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'''Movement Options: 1 Double Jump/Airdash, Dash-type: Run'''<br/><br/>
'''Movement Options: 1 Double Jump/Airdash, Dash-type: Run'''<br/><br/>
<big>'''Drive: Soul Eater'''</big><br/>  
<big>'''Drive: Soul Eater'''</big><br/>  
Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where the more Soul Eater moves that are used in a combo, the more health drain the following Soul Eater attack will have. For example, using [[#5D|5D]] (200 drain) then D Inferno Divider (50*2 drain) will result in more health drain (315 drain) than with 5D's and D Inferno Divider's health drain base values added together (300 drain).<br/>
Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where different percentages are applied to different Soul Eater moves depending on where it was in the combo. For example, using [[#5D|5D]] (200 drain) then D Inferno Divider (50*2 drain) will result in less health drain (292 drain) than with 5D's and D Inferno Divider's health drain base values added together (300 drain).<br/>
<br/>
<br/>
*1st Soul Eater hit = 100% drain
*1st Soul Eater hit = 100% drain

Revision as of 07:57, 10 December 2013

Ragna the Bloodedge

Overview

Ragna the Bloodedge is a wanted criminal with an extraordinarily large bounty on his head (well in the trillions) for attempting to destroy the NOL, and is Jin and Saya's older brother. He is a playable character in all iterations of BlazBlue thus far and is the main protagonist of the series.

Health: 10,000
Play-style: Offensive, Footsies
Movement Options: 1 Double Jump/Airdash, Dash-type: Run

Drive: Soul Eater
Soul Eater allows Ragna to absorb a portion of the damage of certain attacks for his own health. This mechanic was to offset the very low health that Ragna has. Soul Eater works regardless of hit or block, but does not work against Barrier Guard. Soul Eater has another mechanic where different percentages are applied to different Soul Eater moves depending on where it was in the combo. For example, using 5D (200 drain) then D Inferno Divider (50*2 drain) will result in less health drain (292 drain) than with 5D's and D Inferno Divider's health drain base values added together (300 drain).

  • 1st Soul Eater hit = 100% drain
  • 2nd Soul Eater hit = 90% drain
  • 3rd Soul Eater hit = 95% drain
  • 4th Soul Eater hit = 100% drain
  • Each Soul Eater hit after this increases drain scaling by 5% until scaling reaches 150%. The following Soul Eater hit then increases drain scaling to 160%, and then to 180%. 180% is the maximum value.


Overdrive: Blood Kain Idea
Ragna's Overdrive "Blood Kain Idea" augments all of his Soul Eater moves. Not only do all of his Soul Eater moves have higher damage and steal more life from the opponent, but some also have different move properties and different hitboxes.

Remaining Health vs. Overdrive Duration (in Frames)
Health 100 - 90% 89 - 80% 79 - 70% 69 - 60% 59 - 50% 49 - 40% 39 - 30% 29 - 20% 19 - 10% 9 - 0%
Overdrive 120F 210F 210F 270F 300F 390F 420F 450F 480F 600F


Pros/Strengths:

  • Able to drain opponent's life and replace as own
  • Great footsies that can be hitconfirmed easily
  • Becomes very versatile with 50 heat
  • Solid oki setups, moreso in the corner
  • Decent meter gain off most combos
  • Easy to pick up, easy to play character
  • One of the best DPs in the game
  • Blood Kain combos greatly increase damage potential


Cons/Weaknesses:

  • Few safe and reliable mixup options make most offensive approaches easy to read
  • Many defensive options are unsafe
  • Third lowest character health in the game
  • Poor meterless damage output at maximum footsie range
  • Very weak character without 50 heat, heavily relies on meter
  • Struggles against zoning gameplay, even with movement options
  • Highly encourages uncommon tactics to play well (may not be a con if you have the right mindset)


External References:


Move List

See also: Ragna Full Frame Data

Normal Moves

5A
BBCS Ragna 5A.png
The quick 5-frame startup allows this move to serve as a safe and effective anti-air.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR all 5 3 9 0 B - -
  • Staple standing jab.
  • Whiffs on all characters' crouching hitboxes.
  • Can combo into 5D on aerial CH.


Because of the fact that 5A whiffs on every character's crouching hitbox, it's not very effective as a pressure tool. However, it is particularly useful as an anti-air because of its quick 5-frame startup and high hitbox.

Combos from 5A are generally weaker than combos from 6A, but out of the two, 5A is safer since its quick recovery makes it hard to punish (compared to 6A's 18 frame recovery).

In CP, this move has a P1 of 100 so it leads to a respectable amount of damage especially in the corner.

5B
The kick of death, or so proclaimed.
BBCS Ragna 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
660 SOR HL 8 8 16 -7 B - -
  • Ragna's standard run-of-the-mill poke.
  • Has a large amount of priority due to its range, hitbox, and startup.
  • Longer hitbox on last three active frames.
  • Can late-chain.


This move is good as a pressure tool, but it is only truly safe when used a distance away from the opponent. The use of 5B is optimal when used at maximum range.

5B can be used as an anti-air due to its speed and hitbox, and can lead into big damage when used so. However, 5B's attack hitbox is at the tip of Ragna's leg and mainly around his foot, so the most efficient use would be when at a considerable distance away from the opponent. Morever, because Ragna's attack hitbox overlaps his character hitbox, it's likely that the move will either trade or get beaten out flat. This makes it a weaker anti-air than either 5A or 6A, but can be considered an option for anti-airs.

In CP, this move has a P1 of 100 making it one of his best starters, can also be hit confirmed at max range into an cOD combo that deals a large amount of damage anywhere on the stage.

5C
Longer than 5B, but not necessarily better than.
BBCS Ragna 5C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
800 SO(J)R HL 13 4 20 -5 B - -
  • Another one of Ragna's standard run-of-the-mill poke.
  • Not as fast as 5B, but is longer and has better combo potential.
  • Can late-chain.
  • Useful as combo fodder.
  • Can be followed up with 6C and 6D on CH.


When used at maximum range, 5C is extremely hard to punish at maximum range, even on IB. 5C's attack hitbox does not overlap with Ragna's character hitbox at all, compared to 5B which does, making it a better footsie in certain situations.

In some ways, 5B is better than 5C, and in other ways, 5C is better than 5B. When you compare the two, 5B is quicker but riskier, and 5C is slower but more efficient. Deciding between the two in various situations will require an understanding of the game's flow as well as the matchup that you're up against. This is not something that can be learned overnight; it requires experience and practice to master the proper way to use this move.

This move is one of Ragna's highest damage starters in CP due to the proration value nerfs on many of his high damage starters from Extend. However, the upper portion of the move's hitbox was nerfed so slight delays must be included when comboing into this move from a ground chain in order for it to successfully connect on an airborne opponent.

2A
BBCS Ragna 2A.png
The ±0 frame advantage allows this move to be a useful pressure tool.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOR all 7 2 10 0 F - -
  • Staple crouching jab.
  • Can late-chain.
  • Throw cancellable.
  • Added hitbox beneath armpit, now able to hit some low profile attacks.


The ±0 frame advantage as well as the ability to cancel into a throw makes this move a dangerous pressure tool when used correctly. It can also be used for many frame trap setups, one of the most common being 2A > 2C.

The key feature to the pressure ability of 2A is its ability to late-chain into itself and other moves. The late-chain into itself allows you to be a lot less predictable with your blockstrings, and can level up your pressure from a character whose pressure is only sub-par. Its ability to cancel into throw also allows for deeper mind games. A common example would be causing throw reject miss against the Throw Option Select, though other uses for its cancel into throw can be found.

Like 5A, in CP this move also has a P1 of 100, allowing for the same damage potential.

2B
BBCS Ragna 2B.png
Keep in mind that this move can easily be disrespected when used incorrectly.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SOR L 9 2 15 -3 F - -
  • Staple crouching low.
  • Mostly safe when it is not cancelled into another normal, however it is unsafe when it is.
  • Can late-chain, although time window is smaller than the rest of Ragna's moves.


In terms of pressure, 2B is not quite as effective as 2A, but it certainly helps keep the opponent to respect pressure. Always keep in mind though that usage of this move should be dependent on how your opponent deals with pressure (i.e. is he respecting pressure? is he mashing a DP?) so that you can utilize the move without getting punished too often.

A common gatling that serves as not only a safe option to go to, but also a good way to hitconfirm into a combo when 2B lands is 2B > 5B. If cancelled on the earliest frame possible, this gatling actually has no pressure hole in it to utilize, even when 2B is instant blocked. Keep in mind however that 2B has less range than 5B. If you read 5B's description in this wiki, you'll know that 5B is truly only safe when used at long ranges. Thus, if you end up using the gatling, 5B will hit at best at the middle of Ragna's leg, which is still not entirely safe without a cancel. Therefore, you must cancel 5B into another normal (preferably 2C but you can do whatever) if you want to avoid getting punished.

2C
BBCS Ragna 2C.png
No longer a fatal, but still a very good move.
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 SOR HL 12 3 13 +1 F - -
  • Serves as a great and convenient punish due to its relatively quick startup and maximum P1.
  • Burst-safe when standalone.
  • Safe on block, but pressure afterwards can be easily disrespected.


On paper, 2C looks like a completely solid move, in which it is. However, since 2C's feature of being safe of block has been around since BB:CS, many players have been using it a lot more often since it is very useful. This has resulted in a lot of players, Ragna and non-Ragna players alike, to be accustomed to 2C being left alone in order to create a "safe" situation. Due to this, these exact players know ways around it and can punish it without any effort. Fortunately, there is a frame trap that specifically adheres to these situations. By using the 2C > 5C gatling, you can cause the opponent to expect the standalone 2C, and then use 5C to catch their attempt to hit you out of 2C.

6A
BBCS Ragna 6A.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SO(J)R HL 13 4 24 -11 B 4-13H -
  • 4-13H Invul


  • Staple anti-air.
  • Invulnerable to aerial attacks from frame 4.
  • Forces aerial state on opponent.
  • Higher hitbox during later active frames.


The slow startup of this move makes it easily disrespectable to certain moves, good examples being Hakumen's Hotaru and Noel's Bullet Storm. Just like with knowing when to use 5B and 5C, knowing when to use 5A over 6A and vice versa (or using no anti-air whatsoever) really depends on the situation and the nuances of the matchup. It should then be treated the same way.

Using 6A in combos is the best way to get damage on standing characters. However, it has very poor horizontal range, so you have to use the move early on. Make sure you hit confirm into 6A, as it is a terrible move to have blocked by a grounded opponent. If blocked, you can only special cancel the move into even more unsafe and easily disrespected moves, meaning this should be strictly used as an anti air due to it being punishable on normal ground block.

6B
BBCS Ragna 6B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 SOR H 24 4 19 -6 B - -

Placeholder

6C
BBCS Ragna 6C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620*2 (S)OR, SOJR L, HL 20 3(8)2 33 -16 F, B - -

Placeholder

3C
BBCS Ragna 3C.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
720 SOJR L 12 3 27 -11 F - -

Placeholder

j.A
BBCS Ragna jA.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
300 CSOJR HA 7 3 9 - H - -

Placeholder

j.B
BBCS Ragna jB.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
500 SOJR HA 10 9 12 - H - -

Placeholder

j.C
BBCS Ragna jC.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
620 SOJR HA 12 4 26 - H - -

Placeholder

Counter Assault
6A+B during blockstun
BBCS Ragna 5B.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0 R all 13 3 32 -16 B 1-20 All -
  • 180F Heat Gauge Cooldown
  • 1-20 All Invul


Placeholder

Crush Trigger
5A+B
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
1000 R B 30~59 1 23 +2 B - -
  • Possible to charge
  • 180F Heat Gauge Cooldown


Placeholder


Drive Moves

5D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 550, 760 SOR HL, all 15 5(12)3 29 -11 B - -

Placeholder

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Overdrive 550, 860 SRDa HL, all 15 5(12)3 29 -11 B - -

Placeholder

2D
BBCS Ragna 2D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 750 R L 18 2 23 -4 F - -

Placeholder

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Overdrive 850 RDa L 18 2 23 -4 F - -

Placeholder

6D
BBCS Ragna 6D.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 750 SOJR HL 26 3 14+16L -12 H 10-25F -
  • 10-25F Invul


Placeholder

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Overdrive 850 SJR HL 22 3 14+16L -12 H 8-21F -
  • 8-21F Invul


Placeholder

j.D
BBCS Ragna jD.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 590 SOJR HA 13 4 20 - H - -

Placeholder

Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Overdrive 690 SJR HA 11 4 20 - H - -

Placeholder


Throws

Forward Throw
5B+C or 6B+C
BBCS Ragna FThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR T (70) 7 3 19 - T - -
  • 100% minimum damage


Placeholder

Back Throw
4B+C
BBCS Ragna BThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR T (70) 7 3 19 - T - -
  • 100% minimum damage


Placeholder

Air Throw
j.B+C
BBCS Ragna AThrow.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 1400 -, SOR T (90) 7 3 15+3L - T - -
  • 100% minimum damage


Placeholder


Specials

Hell's Fang
214A
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
730 R all 15 13 28 -4 B - -

Placeholder

Additional Attack
214D after Hell's Fang
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 950 R all 23 3 35 -19 B - -
  • 200% heat gain
Overdrive 1150 R all 23 3 27 -11 B - -
  • 200% heat gain


Placeholder

Inferno Divider
623C/D, j.623C/D
BBCS Ragna InfernoDivider.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
C Inferno Divider
623C
550*2 R HL 9 5, 8 20+19L -28 B 1-17 All -
  • 1-17 All Invul
Air C Inferno Divider
j.623C
550*2 R all 5 5, 8 19L - H 1-13 All -
  • 1-13 All Invul
D Inferno Divider
623D
600*2 R HL, all 7 5, 8 32+19L -40 B - -
  • Fatal Counter possible
Air D Inferno Divider
j.623D
600*2 R all 7 5, 8 19L - H - -
  • Fatal Counter possible
D Inferno Divider (OD)
623D
700*2 R HL, all 7 5, 8 32+19L -40 B - -
  • Fatal Counter possible
Air D Inferno Divider (OD)
j.623D
700*2 R all 7 5, 8 19L - H - -
  • Fatal Counter possible


Placeholder

Upper
236C during Inferno Divider
BBCS Ragna Upper.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
310 R all 14 3 19L - H - -

Placeholder

Straight
236C after Upper
BBCS Ragna Straight.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
400 R all 15 3 12L - H - -

Placeholder

Ax Kick
214D after Straight
BBCS Ragna AxKick.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 480 R all 19 4 13L - H - -
Overdrive 680 R all 19 4 11+13L - H - -

Placeholder

Gauntlet Hades
214B, j.214B
BBCS Ragna GauntletHades.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Gauntlet Hades
214B
800 R HA 20 7 14+13L -11 H - -
Air Gauntlet Hades
j.214B
700 R HA 12 9 15L - H - -

Placeholder

Spin Kick
214D after Gauntlet Hades
BBCS Ragna SpinKick.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 800 R all 9 3 12L - H - -
  • Cannot hit crouchers
Overdrive 1000 (J)R all 9 3 12L - H - -

Placeholder

Dead Spike
236D
BBCP Ragna DeadSpike.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 1000 RDa all 26 13 57T -1 HBFP - -
Overdrive 600*3 RDa all 26 19 57T +9 HBFP - -

Placeholder

Not Over Yet
22C
BBCS Ragna NotOverYet.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
0, 952 -, SORDa - 11 8 11 - T - -
  • 2nd hit gains no meter


Placeholder

Belial Edge
j.214C
BBCS Ragna BelialEdge.png
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
600, 100*N R all 15 4, till L(1)1 16 +1 H - -

Placeholder

Blood Scythe
214D, j.214D
BBCP Ragna BloodScythe.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Blood Scythe
214D
1200 R all 37 3 7+6L +5 H - -
  • Fatal Counter possible
Blood Scythe (OD)
214D
1400 R all 37 3 7+6L +9 H - -
  • Fatal Counter possible
Air Blood Scythe
j.214D
900 R all 19 4 till L+18 - H - -
Air Blood Scythe (OD)
j.214D
1100 R all 19 4 till L+18 - H - -

Placeholder


Distortion Drives

Carnage Scissors
632146D
BBCS Ragna CarnageScissors.png
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 1000, 2500 R all 9+7~12 2(38)4 58 -43 B 1-14 All -
  • 1-14 All Invul
  • Can cancel 2nd hit by holding down D button
  • 30% minimum damage (1050)
  • 180F Heat Gauge Cooldown
  • Startup after superflash pertains when move is performed at point blank range
  • Startup/Active/Recovery becomes 9+7/2/37 if button is held after 1st attack
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Overdrive 1000, 2500, 300*4 R all 9+7~12 2(38)4, 1*4 58 -40 B 1-14 All -
  • 1-14 All Invul
  • Can cancel 2nd hit by holding down D button
  • 30% minimum damage (1410)
  • 180F Heat Gauge Cooldown
  • Startup after superflash pertains when move is performed at point blank range
  • Startup/Active/Recovery becomes 9+7/2/37 if button is held after 1st attack

Placeholder

Devoured by Darkness
214214D
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Normal 0, 1600 R all 13+12 3 56 -40 B 1-16 All -
  • 1-16 All Invul
  • Minimum damage 750
  • 180F Heat Gauge Cooldown
Version Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
Overdrive 0, 3360 R UNB 13+12 3 56 - B 1-16 All -
  • 1-16 All Invul
  • Minimum damage 1500
  • 180F Heat Gauge Cooldown

Placeholder


Astral Heat

Black Onslaught
2141236C
Damage Cancel Guard Startup Active Recovery Frame Adv Attribute Invul Hitbox
death - all 3+25 2 25 -12 B 1-29 All -
  • 180F Heat Gauge Cooldown
  • 1-29 All Invul


Placeholder


Strategy

Offense

In this part, you can talk about anything you feel like beginner players should know.

Split up your topics like this

  • And even further split it up
  • Like this.

Add more asterisks to further indent your text as necessary.

The categories are split into Offense, Defense, and Neutral, but you can change these categories as you see fit for your character.


Defense


Neutral

Combos

Combo Notation Guide:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Midscreen

This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.

*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1

  • move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: ----, Heat Gain: --
+ move = Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
Notes: Write notes for the combo if necessary.

Point 2

Copy and paste the code from Point 1 to Point 2 as many times as you need to.

*5B* Starter
Notes: 5B>6A and, 5B>5C>6A require closer spacing

  • 5B>6A>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>5D>632D>236C>214D
Requirements: --
Damage: 2932, Heat Gain: 21
  • 5B>5C>6A>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>5D>632D>236C>214D
Requirements: --
Damage: 3250, Heat Gain: 23
  • 5B>5C>6C>(delay) 214A, 5B>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D>623D>236C>214D
Requirements: crouching opponent
Damage: 3715, Heat Gain: 26
  • 5B>5C>2D>RC, (dash)5C>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>5D>632D>236C>214D
Requirements: 50 Heat
Damage: 4076, Heat Gain: 19
  • 5B>5C>GOING INTO OVERDRIVE, 5C>2D>dc, 5C>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>632D>236C>214D
Requirements: Overdrive
Damage: 4281, Heat Gain: 30


*6B* Starter

  • 6B>6A>214B>214D, 6A>TK j.214D, 5B>5D(1)>214A, 5B>5D>632D>236C>214D
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: 2535, Heat Gain: 18
  • 6B>5D(1)>GOING INTO OVERDRIVE, 5C>2D>dc, 5C>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D(1)>214A, 5B>632D>236C>214D
Requirements: Overdrive
Damage: 3540, Heat Gain: 25

*5A+B* Starter

  • 5A+B, 6C>(delay) 214A, 5B>5D(1)>214B>214D, 6A>TK j.214D, (dash)5B>5D>623D>236C>214D
Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
Damage: 2645, Heat Gain: 11

Midscreen to Corner

Corner Only


BlazBlue: Chrono Phantasmae
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesHeat/Barrier/Burst GaugeMisc