BBCF/Ragna the Bloodedge/Unlimited/Frame Data

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 Ragna the Bloodedge


Glossary

How do I read frame data?

System Data Glossary  
Health The amount of damage that characters can take before losing a round.
Prejump Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block.
Backdash Number of frames this move is in a recovery state before returning to neutral.
Forward Dash Number of frames this move is in a recovery state before returning to neutral. Most characters have a run instead of a forward dash.
Frame Data Glossary  
Guard How this attack can be guarded. All non-throws can be air Barrier Blocked unless otherwise stated.
Startup Number of frames for this move to reach the first active frame (includes the first active frame).
Active Number of active frames in this attack. Values in () are for gaps between hits of an attack.
Recovery Number of frames this move is in a recovery state before returning to neutral.
OnBlock After blocking this attack, how soon can the attacker move compared to the defender.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else.

Attribute Some attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
Attributes
H Head
B Body
F Foot
P Projectile. Independent projectiles will have their Clash level listed. For example a projectile that is Clash level 2 will show P2
T Throw
D Doll move such as Nirvana and Ignis
Invuln Attribute and Hitbox invincibility for this attack
P1 Proration value that is applied only when this attack is used as a starter. See here for more info on P1 and P2.
P2 Proration value that is applied to the combo proration value when this attack is used.
Starter Combo time modifier when this attack is used as the starting hit of a combo.
Cancel What this attack can cancel into. Any other cases will be listed in its respective notes.
Cancels
C self cancellable
S special/distortion cancellable
Dr drive cancellable
O overdrive cancellable
J jump cancellable
R rapid cancellable
Da dash cancellable
(X) X cancellable on hit only
Level Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. Note that there are exceptions.
Blockstun When blocked, how many frames the opponent is stuck in a blocking animation. Values shown here are for ground blocking. Air blocking adds 2 frames of blockstun.
GroundHit When hitting a grounded opponent, how many frames of hitstun they experience.
AirHit When hitting an airborne opponent, how many frames for which they cannot air tech.
GroundCH When Counter Hitting a grounded opponent, how many frames of hitstun they experience.
AirCH When Counter Hitting an airborne opponent, how many frames for which they cannot air tech.
Blockstop When an opponent blocks the attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of blockstop.
Hitstop When an opponent gets hit by this attack, how many frames both characters 'freeze' in place. If numbers are in the format X/+Y, that means the defender experiences Y additional frames of hitstop. If numbers are in the format +Y, that means use the X number from blockstop.
CHstop When an opponent gets Counter Hit by this attack, how many frames of additional hitstop the opponent experiences.
Attack Level Values
Default Values for Attack Level
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop/Blockstop 8 9 10 11 12 13
Hitstop (Counter Hit) +0 +0 +1 +2 +5 +8
Hitstun (Standing) 10 12 14 17 19 21
Hitstun (Ground Counter Hit) +4 +4 +4 +5 +5 +6
Crumple Duration 20 22 24 27 29 31
Crumple Fall 53 55 57 60 62 64
Crumple Fall (Counter Hit) 67 70 73 78 81 84
Untechable (Air Hit) 12 12 14 17 19 21
Untechable (Air Counter Hit) +11 +12 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
P1 100 100 100 100 100 100
P2 75 80 85 89 92 94
  • Blockstun (Air) = Ground Blockstun + 2
  • Hitstun (Crouching) = Standing Hit Stun + 2
  • Crumple Duration (Counter Hit) = Crumple Duration × 2
  • Crumple Fall (Counter Hit) = (Crumple Fall - 24) × 1.5 + 24
    • The above formula is the non-fall part of Crumple Fall × 1.5. The fall animation is 24F.
  • Spin Fall = Standing Hit Stun + 16F Fall animation
  • Fatal Counter = Hitstun / Untechable + 3
  • Instant Block Blockstun (Ground) = Blockstun - 3
  • Instant Block Blockstun (Air) = Air Blockstun - 6
  • Barrier Guard Blockstun = Blockstun + 1
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Jumping moves almost universally have an override of 80% P1 from the default.

Example: Blockstun when Air Instant Blocking + Barrier Blocking a Level 4 attack = 18 + 2 + 1 - 6 = 15

For more values, see BBCF/Frame Data


System Data

Normal Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 300 All 5 3 9 0 +10 B 100 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
5B 660 Mid 8 8 16 -7 B 100 89 Long SR 3 16 17 17 22 31 11 +0 +2
5C 900 Mid 13 4 20 -5 B 100 92 Long S(J)R 4 18 19 19 24 34 12 +0 +5
2A 300 All 7 2 10 0 F 100 80 Normal CSR 1 11 12 12 16 23 9 +0 +0
2B 550 Low 9 2 15 -3 F 90 85 Long SR 2 13 14 14 18 26 10 +0 +1
2C 800 Mid 12 3 13 +1 F 100 89 Long SR 3 16 17 19 Crumple 36 33 11 +0 +2
6A 700 Mid 13 4 24 -11 B 4~13 H 90 79 Long S(J)R 3 16 Launch 26 Launch 40 11 +0 +2
6B 800 High 24 4 19 -6 B 80 89 Normal SR 3 16 19 17 + Down 23 24 31 + Down 23 11 +0 +2
6C 700×2 Low, Mid 20 2(4)2 33 -16 F, B 90 82 Long (S)R, SJR 4 18 19, Launch 40 24, Launch 55 12 +0 +5
3C 900 Low 12 3 27 -11 F 90 92 Long SJR 4 18 Launch 40 Launch 55 + Down 16 12 +0 +5
j.A 300 High/Air 7 3 9 H 80 80 Normal CSJR 1 11 12 12 16 23 9 +0 +0
j.B 600 High/Air 10 9 12 H 80 85 Long SJR 2 13 14 14 18 26 10 +0 +1
j.C 900 High/Air 12 4 26 H 80 89 Long SJR 3 16 17 19 22 33 11 +0 +2

Drive Moves

Lifesteal bonus during combos
  • 1st to 5th Soul Eater hit = 100% lifesteal
  • 6th Soul Eater hit = 110% lifesteal
  • 7th Soul Eater hit = 120% lifesteal
  • 8th Soul Eater hit = 130% lifesteal
  • 9th Soul Eater hit = 140% lifesteal
  • 10th+ Soul Eater hit = 150% lifesteal
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 500, 600 Mid, All 15 5(12)3 29 -11 B 100 94, 84 Long SR, SRDa 5 20 Launch 24, 38 + GBounce + Down 23 Launch 43, 57 + GBounce + Down 23 6, 16 +0 +8
2D 800 Low 17 2 23 -6 F 100 82 Long SRDa 4 18 Launch 19 + GBounce + Down 33 Launch 34 + GBounce + Down 33 16 +0 +5
6D 1000 Mid 21 3 30 -12 H 4~20F 80 84 Long SJR 5 20 Crumple 31 40 Crumple 84 56 16 +0 +8
j.D 740 High/Air 11 4 20 H 80 79 Long SJR 3 16 17 3 Launch 50 16 +0 +2

Universal Mechanics

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
B+C 0, 1500 Throw (70) 7 3 23 T 100 50 Normal -, SR 0, 4 Launch 60 0, 12 +0
4B+C 0, 1500 Throw (70) 7 3 23 T 100 50 Normal -, SR 0 Launch 60 0 +0
j.B+C 0, 1500 Throw (90) 7 3 23 T 100 50 Normal -, SR 0, 4 80 + WBounce 0, 12 +0
6A+B 0 All 13 3 32 -18 B 1~20 All 50 92 Very Short R 4 18 Launch 19 Launch 34 12 +0 +5
5A+B 1000 Guard Break 32/Barrier 20 1 25 0 B 80 60 Long R 3 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
5[A+B] 1000 Guard Break 60/Barrier 30~60 1 25 0 B 80 100 Long R 3 24 Crumple 50 60 + GBounce + Down 23 Crumple 100 74 + GBounce + Down 23 11 +0 +2
66 Cancel 22
44 22 1~5 All
AP 71

Special Moves

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
214A 900 All 15 13 26 -4 B 80 92 Long R 4 22 27 40 32 55 12 +0 +5
214A~214D 1000 All 19 3 35 -19 B 100 82 Long RDa 4 18 Launch 80 + WBounce Launch 95 + WBounce 20 +0 +5
214B 800 High/Air 20 7 28 -12 H 90 92 Normal R 4 18 Crumple 29 28 Crumple 58 45 12 +0 +5
j.214B 700 High/Air 12 9 Until L+15 H 90 92 Normal R 4 18 Launch 28 Launch 45 12 +0 +5
214B~214D 800 All 9 4 Until L+12 H 100 82 Normal R 4 18 Launch 70 Launch 85 20 +0 +5
623C 600×2 Mid 9 5, 8 39 -28 B 1~13 All 60 82×2 Very Short R 4 18 Launch 42 Launch 57 12 +0 +0
j.623C 600×2 All 5 5, 8 Until L+19 H 1~9 All 60 82×2 Very Short R 4 18 Launch 42 Launch 57 12 +0 +0
623D 600×2 Mid, All 7 5, 8 48 -37 B 1~11 All 100 82×2 Long R 4 18 Launch 42 Launch 57 16 +0 +0
j.623D 600×2 All 7 5, 8 Until L+19 H 1~9 All 100 82×2 Long R 4 18 Launch 42 Launch 57 16 +0 +0
623X~236C 460 All 14 3 Until L+19 H 100 92 Long R 4 18 Launch 42 Launch 57 12 +0 +5
623X~236C~236C 500 All 15 3 Until L+17 H 100 82 Long R 4 18 Launch 35 + WBounce 30 + WStick 18 Launch 50 + WBounce 30 + WStick 18 24 +0 +5
623X~236C~214D 1400 All 19 4 Until L+19 H 100 82 Long R 4 18 Launch 60 + GBounce Launch 75 + GBounce 12 +0 +5
214D 1250 All 37 3 15 +7 H 80 84 Long R 5 24 Launch 28 + Slide 12 + GBounce 60 Launch 47 + Slide 12 + GBounce 60 16 +0 +8
j.214D 1000 All 21 4 Until L+14 H 80 84 Normal R 5 20 Launch 60 + Slide 15 + GBounce 60 Launch 76 + Slide 15 + GBounce 60 13 +0 +8
22C 0, 1110 11 8 11 T 100 100, 92 Long -, SRDa 0, 4 Launch 30 + Slide 39 0, 18 +0
236D 800 All 23 9 T57 -4 P1 100 92 Long RDa 4 18 25 25 12 12
236D~236D 950 All 19 3 Total 61 -16 P1 100 92 Long R 4 18 Launch 38 + WBounce 60 + WStick 40 12 8
236D~236D~236D 1300 Guard Break 60/Barrier 18 6 43 -28 B 100 92 Long R 4 18 Launch 60 + WBounce 60 + WStick 40 12 20
j.214C 500, 200*n All 4 2, till L(1)1 16 1 H 90 92 Long R 4 18 12

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146D 1250, 3200, 320×4 All 9+(40 Flash)+4~12 2(38)4,1,1,1,1 58 -40 B 1~18 All 80 82 Normal R 4 18 Crumple 42, Launch 90 + GBounce, 90×5 Crumple 84, Launch 105 + GBounce, 105×5 12,6,5×4 +0 +5
214214D 0, 5000 Unblockable 13+(30 Flash)+12 3 55 -39 B 1~16 All 150 100, 25 Very Short R 4 18 Launch 100 10 10, 14 +0
236236A 400*5, 0, 4000 All 7+(65 Flash)+0 2(2)[1(1)]*3(1)3 30 -16 B 80 92 Long R 4 18 12
236236C 1000, 500*14 All 6+(40 Flash)+5 3 32 -17 B 1~13 All 80 92 Long R 4 18 12

Exceed Accel

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
A+B+C+D 600, 2450 {600, 700×4, 2450} All 20 [10] 3 22 0 B 1~22 All
[1~12 All]
100 100 Long 4 25 Launch 60 + WBounce + Down 23 20 20, 12 {20, 5×4, 20} +5

Astral Heat

input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock onODR attribute invuln p1 p2 starter cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
2141236C 0, 2100×6, 300×8, 15000 All 3+(75 Flash)+15 2 24 -11 B 1~19 All 100 94 Long 5 20 60/-6

Navigation

 Ragna the Bloodedge


To edit frame data, edit values in BBCF/Ragna the Bloodedge/Unlimited/Data.

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