BBCF/Ragna the Bloodedge/Frame Data

From Dustloop Wiki

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

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Minimum Damage 20%
    • Heat Gauge Cooldown 180F
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 -

Exceed Accel

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
600, 2450 all 20 3 23 - - B -
600, 2450 all 10 3 23 - - B -
600, 700*4, 2450 all 20 3 23 - - B -
600, 700*4, 2450 all 10 3 23 - - B -

Astral Heat

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
death all 3+15 2 24 - - B -

Revolver Action Table

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