BBTag/Ragna the Bloodedge/Frame Data

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System Data[edit]

Health

17,000

Prejump

4F

Backdash

22F (1-7F Inv All)


Normal Moves[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
4A 1000 CSTJP 100 70 B All 5 3 9 0 1 11 12 12 16 23 9 +0 +0 - -
5A 1500 CSTP 100 80 B All 8 8 16 -7 3 16 17 17 22 31 11 +0 +2 - -
5AA 1700 CSTJP 100 85 B All 11 4 20 -5 4 18 19 19 24 34 12 +0 +5 - -
5AAA 1100*2 CSP, CSJP 90, 100 85 (once) F, B Low, All 13 2(4)2 33 -16 4 18 19 40 24 55 12 +0 +5 - -
5AAAA 2000 P 100 90 B All 18 4 31 -14 5 20 Launch 40 Launch 56 13 +0 +8 - -
  • Lifesteal: 300
2A 1000 SP 90 75 F Low 7 2 12 ±0 2 13 14 14 18 26 10 +0 +1 - -
5B 1500 SJP 90 70 B All 11 4 24 -11 3 16 Launch 26 Launch 40 11 +0 +2 4~11 H -
5BB 1000, 2000 CS(J)P 100 90 (once) B All 15 6(12)3 29 -6 5 20, 25 Launch 24, 24 + Down 23 Launch 40, 40 + Down 23 6, 13 +0 +8 - -
  • Lifesteal: 0, 300 (300)
5BBB - P - - - - - - 29T - - - - - - - - - - - -
  • 12~19F cancelable into 5BBBB
5BBBB
Not Over Yet
0, 2000 -, S 100 100, 90 B - 8 13[(36)8] 6 [24] - 5 - Launch 60 Slide 29 - - - 0, 18 +0 - -
  • Values in [] are on hit
2B 1700 SJP 90 85 H All 21 3 14+16L -14 4 18 19 26 24 41 12 +0 +5 7~20 F -
  • Lifesteal: 300
5C 800 - 100 100 B High 22 3 24 -10 3 16 - 17 + Down 23 - 31 + Down 23 11 +0 +2 - -
2C 2000 SP 90 90 F Low 17 2 23 -4 5 20 Launch 30 Launch 46 13 +0 +8 - -
  • Lifesteal: 300
j.A 1500 SJP 80 80 H High 11 4 Until L - 3 16 17 17 22 31 11 +0 +2 - -
j.AA 1500 SJP 80 80 H High 11 6 24 - 3 16 17 19 22 33 11 +0 +2 - -
j.B 1700 SJP 80 85 H High 11 4 20 - 4 18 19 22 24 37 12 +0 +5 - -
  • Lifesteal: 300
j.C 800*N SP 80 85 H All 5 2(6)[2(1)]*N, 4 20L -5 4 18 19 25*N, 35 24 40*N, 50 12, 2/-1*N, 3 +0, -1*N, +0 +5, -1*N, +5 - -
  • Last hit gains an additional 5F of hitstop on Counter Hit

Universal Mechanics[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Forward Throw 0, 2000 -, S 100 100, 50 T Throw 7-30 3 23 - 4 - Launch 60 - - 12 +0 +0 - -
  • 100% minimum damage: 0, 2000 (2000)
Back Throw 0, 2000 -, S 100 100, 50 T Throw 7-30 3 23 - 0 - Launch 60 - - - 0, 8 +0 - -
  • 100% minimum damage: 0, 2000 (2000)
Inferno Divider
Reversal Action
1000*2 - 80 60 (Once) B Air Unblockable 10 7,6 33+15L -35 4 18 Launch 42 Launch 57 12 +0 +0 1~16 All -
  • 5% minimum damage: 50*2 (100)
  • Lifesteal: 150*2 (300)
Aerial Inferno Divider
Reversal Action
1000*2 - 80 60 (Once) H All 7 7,6 Until L+15 - 4 18 Launch 42 Launch 57 12 +0 +0 1~16 All -
  • 5% minimum damage: 50*2 (100)
  • Lifesteal: 150*2 (300)
Uppercut
Inferno Divider > A/B/C
1000 - 48 100 H All 14 3 15L - 4 18 Launch 42 Launch 57 12 +0 +5 - -
  • 5% minimum damage: 50
Axe Kick
Inferno Divider > A/B/C > A/B/C
2000 - 48 100 H All 19 6 15L - 4 18 19 60 - - 12 - - - -
  • 5% minimum damage: 100
  • Lifesteal: 150
Cross Burst Attack

Skills[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
A.png Dead Spike
236A
1500 P 80 80 P1 All 18 21 Total 51 -6 3 16 Launch 30 Launch 44 0/+11 +11 +13 - -
  • Lifesteal: 300
B.png Dead Spike
236B
1700 P 80 85 P1 All 26 13 Total 57 -1 4 18 Launch 50 Launch 65 0/+12 +12 +17 - -
  • Lifesteal: 300
  • 33~45F dash cancelable, Dash Cancel duration 27F
Hell's Fang
214A
1700 P 80 85 B All 15 13 26 -4 4 22 27 40 32 55 12 +0 +5 - -
  • Goes into first frame of recovery (28F) on hit/block
  • 28~46F cancelable into Follow-up Attack
Follow-up Attack
Hell's Fang > A/B/C
1700 P 100 85 B All 19 3 35 -19 4 18 Launch 56 Launch 71 12 +0 +5 - -
  • Lifesteal: 600
Gauntlet Hades
214B
1700 P 80 85 H High 18 7 9+14L -12 4 18 Crumple 29 28 Crumple 58 43 12 +0 +5 - -
  • Hits in front on 22F
Aerial Gauntlet Hades
j.214B
1700 P 80 85 H High 12 9 9+15L - 4 18 Launch 28 Launch 43 12 +0 +5 - -
  • Hits in front on 16F
Rising Kick
Gauntlet Hades > A/B/C
1000 JP 100 75 H All 9 4 13+18L -17 4 18 Launch 45 Launch 60 12 +0 +5 - -
  • Lifesteal: 300
  • Whiffs against crouch state
Nightmare Edge
j.214A
900*N P 80 80 (Once) H All 17 3, 2*N, 2 20 -5 3 16 17*N, Launch 60 + Down 33*N, 60 + Down 23 22*N, Launch 74 + Down 33*N, 74 + Down 23 11, 2*2, 11 -1*3, -7 +2 - -
Follow-up Attack
Nightmare Edge > A/B/C
1700 P 100 85 B All 12 3 33 -17 4 18 Launch 60 Launch 75 16 +0 +5 - -
  • Lifesteal: 600

Extra Skills[edit]

  • All Extra Skills have the following properties unless otherwise stated:
    • Cost 1 Skill Gauge on 4F
    • Skill Gauge Cooldown 180F (starting on 5F)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
EX Dead Spike
236C
1500 P 80 90 P All 18 9 Total 51 -6 3 16 Launch 30 Launch 44 0/+11 +11 +13 - -
  • 10% minimum damage: 150
  • Lifesteal: 300
Follow-up Attack 1
EX Dead Spike > A/B/C
1700 P 80 90 - All 19 3 Total 61 -16 4 18 Launch 60 + WBounce 60 Launch 75 + WBounce 60 + WStick 20 8 +0 +5 - -
  • 10% minimum damage: 170
  • Lifesteal: 300
Follow-up Attack 2
Follow-up Attack 1 > A/B/C
4200 P 50 100 B All 23 6 43 -28 5 20 Launch 60 Launch 76 20 +8 +13 - -
  • 10% minimum damage: 420
  • Lifesteal: 300
Blood Scythe
214C
2500 P 80 80 H All 21 4 21 -4 5 23 Launch 60 + GBounce Launch 76 + GBounce 16 +0 +8 - -
  • 10% minimum damage: 250
  • Lifesteal: 300
Aerial Blood Scythe
j.214C
2500 P 80 80 H All 19 4 12+14L - 5 20 Launch 60 + GBounce Launch 76 + GBounce 16 +0 +8 - -
  • 10% minimum damage: 250
  • Lifesteal: 300

Partner Skills[edit]

  • Startup includes the 18F needed to come onscreen. The character is invincible 1-18F.
  • During Cross Combo, startup is reduced by 18F and this invincibility is removed.
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
5P
Hell's Fang
1700*2 - 70 85 B All (18+)13 13 [(18)6] 37 [25] -19 4 18 27, Launch 40, 60 + WBounce - - 12 +0 +5 - -
  • Values in [] are for follow-up
  • Only performs follow-up on hit
  • On block, immediately enters recovery animation
  • Lifesteal: 0, 100 (100)
6P
Blood Scythe
2000 - 70 90 H All (18+)37 3 15 - 5 20 Launch 60 + GBounce Launch 76 + GBounce 16 +0 +8 - -
  • Lifesteal: 300
4P
2B
1700 - 70 85 H All (18+)12 3 14+22L -20 4 18 Launch 75 Launch 90 12 +0 +5 - -
  • Lifesteal: 300

Distortion Skills[edit]

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge at the beginning of superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Carnage Scissors
236B+C
3000, 5800
[3000, 5600, 700*4]
- 80 60 (once) B All 9+(42 Flash)+4~12 2(38)4
[2(38)4,1,1,1,1]
58 -43
[-40]
4 18 Crumple 42, Launch [*5] 90 + GBounce, 90 [*5] Crumple 84, Launch [*5] 105 + GBounce, 105 [*5] 12, 6
[12, 6, 5*4]
+0 +5 1~25 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 600, 1044 (1644) [600, 840, 105*4 (1860)]
  • Lifesteal: 0, 1000 (1000) [0, 800, 300*4 (2000)]
Devoured by Darkness
214B+C
2000, 6000
[2000, 7500]
- 80 100 B All 13+(30 Flash)+12 3 55 -39 4 18 Launch 100 - - 10 10, 14 +0 1~29 All -
  • Values in [] are for Enhanced version
  • Minimum damage: 400, 1740 (2140) [400, 1950 (2350)]
  • Lifesteal: 0, 2000 (2000) [0, 3000 (3000)]
Devoured by Darkness
Distortion Skill Duo
0, 2500
[0, 3000]
- 100 100 B All 1+(69 Flash)+1 3 55 -39 4 18 Launch 100 - - 10 10, 14 +0 1~4 All -
  • Values in [] are for Enhanced version
  • 100% minimum damage: 0, 2500 (2500) [0, 3000 (3000)]
  • Lifesteal: 0, 500 (500) [0, 1000 (1000)]

Astral Heat[edit]

Version Damage CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - self cancellable
S - special/distortion cancellable
J - jump cancellable
P - partner cancellable
DD - distortion cancellable only
(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. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. GuardHow this attack can be guarded 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 Adv.The 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. LevelAttack Level determines how much hitstun, blockstun, hitstop, etc. the attack inflicts. BlockstunWhen blocked, how long the opponent is struck in a blocking animation. Values shown here are for ground blocking. HitstunWhen hitting a grounded opponent, how much hitstun they experience. UntechWhen hitting an airborne opponent, how long they can't air tech. Hitstun CHWhen Counter Hitting a grounded opponent, how much hitstun they experience Untech CHWhen Counter Hitting an airborne opponent, how long they can't air tech. BlockstopWhen an opponent blocks the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of blockstop.
HitstopWhen an opponent gets hit by the attack, how long both characters 'freeze' in place.
If numbers are in the format X/+Y, that means the defender experences Y additional frames of hitstop.
If numbers are in the format +Y, that means use the X number from blockstop.
CHstopWhen an opponent gets Counter Hit the attack, how much additional hitstop the opponent experiences.
Inv.Attribute and Hitbox Invincibility information. HitboxHitbox link for this move
Black Onslaught
222B+C
0, 2100*6, 1000*8, 21400 - - - B All 3+(75 Flash)+16 2 24 -11 5 20 - - - - 60/-6 - - 1~20 All -
  • 100% minimum damage: 0, 2100*6, 1000*8, 21400 (42000)
  • Lifesteal: 0, 70*14, 0 (980)

Revolver Action Table[edit]

Ground Revolver Action Table
A B C Cancel
4A[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5A[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AA 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAA 5AAAA - 5C, 2C Jump (2nd hit), Special, Super
5AAAA - - - -
2A[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5B[1] 2A 5BB, 2B 5C, 2C Jump, Special, Super
5BB - 5BBB 5C, 2C Jump[-], Special, Super
5BBB - 5BBBB[+] - -
5BBBB - - - Special[-], Super[-]
2B j.A j.B j.C Jump, Special, Super
5C - - - -
2C - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.A j.AA j.B j.C Jump, Special, Super
j.AA - j.B j.C Jump, Special, Super
j.B - - j.C Jump, Special, Super
j.C - - - Special (last hit), Super (last hit)
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
  • 5A and 2A can be used a combined total of 3 times per string

Sources[edit]

Early proration data from Hima

Navigation[edit]


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