BBCT/Ragna the Bloodedge/Frame Data

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 Ragna the Bloodedge

Glossary

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System Data

name health prejump backdash forwarddash Unique Movement Options
Ragna the Bloodedge 10,000 4F 22F (1~5F Inv All, 2~15 airborne)

Normal Moves

input damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5A 165 All 5 3 9 -2 HB 80 80 1000 180 CSJR 0
5B 640 All 8 5 19 -7 HB 75 90 200 800 SR 3
5C 710 All 12 2 36 -21 HB 100 89 200 1000 S(J)R 3
2A 150 All 7 2 10 -2 F 80 82 1000 180 CSJR 0 9 10
2B 480 Low 9 2 16 -5 F 70 84 1000 300 SR 1 12
2C 780 All 14 1 23 -7 HB 90 89 200 1000 SR 3
6A 620 Mid 14 6 18 -7 HB 5~16 H 60 89 200 1000 SJR 3
6B 720 High 24 4 19 -6 HB 75 90 200 1000 SR 3
6C 640, 760 Low, All 18 5(11)2 33 -18 F, HB 80 89 200 1000*2 (S)R, (S)JR 3 Launch
3C 720 Low 12 3 27 -11 F 100 70 2000 1200 SJR 4 Launch 40
j.A 180 High 7 3 9 H 80 82 1000 180 rSJR 0 10
j.B 560 High 10 9 12 HB 90 84 1000 300 SJR 1
j.C 680 High 12 3 24 HB 90 89 200 1000 SJR 3

Drive Moves

Notes
  • Max freeze effect is 120F (with hit stop). Every left/right motion the opponent inputs reduces by 5 frames (however, no lower than the minimum amount listed on the move)
  • Can't freeze more times in a row than the max amount listed for that move. Format (max amount of freezes, minimum freeze length)
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
5D 680, 950 HLA 17 5(12)1 44 -26 HB, HBF 100 92, 75 100, 14000 1200, 800 SR 4 30, 37 62
2D 750 LA 18 2 32 -15 F 90 75 1000 2000 R 4 46 35
6D 750 HL 22 3 16+16L -16 HB 80 92 100 1000 SJR 4 19
j.D 720 HA 13 4 20+3L H 80 80 100 1200 SJR 4 19
5D BK 760, 1280 HLA 17 5(12)1 44 -26 HB, HBF 100 92, 80 100, 14000 1200*2 SR 4 30, 60 69
2D BK 1250 L 18 2 32 -15 F 90 75 1000 3000 R 4 46 35
6D BK 1250 HL 22 3 13+15L -12 HB 80 92 100 1000 SJR 4 19
j.D BK 1400 HA 11 4 20 H 80 80 100 1200 SJR 4 36

Universal Mechanics

input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
6A+B while blocking Counter Assault 0 HLA 7 5 28 -23 HB 50 82 3000 180 R 0
B+C Throw 0, 1200 T 7 3 19 Throw (80) T 100 100, 70 3000,100 -, SR 4
4B+C Back Throw 0, 1100 T 7 3 19 80000 T 100 100, 70 3000, 3000 -, SR 0
j.B+C Air Throw 0, 1100 T 7 3 15 90000 T 100 92 3000, 100 -, SR 4

Specials

input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
22C Not Over Yet 0,800 Throw (200) 7 3 16 - T - 100,100 100,92 3000,100 - -,R 0,4 - - - - - - - -
~66 Dash Cancel Total 22
214A Hell's Fang 730 HLA 14 13 33 -4 HB 100 70 100 1000 R 4 40 47
214A~214D Hell's Fang Follow-Up 950 HLA 23 3 40 -24 HB 100 92 100 1000 R 4 56 ET
214A~214D BK Hell's Fang Follow-Up (BK) 1150 HLA 23 3 40 -24 HB 100 92 100 2000 R 4 56 ET
623C C Inferno Divider 420, 460 HL 7 2(4)12 18+19L -30 HBF 1-21 All 75 92 100 400*2 R 4 42 ET
j.623C Air C Inferno Divider 420, 460 HLA 5 2(4)12 Until Landing+19L minus a lot HB 1-19 All 75 92 100 400*2 R 4 42 ET
623D D Inferno Divider 440, 440 HL 9 2(4)12 27+19L -39 HBF 6-17 All 100 92 100 800*2 R 4 42 ET
623D BK D Inferno Divider (BK) 720, 720 HL 9 2(4)12 27+19L -39 HBF 6-17 All 100 92 100 1200*2 R 4 42 ET
j.623D Air D Inferno Divider 440, 440 HL 7 2(4)12 Until Landing+19L minus a lot HB 5-15 All 100 92 100 800*2 R 4 42 51
j.623D BK Air D Inferno Divider (BK) 720, 720 HL 7 2(4)12 Until Landing+19L minus a lot HB 5-15 All 100 92 100 1200*2 R 4 42 51
236C after Inferno Divider Uppercut 310 HLA 14 3 Until Landing+22L H 100 92 100 1200 R 4 42 43
236C after Uppercut Straight Punch 400 HLA 15 3 Until Landing+14L H 100 65 3000 1200 R 4 60 32
214C after Uppercut Ax Kick 480 HLA 19 4 Until Landing+12L H 100 92 100 1200 R 4 38 ET
214B Gauntlet Hades 950 HA 20 7 14+14L -11 H 12-26 Foot 80 92 100 1200 R 4
j.214B Air Gauntlet Hades 750 HA 12 9 Until Landing+15L HB 1-20 Foot 100 92 100 1200 R 4
214B~214D Spin Kick 950 HLA 9 3 Until Landing+20L -11 H 100 75 100 1200 R 4
214B~214D BK Spin Kick (BK) 1150 HLA 9 3 Until Landing+20L -11 H 100 75 100 1200 R 4
214D Dead Spike 700 HLA 32 4 23 +3 HBF 100 92 100 1200 R 4
214D BK Dead Spike 700 HLA 32 4 23 -1 HBF 100 92 100 800*3 R 4

Distortion Drives

input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
632146D Carnage Scissors 1000, 2100 HLA 9+4~12 2(48)3 30 -28 HB 9-18 HBFT 100 92, 60 100 1000, 4000 R 4
632146D BK Carnage Scissors (BK) 1000, 3800 HLA 9+4~12 2(48)3 30 -28 HB 9-18 All 100 92, 60 100 1000, 6000 R 4
214214D Blood Kain 19+1 Total 20 1-19 All
214214D BK Devoured by Darkness 0, 6000 16+14 3 56 HB 1-19 All 100 92 100 R 4

Astral Heat

input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
input name damage guard startup active recovery onBlock attribute invuln p1 p2 pp guardDrain cancel level blockstun groundHit airHit groundCH airCH blockstop hitstop CHstop
2141236C Black Onslaught Death 2+25 2 25 -6 HB 1-19 All 100 94 0 1500 R 5

Revolver Action Table

Ground Revolver Action Table
A B C D Cancels
5ABBCF Ragna the Bloodedge 5A.pngGuardAllStartup5Recovery9Advantage-2 5A[+], 2A, 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Throw, Jump, Special/Super
5BBBCF Ragna the Bloodedge 5B.pngGuardAllStartup8Recovery19Advantage-7 6A 2B 5C, 2C, 3C 5D, 2D, 6D Special/Super
5CBBCF Ragna the Bloodedge 5C.pngGuardAllStartup12Recovery36Advantage-21 - - 2C, 6C[-], 3C 5D, 2D, 6D Jump[-], Special/Super
5DBBCS Ragna the Bloodedge 5D 1.pngGuardHLAStartup17Recovery44Advantage-26 - - - - Dash, Special/Super
2ABBCF Ragna the Bloodedge 2A.pngGuardAllStartup7Recovery10Advantage-2 5A, 2A[+], 6A 5B, 2B, 6B 5C, 2C, 6C, 3C 5D, 2D, 6D Special/Super
2BBBCF Ragna the Bloodedge 2B.pngGuardLowStartup9Recovery16Advantage-5 6A 6B 5C, 2C, 3C 5D, 2D, 6D Special/Super
2CBBCF Ragna the Bloodedge 2C.pngGuardAllStartup14Recovery23Advantage-7 - - 6C[-], 3C 5D, 2D, 6D Special/Super
2DBBCS Ragna the Bloodedge 2D.pngGuardLAStartup18Recovery32Advantage-15 - - - - -
6ABBCF Ragna the Bloodedge 6A.pngGuardMidStartup14Recovery18Advantage-7 - 6B 5C, 2C, 3C 5D, 2D, 6D Jump, Special/Super
6BBBCF Ragna the Bloodedge 6B.pngGuardHighStartup24Recovery19Advantage-6 - 6B 5C, 2C, 3C 5D, 2D, 6D Special/Super
6CBBCF Ragna the Bloodedge 6C.pngGuardLow, AllStartup18Recovery33Advantage-18 - 6B 5C, 2C, 3C 5D, 2D, 6D Dash, Jump (2nd hit)
6DBBCS Ragna the Bloodedge 6D.pngGuardHLStartup22Recovery16+16LAdvantage-16 - - - j.D Jump, Special/Super
Air Revolver Action Table
A B C D Cancels
j.ABBCF Ragna the Bloodedge jA.pngGuardHighStartup7Recovery9Advantage- j.A[+] j.B j.C j.D Jump, Special/Super
j.BBBCF Ragna the Bloodedge jB.pngGuardHighStartup10Recovery12Advantage- - - j.C j.D Jump, Special/Super
j.CBBCF Ragna the Bloodedge jC.pngGuardHighStartup12Recovery24Advantage- - - - j.D Jump, Special/Super
j.DBBCS Ragna the Bloodedge jD.pngGuardHAStartup13Recovery20+3LAdvantage- - - - - Jump, Special/Super
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
X[*] = X is a delayed cancel, not immediately on hit like normal

External References

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