BBTag/Ragna the Bloodedge

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Ragna the Bloodedge
BBTag Ragna Portrait.png

Health: 16,000

Jump Startup: 4F

Backdash Time 22F / Invul: 1-7F All

Movement Options
  • Double Jump, 1 Airdash, Dash Type: Run

Overview[edit]

"I'll show you, the power of the Azure!"

Backstory[edit]

The main character of the BlazBlue series. Ragna and his siblings, Jin and Saya lived peacefully being cared for by their guardian at a Church within the forest. One day, the man known as Yuuki Terumi would arrive and burn down the church and sever Ragna's right arm, kidnapping his sister in the process. Ragna is saved by Rachel Alucard when she gives him the Azure Grimoire (a.k.a the titular "BlazBlue") which replaced the arm that had been sliced off. Ragna swore vengeance and would start a one man crusade against the NOL to find Terumi using the Azure's power, becoming the most wanted criminal ever recorded in NOL history.

Playstyle[edit]

Ragna is a rushdown character. He has normals with good reach, specials to help with mixup and pressure and a very reliable Reversal Action that can be a very good defensive option when used wisely. Ragna has all the tools needed to succeed but all these tools are driven by your fundamentals. Your Ragna will only get stronger the more you perfect your spacing, movement, how to vary your pressure and how to work in his reversal action into a defense with a strong base built on understanding of game systems and characters.

Strengths/Weaknesses[edit]

Strengths Weaknesses
  • Has one of the best Reversal Actions in the game. Combo ender, reversal and punish: You name it, Inferno Divider does it.
  • Has good front-end damage, so even something as simple as 5AAA (into 2C) into Hell's Fang does good damage from range.
  • Versatile combo toolkit, ranging from a command dash into OTG, ground bounces, and air-to-ground moves.
  • Access to multiple mid-ranged high/low normals. Includes sweeps (2C) and overheads (Gauntlet Hades) that can be followed up easily and can be done very late into a block string.
  • One of the safest anti-air normals in the game (5B) that can follow up easily to a combo. Can also allow Ragna to Reverse Beat into 2A.
  • Easy to find opportunities to insert Partner Skills for enhanced damage.
  • Souleater mechanic takes enemies health and adds it to his own on either hit or block as well as dealing chip damage. All of his specials, supers, and assists use this feature.
  • Lacks full-screen projectiles. Ragna might have good pressure, but the lack of full-screen projectiles hurts Ragna's Partner Skill potential a lot. This makes him very dependent on his partner for some match-ups.
  • Has an awkward time dealing with fullscreen pressure. Requires high match-up knowledge against dedicated zoning characters or characters with very large normals.
  • Fantastic pressure is easily negated by well timed Reject Guards.
  • Somewhat mediocre Partner Skills for neutral that are overshadowed by other, more viable Partner Skills such as Ruby's.
  • Blockstrings are heavily dependent on proximity.
  • Ragna's lifesteal mechanic is considerably weaker than in previous entries. The window of opportunity where lifesteal will make a difference is very narrow.


Drive: Soul Eater[edit]

In the original BlazBlue series, Ragna's Drive allowed him to steal some of his opponent's health whenever he connected with an attack involving the Drive button. These attacks will deal chip damage on block and drain the same amount of health. Although there no longer is a dedicated Drive button, this feature makes its return in BlazBlue Cross Tag Battle.

The following moves steal health from your opponent when they make contact with an opponent:

  • 5AAAA
  • Second hit of 5BB
  • j.B
  • 2C
  • Inferno Divider
  • Axe Kick
  • Dead Spike (All versions)
  • Follow-up Attack (Hell's Fang)
  • Rising Kick (Gauntlet Hades)
  • Follow-up Attack (Nightmare Edge)
  • Follow-up Attack 1 (EX Dead Spike)
  • Follow-up Attack 2 (EX Dead Spike)
  • Blood Scythe (Both versions)
  • Carnage Scissors (Second hit onwards)
  • Devoured by Darkness (Last hit only, on hit only)
  • Black Onslaught (Second hit onwards, on hit only)

Note: While Ragna uses his old 6D and the finisher of his EX Dead Spike during the follow-up hits of his 5C overhead, none of these hits drain health. Any health gained after the end of a match will not affect Ragna's HP, including those done during Black Onslaught.


Normal Moves[edit]

4A[edit]
4A
BBCS Ragna 5A.png
Must be at least this tall to get smacked.
Damage Guard Startup Active Recovery Frame Adv.
1000 All 5 3 9 -1
  • Whiffs on crouchers. Also whiffs on short character like Linne, even if they aren't crouching.
  • Cancelable into everything, including jumps, throws, and even itself.

High hitbox allows 4A to be used as a fast and safe anti-air, but results in whiffs against crouching opponents. After three consecutive 4As, any further A inputs will result in 5A.


5A[edit]
5A
BBCS Ragna 5B.png
The Jesus Kick. Fear it. Respect it.
BBCS Ragna 5C.png
You're gonna see this move a lot.
BBCS Ragna 6C.png
Poke their toes and toss 'em.
BBTag Ragna 5AAAA.png
Mashin' A
Version Damage Guard Startup Active Recovery Frame Adv.
5A 1500 All 8 8 16 -8
  • Can cancel into throw, which can trick opponents who try to Reject Guard this normal

This move will normally be the start of Ragna's pressure and one of his most useful standard footsie tools in neutral.

5AA 1700 All 11 4 20 -6
  • Jump cancelable on hit
  • Last point of the A Smart Combo where you can chain into 2A

Combo and pressure filler. Can whiff if used after 5A on an airborne opponent if they are too high off the ground.

5AAA 1100*2 Low, All 13 2(4)2 33 -17
  • Jump cancelable
  • Cancelable into C normals

Launcher with better damage and scaling than 5B, but can only be done after 5AA and only launches airborne opponents, limiting its usefulness. The first hit has great horizontal reach and is a low while the second hit has a large vertical hitbox and is jump cancelable on both hit and block. Furthermore, this move can cancel into 2C and Gauntlet Hades, giving Ragna a high/low mixup as well. Be wary of Reject Guards, as the second hit is horribly unsafe on whiff.

5AAAA 2000 All 18 4 31 -15
  • Lifesteal: 100

Does respectable damage, has decent scaling, and drains health, all while being incredibly easy to use. However, it is completely reliant on assists because it has absolutely no cancel options (even in Resonance Blaze). Due to the extreme horizontal knock back on hit, assists must be called preemptively for them to successfully connect.


5B[edit]
5B
BBCS Ragna 6A.png
Ragna's most reliable anti-air.
BBCS Ragna 5D.png
Dash cancel shenanigans.
BBCS Ragna NotOverYet.png
OTG, Marvel style.
Version Damage Guard Startup Active Recovery Frame Adv.
5B 1500 All 11 4 24 -12
  • Launches opponent into the air
  • Head attribute invincible
  • Jump cancelable

5B serves as one of Ragna's potential anti-airs. While it is not air unblockable like Inferno Divider and has more start-up and recovery frames than 4A, it does possess head attribute invincibility and is jump cancelable even on block. It also serves as Ragna's main launcher in combos. Can cancel into 5A, giving Ragna pseudo-Reverse Beat capabilities.

5BB 1000, 2000 All 15 6(12)3 29 -12
  • First hit is jump cancelable on hit
  • Lifesteal (second hit): 100

5BB consists of two hits. The first hit is used to bring opponents higher into the air to allow Ragna to combo off of Hell's Fang or A Dead Spike. The second hit drains health and is used to bring airborne opponents back down to the ground in order to combo into B Dead Spike or Bloodscythe, the latter of which can force a side switch if it is used midscreen. This move has fantastic scaling as a starter, leading into 9.5k with only one bar. Thanks to its multi-hit nature, 5BB can be used to Active Change mid-combo fairly easily but this trait also makes it very unsafe on whiff. The second hit can cancel into other moves as long as the first hits something.

5BBB - - - - - -
  • Cannot cancel into Skills or Distortion Skills
  • Can call Partner Skills during the dash

This dash is mostly used to give Ragna a better chance of landing 5BBBB. That being said, the dash distance covers much of the pushback distance of 5BB, making it possible to make up the distance and recover while a Partner Skill keeps the opponent in blockstun. It is still ill-advised to use this outside of combos, however, as the dash is very unsafe. Can be used to combo into 2A if 5BB hit an opponent from a high enough height.

5BBBB 0, 2000 All - - 25 Total -
  • Launches opponent forward
  • Opponent cannot be hit by Partner Skills during grab animation

A strong combo part that forces the opponent into an fixed animation on hit that then combos into Hell's Fang midscreen, B Dead Spike or Gauntlet Hades in the corner or Blood Scythe for high damage anywhere. If 5BBB is immediately canceled into 5BBBB, it's possible that 5BBBB can whiff before the dash closes enough of the gap, so be mindful of when you input the last B.


5C[edit]
5C
BBCP Ragna CrushTrigger.png
Ragna's old Crush Trigger, still not very good.
Damage Guard Startup Active Recovery Frame Adv.
800 High 22 3 28 -10
  • Universal overhead
  • Flash on frame 4

Thanks to 5C's poor range and the fact that Ragna has a more reliable overhead that has better mix-up and damage potential in the form of Gauntlet Hades, this move rarely sees any use. Inputting the follow-up as soon as possible results in less damage and meter but provides better oki.


2A[edit]
2A
BBCS Ragna 2B.png
Ragna's go to low.
Damage Guard Startup Active Recovery Frame Adv.
1000 Low 9 2 15 -4

Standard low and your main low poke for footsies. This is the only normal in Ragna's arsenal that can Reverse Beat from 5B, so it's very good for opponents that don't pushblock too often. Also allows Ragna to repeat 5A and 5AA within the same chain of normals.


2B[edit]
2B
BBCS Ragna 3C.png
Can't have enough lows.
Damage Guard Startup Active Recovery Frame Adv.
1700 Low 12 3 21 -6
  • Jump cancelable

Ragna's old sweep. Very useful late into combos due to the significant amount of guaranteed untechable time against airborne opponents. Combos into 4A on counter hit. Can lead into A normals by canceling into 5B which can chain into 2A, making it a great move to start block strings.


2C[edit]
2C
BBCS Ragna 2D.png
COUNTER
Damage Guard Startup Active Recovery Frame Adv.
2000 Low 17 2 33 -15
  • Universal sweep
  • Lifesteal: 100

Ragna's best scaling starter which can combo into Bloodscythe on counter hit for massive damage. Can also combo into Gauntlet Hades on counter hit for meterless routes. EX Deadspike allows for follow-ups without a counter hit mid-screen. Use it to punish blocked or whiffed reversals or use it late into a block string for a surprise low.


j.A[edit]
j.A
BBCS Ragna jC.png
All purpose air normal.
BBCS Ragna AThrow.png
Throw follow-up turned normal follow-up.
Version Damage Guard Startup Active Recovery Frame Adv.
j.A 1500 High - - - -
  • Double jump cancelable

Ragna's main approach via the air as it's a serviceable air-to-air and a air-to-ground attack.

j.AA 1500 High - - - -
  • Double jump cancelable

While j.B fulfills a similar role, j.AA launches the opponent slightly higher which allows connecting j.C clean hit to become much easier. Deals less damage and hit stun then j.B and doesn't grant as much meter or give any health, so use j.B instead wherever possible. If j.A was used high enough after an IAD, then j.AA can cross up.


j.B[edit]
j.B
BBCS Ragna jD.png
Rule the skies.
Damage Guard Startup Active Recovery Frame Adv.
1700 High - - - -
  • Lifesteal: 100
  • Double jump cancelable

Air anti-air that hits in front and above Ragna. Used to lead into Inferno Divider, Nightmare Edge, Belial Edge, or Blood Scythe as it has tons of hit stun. Most damaging air normal and the only one with health drain.


j.C[edit]
j.C
BBCS Ragna BelialEdge.png
Belial Edge...how we've missed you.
Damage Guard Startup Active Recovery Frame Adv.
800*N All - - - -5
  • Last hit causes ground bounce

An air-to-ground combo extender. When j.C is used on an opponent above Ragna, the last hit will connect, causing the opponent to bounce. This combined with the last hit being special cancelable allows Ragna to follow-up with a Skill. However, if Ragna is above the opponent, the opponent will quickly recover the instant Ragna touches the ground. The only follow-up possible when Ragna is above the opponent is a well-timed Partner Skill.



Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
5B+C
BBCS Ragna FThrow.png
"This'll sting!"
Version Damage Guard Startup Active Recovery Frame Adv.
Forward Throw
5B+C
0, 2000 Throw - - - -
Back Throw
4B+C
0, 2000 Throw - - - -
  • Ragna preforms a dash and then grabs if he wasn't already within grab range.

Ragna's forward throw has him stab his opponent by extending his sword into them. His back throw has him drag his opponent across the ground, following through into an upward toss. Both have near identical launch heights and angle, as well as having the same combo routes. Can go straight into his 5AAA > Light Dead Spike loop for easy damage.


Inferno Divider[edit]
Inferno Divider
5A+D (Air OK)
BBCS Ragna InfernoDivider.png
The return of a very reliable reversal.
Version Damage Guard Startup Active Recovery Frame Adv.
Inferno Divider
5A+D
1000*2 Air Unblockable 12 - - -37
Aerial Inferno Divider
j.A+D
1000*2 All - - - -
Uppercut
5A+D/j.A+D > A/B/C
1000 All - - - -
Axe Kick
5A+D/j.A+D > A/B/C > A/B/C
2000 All - - - -
  • Invincible from frame 1
  • Ground version is air unblockable
  • Cannot Cross Burst if punished
  • 5% minimum damage: 50, 50, 50, 100 (250)
  • Lifesteal (Inferno Divider): 50*2 (100)
  • Lifesteal (Axe Kick): 50

This serves as Ragna's universal reversal tool and main air unblockable attack. It has pretty good vertical and horizontal range and threatens aerial approaches. As expected, if blocked, this move is very negative. Inferno Divider is Ragna's fastest air combo ender, as well as his most damaging thanks to its minimum damage. Leads into decent oki anywhere on the screen, though he has better options in the corner.


Skills[edit]

Dead Spike[edit]
Dead Spike
236A/B
BBCS Ragna DeadSpike.png
Not a real projectile.
BBCP Ragna DeadSpike.png
Kind of a real projectile.
Version Damage Guard Startup Active Recovery Frame Adv.
A.png Dead Spike 1500 All 18 - - -6
  • Lifesteal: 100

Can juggle opponents if they are hit high enough off the ground (such as after the first hit of 5BB). Can loop 5AAA > A Dead spike for as long as hitstun permits.

B.png Dead Spike 1700 All 26 - - -1
  • Lifesteal: 100

Used to reset pressure during block strings and to continue combos in the corner. Can also make Active Changes safe. Do not use this to zone, as the projectile is slow to start up and is easy to jump over.


Hell's Fang[edit]
Hell's Fang
214A
BBCS Ragna HellsFang.png
Corner...
BBCS Ragna HellsFangFollowup.png
Carry!
Version Damage Guard Startup Active Recovery Frame Adv.
Hell's Fang
214A
1700 All 15 - - -4
Follow-up Attack
214A > A/B/C
1700 All 19 - - -19
  • Combo ender
  • Lifesteal (Follow-up Attack): 200

The first hit can be used to juggle opponents into 4A if they are sufficiently high enough when the move connects. The second hit drains health and launches the opponent away, with the distance they travel being farther the higher they are in the air when they are hit.


Gauntlet Hades[edit]
Gauntlet Hades
214B (Air OK)
BBCS Ragna GauntletHades.png
Gauntlet Dumbass!
BBCS Ragna SpinKick.png
Is now jump cancelable, enjoy your loops!
Version Damage Guard Startup Active Recovery Frame Adv.
Gauntlet Hades
214B
1700 High/Air 22 - - -12
Aerial Gauntlet Hades
j.214B
1700 High/Air - - - -
Rising Kick
214B/j.214B > A/B/C
1000 All 16 - - -17
  • Gauntlet Hades connects about three frames later on crouching opponents
  • Rising Kick whiffs on crouchers
  • Rising Kick is jump cancelable
  • Lifesteal (Rising Kick): 100

Ragna's most reliable grounded overhead and vital combo tool after sweet spot Belial Edge (j.C). Can be used after j.AA for a triple overhead mix-up. Loops into and from j.C for massive corner carry and damage.


Nightmare Edge[edit]
Nightmare Edge
j.214A
BBCF Ragna NightmareEdge.png
BBCF Ragna NightmareEdgeFollowUp.png
Version Damage Guard Startup Active Recovery Frame Adv.
Nightmare Edge
j.214A
900*N All - - - -5
Follow-up Attack
j.214A > A/B/C
1700 All 12 - - -17
  • Combo ender
  • Follow-up Attack is an OTG that cannot be followed up without assists
  • Lifesteal (Follow-up Attack): 200

This move is mostly used as an combo ender, as it brings the opponent and Ragna to the ground. Nightmare Edge brings the enemy down to the ground, which can then be used to OTG using certain Partner Skills. Follow-up Attack knocks the enemy forward and upwards, making it harder to confirm with some Partner Skills midscreen (for instance, Ruby's 5P whiffs the opponent is too far away, resulting in the only option being Carnage Scissors). Because of this, the timing on the Partner Skill is important if using the finisher.


Extra Skills[edit]

EX Dead Spike[edit]
EX Dead Spike
236C
BBTag Ragna DeadSpikeEX.png
Unlimited Ragna's rekka, now a proper special move.
BBTag Ragna DeadSpikeEX2.png
Wall bounce for combo extensions.
BBTag Ragna DeadSpikeEX3.png
SEED OF TARTARUS
Version Damage Guard Startup Active Recovery Frame Adv.
EX Dead Spike
236C
1500 All 18 - - -6
Follow-up Attack 1
236C > A/B/C
1700 All 19 - - -16
Follow-up Attack 2
236C > A/B/C > A/B/C
2000 All 23 - - -28
  • Follow-up Attack 1 wall bounces mid-screen and wall sticks in the corner.
  • 10% minimum damage: 150, 170, 200 (520)
  • Lifesteal: 150, 150, 100 (400)

Ragna's Dead Spike gains two follow-ups in the form of Hell's Fang's follow-up and his Exceed Accel from Central Fiction, Seed of Tartarus. The Dead Spike itself shares identical frame data as the light version but is larger, drains more health, deals unrecoverable damage, and has minimum damage. Due to being so similar to the light version, this attack should never be used if you don't intended to use one of the follow-ups.

The Hell's Fang portion is safer on block, has a larger hitbox, launches opponents further, and can either wall bounce or wall stick depending on the distance from the corner, on top of having unrecoverable minimum damage. However, it has less health drain than the move it copies. The wall bounce can be used to extend combos mid-screen after 2C for good damage and health drain. Can also be used after other moves or in the corner if the opponent is sufficiently high enough.

The final attack is a unique move that deals the most damage and has the least amount of life drain, launching the opponent a great distance away. Can extend combos by hitting opponents who are both high in the air and are in the corner. Fantastic move in Resonance Blaze, as it can launch opponents at the perfect angle for combo extensions via Carnage Scissors in the corner, as well as being able to tack on more minimum damage and health drain before ending a combo with a super.


Blood Scythe[edit]
Blood Scythe
214C (Air OK)
BBCP Ragna BloodScythe.png
GRIM REAP- oh wait...
Version Damage Guard Startup Active Recovery Frame Adv.
Blood Scythe
214C
2500 All 24 - - -4
Aerial Blood Scythe
j.214C
2500 All - - - -4
  • Ground version ground bounces on hit, making it a useful combo extension tool
  • Aerial version knocks down on hit, making it not as viable as ground version for combos
  • 10% minimum damage: 250
  • Lifesteal: 100

This Extra Skill acts as a universal combo extension for most of Ragna's combos. On hit, Blood Scythe can be followed up with a 5AA into a jump cancel. Comboing into Blood Scythe will often result in a considerable damage increase, particularly if performed early, such as after a CH 2C. Using the ground version midscreen as a combo extension after certain moves like the second hit of 5BB will force a side switch.


Partner Skills[edit]

5P[edit]
5P
Hell's Fang
BBCS Ragna HellsFang.png
BBCS Ragna HellsFangFollowup.png
Damage Guard Startup Active Recovery Frame Adv.
1700, 1700 All 31 - - +30
  • Follow-up Attack performed only on hit
  • Lifesteal (Follow-up Attack): 100

Detailed description of the usefulness of the move go here


6P[edit]
6P
Blood Scythe
BBCP Ragna BloodScythe.png
Damage Guard Startup Active Recovery Frame Adv.
2000 All 55 - - +36
  • Will track opponent but does not go fullscreen
  • Ground bounces on hit
  • Lifesteal: 100

Detailed description of the usefulness of the move go here


4P[edit]
4P
Dead Spike
BBCS Ragna DeadSpike.png
Damage Guard Startup Active Recovery Frame Adv.
1500 All 31 - - +30
  • Lifesteal: 100

Detailed description of the usefulness of the move go here



Distortion Skills[edit]

Carnage Scissors[edit]
Carnage Scissors
236B+C
BBCS Ragna CarnageScissors.png
Don't run full screen with scissors! You could poke the enemy's eyes out!
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 3000, 4000 All - - - -
  • 20% minimum damage: 600, 800 (1400)
  • Lifesteal (second hit): 300

Ragna lunges forward with his sword. The way that the sword swings downwards as he lunges means that the hitbox extends above him into the air briefly - it's not recommended as a anti-air, but be aware that it has these properties to prevent nasty surprises. Used to blow through projectiles and zoning, even from full screen.

Enhanced 3000, 4000, 700*4 All - - - -
  • 20% minimum damage: 600, 800, 140*4 (1960)
  • Lifesteal (hits 2-6): 600 total

This version does more damage, steals more health, and launches opponents higher and farther than the base version. If the opponent is both high enough and in the corner, Ragna can combo after this move with either 4A or 5A, allowing him to combo into another super. Grounded opponents can be put at the perfect height by using EX Dead Spike's final hit.


Devoured by Darkness[edit]
Devoured by Darkness
214B+C
BBCS Ragna DevouredByDarkness.png
RIP OD command grab
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 2000, 6000 All - - - -39
  • 20% minimum damage: 400, 1200 (1600)
  • Lifesteal (last hit): 1000

Ragna reaches out with his Black Beast infected hand and grabs the opponent, dealing massive damage and regaining a large amount of health. As this is his single most damaging move in his arsenal, this super should be used to close out combos whenever possible. This can be difficult though, as this move has poor range, usually requiring the corner or an assist.

Enhanced 2000, 7500 All - - - -
  • 20% minimum damage: 400, 1500 (1900)
  • Lifesteal (last hit): 2000

This version has better damage, twice the health drain, and a longer animation on hit, perfect for waiting out the opponent's Resonance Blaze or to give your assist more time to retreat and be available for a Distortion Skill Duo. By using Resonance Blaze Carnage Scissors as a combo extender, as well as using EX Dead Spike as many times as a combo allows, this super can lead into massive amounts of health drain.



Distortion Skill Duo[edit]

Devoured by Darkness[edit]
Devoured by Darkness
P during Distortion Skill
BBCS Ragna DevouredByDarkness.png
Tag-team throttling.
Version Damage Guard Startup Active Recovery Frame Adv.
Normal 0, 2000 All - - - -
  • 100% minimum damage: 0, 2000 (2000)
  • Lifesteal (last hit): 500
Enhanced 0, 2500 All - - - -
  • 100% minimum damage: 0, 2500 (2500)
  • Lifesteal (last hit): 1000

Go for it if you can kill. Note that unlike its Distortion Skill counterpart, this move can OTG. Each version does much more minimum damage than its original, but only drains half as much health.



Astral Heat[edit]

Black Onslaught[edit]
Black Onslaught
222B+C
BBCS Ragna BlackOnslaught.png
"I’ll show you… the power of the Azure!"
BBCS Ragna BlackOnslaught2.png
"There is no hell, only darkness."
Damage Guard Startup Active Recovery Frame Adv.
42000 (DESTROY) All - - - -12
  • 100% minimum damage: 0, 2100*6, 1000*8, 21400 (42000)
  • Only available in level 4 Resonance Blaze and requires 9 bars.

Ragna does an uppercut with his sword in a reverse grip. If it hits, he shifts his weapon into its scythe form and does two sequences of three swipes with it. He then charges up the final slash while stealing the opponent's soul, which he unleashes to erase them from existence. As astrals can only be used in Resonance Blaze, this super can be canceled into from normals and specials, making it very easy to use. Connecting with this move instantly ends the match, so always use it whenever possible.



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