BBTag/Ragna the Bloodedge/Frame Data

From Dustloop Wiki

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: 300
2A
5B
5BB
  • Lifesteal: 0, 300 (300)
5BBB
  • 12~19F cancelable into 5BBBB
5BBBB
Not Over Yet
  • Values in [] are on hit
2B
  • Lifesteal: 300
5C
2C
  • Lifesteal: 300
j.A
j.AA
j.B
  • Lifesteal: 300
j.C
  • Last hit gains an additional 5F of hitstop on Counter Hit

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
  • 5% minimum damage: 50*2 (100)
  • Lifesteal: 150*2 (300)
Aerial Inferno Divider
Reversal Action
  • 5% minimum damage: 50*2 (100)
  • Lifesteal: 150*2 (300)
Uppercut
Inferno Divider > A/B/C
  • 5% minimum damage: 50
Axe Kick
Inferno Divider > A/B/C > A/B/C
  • 5% minimum damage: 100
  • Lifesteal: 150
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: 300
B.png Dead Spike
236B
  • Lifesteal: 300
  • 33~45F dash cancelable, Dash Cancel duration 27F
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: 600
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: 300
  • Whiffs against crouch state
Nightmare Edge
j.214A
Follow-up Attack
Nightmare Edge > A/B/C
  • Lifesteal: 600

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: 300
Follow-up Attack 1
EX Dead Spike > A/B/C
  • 10% minimum damage: 170
  • Lifesteal: 300
Follow-up Attack 2
Follow-up Attack 1 > A/B/C
  • 10% minimum damage: 420
  • Lifesteal: 300
Blood Scythe
214C
  • 10% minimum damage: 250
  • Lifesteal: 300
Aerial Blood Scythe
j.214C
  • 10% minimum damage: 250
  • Lifesteal: 300

Partner Skills

  • 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.
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
  • Values in [] are for follow-up
  • Only performs follow-up on hit
  • On block, immediately enters recovery animation
  • Lifesteal: 0, 300 (300)
6P
Blood Scythe
  • Lifesteal: 300
4P
2B
  • Lifesteal: 300

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
  • Minimum damage: 600, 1044 (1644) [600, 840, 105*4 (1860)]
  • Lifesteal: 0, 1000 (1000) [0, 800, 300*4 (2000)]
Devoured by Darkness
214B+C
  • 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
  • Values in [] are for Enhanced version
  • 100% minimum damage: 0, 2500 (2500) [0, 3000 (3000)]
  • Lifesteal: 0, 500 (500) [0, 1000 (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)
  • Lifesteal: 0, 70*14, 0 (980)

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] 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

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.