponent
*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
*Start-up/Active/Recovery becomes 9+7~12/2/36 if button is held after 1st attack
}}
}}
}}
}}
|-
|-
{{FrameData-BBCP
{{FrameData-BBCF
  |version=Devoured by Darkness
  |version=Devoured by Darkness
  |subtitle=214214D
  |subtitle=(214214D)
  |damage=0, 3000
  |damage=0, 4000
  |cancel=R
  |cancel=R
  |p1=80
  |p1=80
  |p2=100, 5
  |p2=100, 25
|smp=
  |starter=
  |starter=VS
  |guard=all
  |guard=all
  |level=4
  |level=4
Line 1,469: Line 1,458:
  |startup=13+12
  |startup=13+12
  |active=3
  |active=3
  |recovery=56
  |recovery=55
  |frameAdv=-40
  |frameAdv=-39
  |blockstun=18
  |blockstun=18
|groundHit=F100
|groundCH=
  |airHit=100
  |airHit=100
|airCH=
  |invul=1-17 All
  |invul=1-16 All
  |hitbox=
  |hitbox=
  |description=  
  |description=  
{{ColumnList |text=
{{ColumnList |text=
*25% minimum damage: 750
*25% minimum damage: 1000
*Lifesteal: 500
*Lifesteal: 1000
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
}}
}}
}}
}}
|-
|-
{{FrameData-BBCP
{{FrameData-BBCF
  |version=Devoured by Darkness (OD)
  |version=Devoured by Darkness
  |subtitle=214214D
  |subtitle=OD Version (214214D in OD)
  |damage=0, 6000
  |damage=0, 5000
  |cancel=R
  |cancel=R
  |p1=80
  |p1=80
  |p2=100, 5
  |p2=100, 25
|smp=
  |starter=
  |starter=VS
  |guard=UNB
  |guard=UNB
  |level=4
  |level=4
Line 1,500: Line 1,485:
  |startup=13+12
  |startup=13+12
  |active=3
  |active=3
  |recovery=56
  |recovery=55
  |frameAdv=
  |frameAdv=
  |blockstun=
  |blockstun=
|groundHit=F100
|groundCH=
  |airHit=100
  |airHit=100
|airCH=
  |invul=1-17 All
  |invul=1-16 All
  |hitbox=
  |hitbox=
  |description=  
  |description=  
{{ColumnList |text=
{{ColumnList |text=
*25% minimum damage: 1500
*25% minimum damage: 1250
*Lifesteal: 1000
*Lifesteal: 500
*180F Heat Gauge Cooldown
*180F Heat Gauge Cooldown
}}
}}

Revision as of 08:06, 2 January 2017

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+15 - - H -
800 all 9 4 till L+12 - - H -
880 all 9 4 till L+12 - - H -
900 all 26 13 57T - - HBFP -
900, 300*2 all 26 19 57T - - HBFP -
0, 1110 8 16 6 - - T -
560*N all 17 2, [4]*N(2)2 till L+20 - - H -
1200 all 12 3 33 - - HBF -
1320 all 12 3 33 - - HBF -
1250 all 37 3 15 - - H -
1375 all 37 3 15 - - H -
1000 all 21 4 till L+14 - - H -
1100 all 21 4 till L+14 - - H -

Distortion Drives

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
1250, 3200 all 9+7~12 2(38)4 58 - - B -
1250, 3200, 320*4 all 9+7~12 2(38)4,1,1,1,1 58 - - B -
0, 4000 all 13+12 3 55 - - B -
0, 5000 UNB 13+12 3 55 - - B -

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