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

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{{Description|17|text=*12~19F cancelable into 5BBBB
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Revision as of 07:08, 10 April 2019

System Data


Normal Moves

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.
4A
5A
5AA
5AAA
5AAAA
  • Lifesteal: 100
2A
5B
5BB
  • Lifesteal: 0, 100
5BBB
  • 12~19F cancelable into 5BBBB
5BBBB
  • Values in [] are on catch
2B
5C
2C
  • Lifesteal: 100
j.A
j.AA
j.B
  • Lifesteal: 100
j.C

Universal Mechanics

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.
Forward Throw
  • 100% minimum damage: 0, 2000 (2000)
Back Throw
  • 100% minimum damage: 0, 2000 (2000)
Inferno Divider
Reversal Action
  • Lifesteal: 50*2 (100)
Aerial Inferno Divider
Reversal Action
  • Lifesteal: 50*2 (100)
Uppercut
(Inferno Divider > A/B/C)
  • One time proration carries over from Inferno Divider
Axe Kick
(Inferno Divider > A/B/C > A/B/C)
  • One time proration carries over from Inferno Divider or Uppercut
  • Lifesteal: 50
Cross Burst Attack

Skills

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.
A.png Dead Spike
(236A)
  • Lifesteal: 100
B.png Dead Spike
(236B)
  • Lifesteal: 100
Hell's Fang
(214A)
  • 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)
  • Lifesteal: 200
Gauntlet Hades
(214B)
  • Hits in front on 22F
Aerial Gauntlet Hades
(j.214B)
  • Hits in front on 16F
Rising Kick
(Gauntlet Hades > A/B/C)
  • Lifesteal: 100
  • Whiffs against crouch state
Nightmare Edge
(j.214A)
Follow-up Attack
(Nightmare Edge > A/B/C)
  • Lifesteal: 200

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)
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.
EX Dead Spike
(236C)
  • 10% minimum damage: 150
  • Lifesteal: 100
Follow-up Attack 1
(EX Dead Spike > A/B/C)
  • 10% minimum damage: 170
  • Lifesteal: 100
Follow-up Attack 2
(EX Dead Spike > A/B/C > A/B/C)
  • 10% minimum damage: 200
  • Lifesteal: 100
Blood Scythe
(214C)
  • 10% minimum damage: 250
  • Lifesteal: 100
Aerial Blood Scythe
(j.214C)
  • 10% minimum damage: 250
  • Lifesteal: 100

Partner Skills

  • Startup includes the 17F needed to come onscreen. The character is invincible 1-17F.
  • During Cross Combo, startup is reduced by 17F and this invincibility is removed.
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.
5P
(Hell's Fang > Follow-up Attack)
  • Follow-up Attack performed only on hit
  • Lifesteal: 0, 100
6P
(Blood Scythe)
  • Lifesteal: 100
4P
(Dead Spike)
  • Lifesteal: 100

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)
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.
Carnage Scissors
(236B+C)
  • Values in [] are for Enhanced version
  • 20% minimum damage: 1400 [1960]
  • Lifesteal: 0, 300 [0, 600]
Devoured by Darkness
(214B+C)
  • Values in [] are for Enhanced version
  • 20% minimum damage: 1600 [1900]
  • Lifesteal: 1000 [2000]
Devoured by Darkness
Distortion Skill Duo
  • Values in [] are for Enhanced version
  • 100% minimum damage: 2000 [2500]
  • Lifesteal: 0, 500 [0, 1000]

Astral Heat

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.
Black Onslaught
(222B+C)
  • 100% minimum damage: 0, 2100*6, 1000*8, 21400 (42000)

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

Navigation

To edit frame data, edit values in BBTag/Ragna the Bloodedge/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.