BBTag/Ragna the Bloodedge/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
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.
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
T throw cancellable
J jump cancellable
P can call Partner during this attack
(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.
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
Lvl 0 Lvl 1 Lvl 2 Lvl 3 Lvl 4 Lvl 5
Hitstop 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 +11 +12 +14 +15 +16
Blockstun (Ground) 9 11 13 16 18 20
Damage 1000 1000 1500 1700 2000
P1 100 100 100 100 100 100
P2 70 75 80 85 90
  • Blockstun (Air) = Ground Blockstun + 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.
  • Additional hitstop on Counter Hit only applies to the person being hit
  • Air hitstun is the same as ground hitstun by default.
For more values, see BBTag/Frame Data


System Data

name health prejump backdash forwarddash Unique Movement Options
Ragna the Bloodedge 17,000 4F 22F (1~7F Inv All)

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
4A 1000 All 5 3 9 0 B 100 70 CSTJP 1 11 12 12 16 23 9 +0 +0
5A 1500 All 8 8 16 -7 B 100 80 CSTP 3 16 17 17 22 31 11 +0 +2
5AA 1700 All 11 4 20 -5 B 100 85 CSTJP 4 18 19 19 24 34 12 +0 +5
5AAA 1100×2 Low, All 13 2(4)2 33 -16 F, B 90, 100 85 CSP, CSJP 4 18 19 40 24 55 12 +0 +5
5AAAA 2000 All 18 4 31 -14 B 100 90 P 5 20 Launch 40 Launch 56 13 +0 +8
2A 1000 Low 7 2 12 0 F 90 75 SP 2 13 14 14 18 26 10 +0 +1
5B 1500 All 11 4 24 -11 B 4~11 H 90 70 SJP 3 16 Launch 26 Launch 40 11 +0 +2
5BB 1000, 2000 All 15 6(12)3 29 -6 B 100 90 CS(J)P 5 20, 25 Launch 24, 24 + Down 23 Launch 40, 40 + Down 23 6, 13 +0 +8
5BBB 29T P
5BBBB 0, 2000 8 13[(36)8] 6 [24] B 100 100, 90 -, S 5 Launch 60 Slide 0, 18 +0
2B 1700 All 21 3 14+16L -14 B 7~20 F 90 85 SJP 4 18 19 26 24 41 12 +0 +5
5C 800 High 22 3 24 -10 B 100 100 3 16 17 + Down 23 31 + Down 23 11 +0 +2
2C 2000 Low 17 2 23 -4 F 90 90 SP 5 20 Launch 30 Launch 46 13 +0 +8
j.A 1500 High 11 4 Until L H 80 80 SJP 3 16 17 17 22 31 11 +0 +2
j.AA 1500 High 11 6 24 H 80 80 SJP 3 16 17 19 22 33 11 +0 +2
j.B 1700 High 11 4 20 H 80 85 SJP 4 18 19 22 24 37 12 +0 +5
j.C 800×N All 13 [2(1)]×N, 4 20L -5 H 80 85×N SP 4 18 19 25×N, 35 24 40×N, 50 12, 2/-1×N, 3 +0, -1×N, +0 +5, -1×N, +5

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
BC Forward Throw 0, 2000 Throw 7-30 3 23 T 100 50 -, S 4 Launch 60 12 +0 +0
4BC Back Throw 0, 2000 Throw 7-30 3 23 T 100 50 -, S 0 Launch 60 0, 8 +0
AD Inferno Divider 1000×2 Air Unblockable 10 7,6 33+15L -35 B 1~16 All 80 60 4 18 Launch 42 Launch 57 12 +0 +0
j.AD Aerial Inferno Divider 1000×2 All 7 7,6 Until L+15 H 1~16 All 80 60 4 18 Launch 42 Launch 57 12 +0 +0
AD > X Uppercut 1000 All 14 3 Until L+19 H 48 100 4 18 Launch 42 Launch 57 12 +0 +5
AD > X > X Axe Kick 1700 All 19 6 Until L+3 H 48 100 4 18 Launch 60 Launch 75 12 +0 +5

Skills

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236A A Dead Spike 1500 All 18 21 Total 51 -6 P1 80 80 P 3 16 Launch 30 Launch 44 0/+11 +11 +13
236B B Dead Spike 1700 All 26 13 Total 57 -1 P1 80 85 P 4 18 Launch 50 Launch 65 0/+12 +12 +17
214A Hell's Fang 1700 All 15 13 26 -4 B 80 85 P 4 22 27 40 32 55 12 +0 +5
214A > X Follow-up Attack 1700 All 19 3 35 -19 B 100 85 P 4 18 Launch 56 Launch 71 12 +0 +5
214B Gauntlet Hades 1700 High 18 7 9+14L -12 H 80 85 P 4 18 Crumple 28 Crumple 43 12 +0 +5
j.214B Aerial Gauntlet Hades 1700 High 12 9 9+15L H 80 85 P 4 18 Launch 28 Launch 43 12 +0 +5
214B > X Rising Kick 1000 All 9 4 Until L+18 -17 H 100 75 JP 4 18 Launch 45 Launch 60 12 +0 +5
j.214A Nightmare Edge 900×N All 17 3, 2×N, 2 20 -5 H 80 80 P 3 16 17×N, Launch 60 + Down 33×N, 60 + Down 23 22×N, Launch 74 + Down 33×N, 74 + Down 23 11, 2×2, 11 -1×3, -7 +2
j.214A > X Follow-up Attack 1700 All 12 3 33 -17 B 100 85 P 4 18 Launch 60 Launch 75 16 +0 +5

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)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236C EX Dead Spike 1500 All 18 9 Total 51 -6 P 80 90 P 3 16 Launch 30 Launch 44 0/+11 +11 +13
236C > X Follow-up Attack 1 1700 All 19 3 Total 61 -16 P1 80 90 P 4 18 Launch 60 + WBounce 60 Launch 75 + WBounce 60 + WStick 20 8 +0 +5
236C > X > X Follow-up Attack 2 4200 All 23 6 43 -28 B 50 100 P 5 20 Launch 60 Launch 76 20 +8 +13
214C Blood Scythe 2500 All 21 4 21 -4 H 80 80 P 5 23 Launch 60 + GBounce Launch 76 + GBounce 16 +0 +8
j.214C Aerial Blood Scythe 2500 All 19 4 12+14L H 80 80 P 5 20 Launch 60 + GBounce Launch 76 + GBounce 16 +0 +8

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.
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5P Hell's Fang 1700×2 All (18+)13 13 [(18)6] 37 [25] -19 B 70 85×2 4 18 27, Launch 40, 60 + WBounce 12 +0 +5
6P Blood Scythe 2000 All (18+)37 3 15 H 70 90 5 20 Launch 60 + GBounce 16 +0 +8
4P 2B 1700 All (18+)12 3 14+22L -20 B 70 85 4 18 Launch 75 12 +0 +5

Distortion Skills

  • All Distortion Skills have the following properties unless otherwise stated:
    • Cost 2 Skill Gauge the frame before superflash
    • Skill Gauge Cooldown 180F (starts frame after superflash starts)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
236BC Carnage Scissors 3000, 5800
[3000, 5600, 700×4]
All 9+(42 Flash)+2~12 2(38)4
[2(38)4,1,1,1,1]
58 -43
[-40]
B 1~(5F After First Hit) All 80 60 4 18 Crumple, Launch [×5] 90 + GBounce, 90 [×5] Crumple, Launch [×5] 105 + GBounce, 105 [×5] 12, 6
[12, 6, 5×4]
+0 +5
214BC Devoured by Darkness 2000, 6000
[2000, 7500]
All 13+(30 Flash)+12 3 55 -39 B 1~29 All 80 100 4 18 Launch 100 10 10, 14 +0
Distortion Skill Duo Devoured by Darkness 0, 2500
[0, 3000]
All 1+(69 Flash)+1 3 55 -39 B 1~4 All 100 100 4 18 Launch 100 10 10, 14 +0

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
222BC Black Onslaught 0, 2100×6, 1000×8, 21400 All 3+(75 Flash)+16 2 24 -11 B 1~20 All 5 20 60/-6

Revolver Action Table

Ground Revolver Action Table
A B C Cancel
4ABBTag Ragna the Bloodedge 4A.pngGuardAllStartup5Recovery9Advantage0[3] 4A[+], 5A, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5ABBTag Ragna the Bloodedge 5A.pngGuardAllStartup8Recovery16Advantage-7[3*] 5AA, 2A 5B, 2B 5C, 2C Throw, Special, Super
5AABBTag Ragna the Bloodedge 5AA.pngGuardAllStartup11Recovery20Advantage-5 5AAA, 2A 5B, 2B 5C, 2C Throw, Jump, Special, Super
5AAABBTag Ragna the Bloodedge 5AAA.pngGuardLow, AllStartup13Recovery33Advantage-16 5AAAA - 5C, 2C Jump (2nd hit), Special, Super
5AAAABBTag Ragna 5AAAA.pngGuardAllStartup18Recovery31Advantage-14 - - - -
2ABBTag Ragna the Bloodedge 2A.pngGuardLowStartup7Recovery12Advantage0[3*] 5A 5B, 2B 5C, 2C Throw, Special, Super
5BBBTag Ragna the Bloodedge 5B.pngGuardAllStartup11Recovery24Advantage-11[1] 2A 5BB, 2B 5C, 2C Jump, Special, Super
5BBBBCF Ragna the Bloodedge 5D 1.pngGuardAllStartup15Recovery29Advantage-6 - 5BBB 5C, 2C Jump[-], Special, Super
5BBB[[File:|130x200px]]GuardStartupRecovery29TAdvantage- - 5BBBB[+] - -
5BBBBBBTag Ragna the Bloodedge 5BBBB.pngGuardStartup8Recovery6 [24]Advantage- - - - Special[-], Super[-]
2BBBTag Ragna the Bloodedge 2B.pngGuardAllStartup21Recovery14+16LAdvantage-14 j.A j.B j.C Jump, Special, Super
5CBBTag Ragna the Bloodedge 5C.pngGuardHighStartup22Recovery24Advantage-10 - - - -
2CBBTag Ragna the Bloodedge 2C.pngGuardLowStartup17Recovery23Advantage-4 - - - Special, Super
Air Revolver Action Table
A B C Cancel
j.ABBTag Ragna the Bloodedge jA.pngGuardHighStartup11RecoveryUntil LAdvantage- j.AA j.B j.C Jump, Special, Super
j.AABBTag Ragna the Bloodedge jAA.pngGuardHighStartup11Recovery24Advantage- - j.B j.C Jump, Special, Super
j.BBBTag Ragna the Bloodedge jB.pngGuardHighStartup11Recovery20Advantage- - - j.C Jump, Special, Super
j.CBBTag Ragna jC.pngGuardAllStartup13Recovery20LAdvantage-5 - - - 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 hit, block, or whiff
X[#] = X can be used only # times per string
  • 5A and 2A are tied together - they can be used a combined total of 3 times per string

Sources

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