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

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{{FrameData-BBTag
{{FrameData-BBTag
  |version=4A
  |version=4A
  |damage=1000 |cancel=CSJP |p1=100 |p2=70 |level= |attribute= |guard=All
  |damage=1000 |cancel=CSJP |p1=100 |p2=70
  |startup= |active= |recovery= |frameAdv=
|level= |attribute= |guard=All
  |startup=5 |active=3 |recovery=9 |frameAdv=-1
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5A
  |version=5A
  |damage=1500 |cancel=SP |p1=100 |p2=80 |level= |attribute= |guard=All
  |damage=1500 |cancel=SP |p1=100 |p2=80
  |startup= |active= |recovery= |frameAdv=
|level= |attribute= |guard=All
  |startup=8 |active=8 |recovery=16 |frameAdv=-8
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5AA
  |version=5AA
  |damage=1700 |cancel=S(J)P |p1=100 |p2=85 |level= |attribute= |guard=All
  |damage=1700 |cancel=S(J)P |p1=100 |p2=85
  |startup= |active= |recovery= |frameAdv=
|level= |attribute= |guard=All
  |startup=11 |active=4 |recovery=20 |frameAdv=-6
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5AAA
  |version=5AAA
  |damage=1100*2 |cancel=SP, SJP |p1=90 |p2=85 (once) |level= |attribute= |guard=Low, All
  |damage=1100*2 |cancel=SP, SJP |p1=90 |p2=85 (once)
  |startup= |active= |recovery= |frameAdv=
|level= |attribute= |guard=Low, All
  |startup=13 |active=2(4)2 |recovery=33 |frameAdv=-17
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5AAAA
  |version=5AAAA
  |damage=2000 |cancel=P |p1=100 |p2=90 |level= |attribute= |guard=All
  |damage=2000 |cancel=P |p1=100 |p2=90
  |startup= |active= |recovery= |frameAdv=
|level= |attribute= |guard=All
  |startup=18 |active=4 |recovery=31 |frameAdv=-15
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=2A
  |version=2A
  |damage=1000 |cancel=SP |p1=90 |p2=75 |level= |attribute= |guard=Low
  |damage=1000 |cancel=SP |p1=90 |p2=75
  |startup= |active= |recovery= |frameAdv=
|level= |attribute= |guard=Low
  |startup=9 |active=2 |recovery=15 |frameAdv=-4
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5B
  |version=5B
  |damage=1500 |cancel=SJP |p1=90 |p2=70 |level= |attribute= |guard=All
  |damage=1500 |cancel=SJP |p1=90 |p2=70
  |startup= |active= |recovery= |frameAdv=
|level= |attribute= |guard=All
  |startup=11 |active=4 |recovery=24 |frameAdv=-12
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BB
  |version=5BB
  |damage=1000, 2000 |cancel=S(J)P |p1=100 |p2=90 |level= |attribute= |guard=All
  |damage=1000, 2000 |cancel=S(J)P |p1=100 |p2=90
|level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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  |version=5BBB
  |version=5BBB
  |damage= |cancel=P |p1= |p2= |level= |attribute= |guard=
  |damage= |cancel=P |p1= |p2= |level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup=15 |active=6(12)3 |recovery=29 |frameAdv=-12
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=5BBBB
  |version=5BBBB
  |damage=0, 2000 |cancel=-, S |p1=100 |p2=100, 90 |level= |attribute= |guard=
  |damage=0, 2000 |cancel=-, S |p1=100 |p2=100, 90
|level= |attribute= |guard=
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=2B
  |version=2B
  |damage=1700 |cancel=SJP |p1=90 |p2=85 |level= |attribute= |guard=Low
  |damage=1700 |cancel=SJP |p1=90 |p2=85
  |startup= |active= |recovery= |frameAdv=
|level= |attribute= |guard=Low
  |startup=12 |active=3 |recovery=21 |frameAdv=-6
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
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  {{FrameData-BBTag
  {{FrameData-BBTag
  |version=5C
  |version=5C
  |damage=800 |cancel= |p1= |p2= |level= |attribute= |guard=High
  |damage=800 |cancel= |p1= |p2=
|level= |attribute= |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=2C
  |version=2C
  |damage=2000 |cancel=SP |p1=90 |p2=90 |level= |attribute= |guard=Low
  |damage=2000 |cancel=SP |p1=90 |p2=90
  |startup= |active= |recovery= |frameAdv=
|level= |attribute= |guard=Low
  |startup=22 |active=3 |recovery=28 |frameAdv=-10
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=j.A
  |version=j.A
  |damage=1500 |cancel=SJP |p1=80 |p2=80 |level= |attribute= |guard=High
  |damage=1500 |cancel=SJP |p1=80 |p2=80
|level= |attribute= |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=j.AA
  |version=j.AA
  |damage=1500 |cancel=SJP |p1=80 |p2=80 |level= |attribute= |guard=High
  |damage=1500 |cancel=SJP |p1=80 |p2=80
|level= |attribute= |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=j.B
  |version=j.B
  |damage=1700 |cancel=SJP |p1=80 |p2=85 |level= |attribute= |guard=High
  |damage=1700 |cancel=SJP |p1=80 |p2=85
|level= |attribute= |guard=High
  |startup= |active= |recovery= |frameAdv=
  |startup= |active= |recovery= |frameAdv=
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
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{{FrameData-BBTag
{{FrameData-BBTag
  |version=j.C
  |version=j.C
  |damage=800*N |cancel=SP |p1=80 |p2=85 |level= |attribute= |guard=All
  |damage=800*N |cancel=SP |p1=80 |p2=85
  |startup= |active= |recovery= |frameAdv=
|level= |attribute= |guard=All
  |startup= |active= |recovery= |frameAdv=-5
  |blockstun= |groundHit= |airHit=
  |blockstun= |groundHit= |airHit=
  |invul= |hitbox=
  |invul= |hitbox=

Revision as of 22:14, 13 January 2019

Template:CharNav-BBTag

System Data

Health:
Prejump:
Backdash Time / Invul:


Normal Moves

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1000 All 5 3 9 -1 - - 1500 All 8 8 16 -8 - - 1700 All 11 4 20 -6 - - 1100*2 Low, All 13 2(4)2 33 -17 - - 2000 All 18 4 31 -15 - - 1000 Low 9 2 15 -4 - - 1500 All 11 4 24 -12 - - 1000, 2000 All - - - - - - - - 15 6(12)3 29 -12 - - 0, 2000 - - - - - - - 1700 Low 12 3 21 -6 - - 800 High - - - - - - 2000 Low 22 3 28 -10 - - 1500 High - - - - - - 1500 High - - - - - - 1700 High - - - - - - 800*N All - - - -5 - -

Universal Mechanics

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2000 Throw - - - - - - 0, 2000 Throw - - - - - - 1000*2 Air Unblockable - - - - - - 1000*2 All - - - - - - 1000 All - - - - - - 2000 All - - - - - - 1000 All - - - - - -

Skills

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All - - - - - - 1700 All - - - - - - 1700 All - - - - - - 1700 All - - - - - - 1700 High - - - - - - 1700 High - - - - - - 1000 All - - - - - - 900*N All - - - - - - 1700 All - - - - - -

Extra Skills

  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1500 All - - - - - - 1700 All - - - - - - 2000 All - - - - - - 2500 All - - - - - - 2500 All - - - - - -

Partner Skills

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
1700*2 All - - - - - - 2000 All - - - - - -
1500 All - - - - - -

Distortion Skills

  • 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 GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
3000, 4000
[3000, 4000, 700*4]
All - - - - - - 2000, 6000
[2000, 7500]
All - - - - - - 0, 2000
[0, 2500]
All - - - - - -

Astral Heat

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. 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. Throws list the amount of Frame Advantage upon successfully throwing the opponent. AttributesAttributes this attack possesses. Some attacks are invincible to attacks of certain attributes. Inv.The number of frames this attack has invincibility, and what attribute(s) this invincibility applies to.
0, 2100*6, 1000*8, 21400 All - - - - - -

Revolver Action Table

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[1] - 5B 5C, 2C 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

Early proration data from Hima


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