BBCF/Ragna the Bloodedge/Frame Data

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System Data


Normal Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5A
5B
  • Hitbox fully extended on 10F
5C
  • Hitbox fully extended on 13F
2A
2B
2C
6A
  • Launches opponents on hit
6B
  • 110% bonus proration
  • Forces crouching
6C
  • 2nd hit launches opponents on hit
3C
  • Causes techable knockdown on hit
  • Causes untechable knockdown on Counter Hit
j.A
j.B
j.C

Drive Moves

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
5D
  • Values in [] are during OD
  • Lifesteal: 100 [150]
  • Fatal Counter
2D
  • Values in [] are during OD
  • Lifesteal: 100 [150]
  • Causes untechable knockdown on hit
6D
  • Values in [] are during OD
  • Lifesteal: 100 [150]
  • 15~37F in the air
  • 110% bonus proration
  • Fatal Counter
j.D
  • Values in [] are during OD
  • Lifesteal: 100 [150]

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Forward Throw
  • 100% minimum damage
Back Throw
  • 100% minimum damage
Air Throw
  • 100% minimum damage
Dash Cancel
Counter Assault
  • 180F Heat Gauge Cooldown
Crush Trigger
Uncharged/Charged
  • Lifesteal: 200 (in OD)
  • 180F Heat Gauge Cooldown

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Hell's Fang
214A
  • 27F hitstun on grounded hit
  • 28~46F cancelable into Additional Attack
  • Immediately enters recovery animation on block or hit
Additional Attack
Hell's Fang > 214D
  • Values in [] are during OD
  • Lifesteal: 200 [300]
  • 200% Heat Gain
C.png Inferno Divider
623C
  • 14~34F cancelable into Upper
  • 12~41F in the air
  • Launches opponent on hit
  • Counter Hit state for entire move
Aerial C.png Inferno Divider
j.623C
  • 10~30F cancelable into Upper
  • Launches opponent on hit
  • Counter Hit state for entire move
GGD.png Inferno Divider
623D
  • Values in [] are during OD
  • Lifesteal: 50+50 [75+75]
  • 12~32F cancelable into Upper
  • 10~49F in the air
  • Launches opponent on hit
  • Counter Hit state for entire move
Aerial GGD.png Inferno Divider
j.623D
  • Values in [] are during OD
  • Lifesteal: 50+50
  • 12~32F cancelable into Upper
  • Launches opponent on hit
  • Counter Hit state for entire move
Upper
C or D Inferno Divider > 236C
  • 15~25F cancelable into Straight Punch or Ax Kick
  • Launches opponent on hit
Straight Punch
Upper > 236C
  • Causes wall stick on hit (adds 30F of hitstun)
Ax Kick
Upper > 214D
  • Values in [] are during OD
  • Lifesteal: 50 [75]
Gauntlet Hades
214B
  • 30~41F cancelable into Spin Kick
  • 12~41F in the air
  • 24F overhead hitbox (frame advantage based on this frame)
Aerial Gauntlet Hades
j.214B
  • 24F~till landing cancelable into Spin Kick
  • 18F overhead hitbox
Spin Kick
Gauntlet Hades -> 214D
  • Values in [] are during OD
  • Lifesteal: 100 [150]
  • Launches opponents on hit
Dead Spike
236D
  • Values in [] are during OD
  • Lifesteal: 100 [50*3]
  • 33~45F dash cancelable
  • Counter Hit state until frame 33
Not Over Yet
downed opponent > 22C
  • 2nd hit has 0% Heat Gain
  • Causes wall stick on hit (adds 30F of hitstun)
Nightmare Edge
j.214C
  • After landing 1~14F cancelable into Additional Attack
  • Last hit causes ground bounce on ground hit, cannot be emergency teched
  • All hits cause ground bounce on air hit, can be emergency teched
Additional Attack
Nightmare Edge > 214D
  • Values in [] are during OD
  • Lifesteal: 200 [300]
Blood Scythe
214D
  • Values in [] are during OD
  • Lifesteal: 100 [150]
  • 5~46F in the air
  • Fatal Counter
Aerial Blood Scythe
j.214D
  • Values in [] are during OD
  • Lifesteal: 100 [150]

Distortion Drives

  • All Distortion Drives have the following properties unless otherwise stated:
    • Cost 50 Heat
    • Heat Gauge Cooldown 180F
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Carnage Scissors
632146D
  • Values in [] are during OD
  • 20% minimum damage: 890 [1146]
  • Lifesteal: 300 [200, 100*4]
  • Can cancel 2nd hit by holding down D button
  • Start-up after super freeze varies based on distance from opponent
  • Start-up/Active/Recovery becomes 9+4~12/2/36 if button is held after 1st attack
  • Counter Hit state for entire move
Devoured by Darkness
214214D
  • Values in [] are during OD
  • 25% minimum damage: 1000 [1250]
  • Lifesteal: 500 [1000]
  • Counter Hit state for entire move

Exceed Accel

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Seed of Tartarus
ABCD during OD
  • Values in [] are when canceled into or immediately after activating Overdrive
  • Values in {} are during Active Flow
  • 10% minimum damage: 305 {585+58}

Astral Heat

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. StartupHow many frames the attack needs to go through in order to reach its active frames. The listed startup frame coincides with the move's first active frame. ActiveHow many frames where there is a hitbox that can hit an opponent. The first active frame occurs on the listed startup frame. RecoveryHow many frames that the character must go through after an attack's active frames to automatically go back to a neutral stance, or the total duration of the move if it has no hitbox/creates projectiles. Frame AdvHow many frames the attacker's recovery ends before the defender's blockstun ends if the attack is blocked. A positive value indicates that the attacker recovers first, while a negative value indicates that the defender recovers first. This value usually assumes that the attack's first active frame (of each hit, if multi-hit) is blocked. On ODRThe difference between the attacker's total animation length and the period the opponent is in overdrive raid. This frame advantage is based off the assumption that both players input during the hitstop of a prior move, so that this attack and ODR start on the same frame. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
F - Foot
P - Projectile. Independent projectiles will have their Durability level listed, e.g. a projectile with Durability level 2 will show P2
T - Throw
D - Doll attack, such as Carl's or Relius' doll
Burst - Burst, which has its own unique attribute
Invuln
Black Onslaught
2141236C
  • 180F Heat Gauge Cooldown
  • 60F Hitstop
  • Counter Hit state for entire move

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5A[3] 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special, Overdrive
5B[1] 6A 2B 5C, 2C, 3C 5D, 2D, 6D Special, Overdrive
5C[1] 6A - 2C, 6C, 3C 5D, 2D, 6D Jump[-], Special, Overdrive
5D - - - - Special, Overdrive
2A[3] 5A, 2A[+] 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special, Overdrive
2B[1] - 5B, 6B 5C, 2C, 3C 5D, 2D, 6D Special, Overdrive
2C[1] 6A 6B 5C, 6C, 3C 5D, 2D, 6D Special, Overdrive
2D - - - - Special, Overdrive
6A - - - 5D, 2D, 6D Jump[-], Special, Overdrive
6B 6A - - 5D, 2D, 6D Special, Overdrive
6C - - - 5D, 6D Jump (2nd Hit), Special, Overdrive
6D - - - j.D Jump, Special, Overdrive
3C - - - 2D Jump, Special, Overdrive
Air Revolver Action Table
A B C D Cancels
j.A j.A j.B j.C j.D Jump, Throw, Special, Overdrive
j.B - - j.C j.D Jump, Special, Overdrive
j.C - - - j.D Jump, Special, Overdrive
j.D - - - - Jump, Special, Overdrive
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
Special = Specials and Supers
Super = Supers only

Navigation

To edit frame data, edit values in BBCF/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.