
Glossary
System Data Glossary | |
---|---|
Health | The amount of damage characters take varies per character |
Guard Bar | The amount of guard damage characters take varies per character and when it reaches 0 the character's guard has been broken |
Guard Break | If the guard gauge reaches 0, the guard will be broken and that player will be unable to block for X frames |
MP | MP is used for performing mana skills which consume a certain amount to be performed |
Exhaustion | A temporary negative state that occurs if a character uses an MP Skill with exactly or less than the skill's MP cost available, pushing the MP Gauge to 0 or into an invisible negative amount. |
Techincal input | MP skills performed with technical inputs will have a shorter cooldown before mana increases compared to shortcut inputs |
Awakening | When a character gets to 30% or lower Health they enter Awakening which gives access to awakening super and awakening buffs. |
White Health | Health that slowly recovers over time but also can be consumed to perform conversion. |
Conversion | Consumes white life to perform conversion which can be done after most moves or any time in neutral. |
Guard Cancel | An invincible attack that launches the opponent away on hit that can only be performed while guarding. It costs 100 MP and cannot be performed without at least 100 MP. |
Prejump | Number of frames before a character becomes airborne from a jump, during which they are throw invincible but cannot block. |
Backdash | The total duration, and airborne duration of a backdash in frames. |
Forward Dash | The total duration of a step-based forward dash in frames, if uncanceled. Most characters have a run instead of a step. |
Jump Duration | The total duration of a jump in frames, if uncanceled. |
Jump Height | The maximum height of a jump in in-game units of distance. |
Walk Speed | The speed the character walks forward. |
Backwalk Speed | The speed the character walks backward. |
Initial Dash Speed | The starting speed of the character's forward dash. |
Dash Acceleration | The amount of speed gained per frame of forward dashing, prior to friction calculations. |
Friction | The amount of speed to lose one unit of acceleration, thus how quickly they lose acceleration. Note that a lower value means better overall acceleration. |
Frame Data Glossary | |
---|---|
guard | How this attack can be guarded. |
startup | Number of frames for this move to reach its first active frame (includes the first active frame). |
MP Skill startup | Generally will be 3+15+X (iXX); 3 frames of the game at normal speed, 15 frames of game slowdown, X frames at normal speed; iXX represents the frame it can punish certain moves on block due to slowdown |
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 the attacker can act compared to the defender.
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. |
onHit | After getting hit by this attack, how soon the attacker can act compared to the defender.
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. |
guard Damage | How much the guard Damage is done when this attack is blocked. |
MP Gain | How much the MP is gained when this attack hits. |
MP Cost | How much the MP it cost to perform this move. |
level | Attack Level determines the amount of hitstun, blockstun, and hitstop this attack will inflict. |
invuln | Attribute and hitbox invincibility for this move. |
prorate | How much additional damage proration this attack has. There are two types of proration: Initial and Forced. |
System Data
Name | HP | Guard Gauge | MP Regen/sec | Prejump | Backdash | Forward Dash |
---|---|---|---|---|---|---|
Berserker | 980 | 1200 | 18 | 4 |
Normal Moves
Normal
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guard Damage | Proration | Invul | Cancel | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guard Damage | Proration | Invul | Cancel | |
5A | 55 | Mid | 8 | 2 | 19 | -4 | -1 | 40 | 65% | none | ||
5AA | 65 | Mid | 9 | 5 | 20 | -6 | -4 | 50 | 70% | none | ||
5B | 85 | Mid | 12 | 6 | 18 | -5 | -3 | 55 | 75% | none | ||
2A | 40 | Low | 6 | 3 | 15 | -2 | 0 | 30 | 60% | none | ||
2B | 80 | Low | 16 | 2 | 25 | -8 | KD | 60 | 75% | none | ||
j.A | 50 | High | 8 | 11 | Until landing+2 | - | - | 30 | 70% | none | ||
j.B | 75 | High | 12 | 5 | Until landing+3 | 70 | 70% | none |
Frenzy
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guard Damage | Proration | Invul | Cancel | MP Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guard Damage | Proration | Invul | Cancel | MP Cost | |
5A (Frenzy) | 5A | 49, 44 | Mid | 8 | 2(14)1 | -2 | 0 | 40,10 | 75%, 80% | none | ||||
5AA (Frenzy) | 5AA | 49×2 | Mid | -4 | -1 | 40,10 | 75%, 80% | none | ||||||
5B (Frenzy) | 5B | 82×2 | Mid | 12 | -8 | HKD | 55,20 | 75%×2 | none | |||||
2B (Frenzy) | 2B | 60, 71 | Low | 16 | -5 | KD | 60,20 | 75%×2 | none | |||||
j.B (Frenzy) | j.B | 99 | High | 70 | 80% | none | ||||||||
Blood Twister | 5M | 20×9, 130 | Mid | 17 | +3 | KD | 190 total | 90%×10 | none | 80 |
Skills
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Proration | Invul | Cancel | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Proration | Invul | Cancel | |
Ghost Slash | 5S | 110 | Mid | 18 | 2 | 33 | -13 | -4 | 80% | none | ||
Upward Slash | 2S | 100 | Mid | 16 | 3 | 37 | -17 | Launch | 80% | none | ||
Gore Cross | 6S | 50×2 | Mid | 15 | -5 | +2 | 80%×2 | none | ||||
Gore Cross: Expulsion | 6S~S | 80 | Mid | -5 | 80% | none | ||||||
Mountainous Wheel | 4S | 90 | Mid | 25 | 2 | 26 | -7 | 80% | none | |||
Blood Smash | j.S | 95 | High | 16 | 6 | Until landing(+5) | - | - | 80% | none | ||
Ashe Fork | j.2S | 112 | Mid | 16 | Until L, (1) 4 | 35 | - | - | 80%×2 | none |
MP Skills
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guard Damage | Proration | Invul | Cancel | MP Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guard Damage | Proration | Invul | Cancel | MP Cost | |
Frenzy | 5M | N/A | N/A | 18 | Total 23 | N/A | none | 30 | ||||||
Blood Twister | 5M | 20×9, 130 | Mid | 17 | +3 | KD | 190 total | 90%×10 | none | 80 | ||||
Raging Fury | 623M | 25×5, 70 | Mid | 16 | 4 (8) 8×3 (?) ? | -40 | HKD | 180 total | 90%×6 | 0~20 All | 70 | |||
Blood Sword | 236M | 50×2, 70 | Mid | 14 | 2 (18) 3 (?) ? | +9 | KD | 180 total | 90%×3 | none | 50 | |||
Blood Lust | 214M | 180 | Throw (170) | 11 | 2 | 23 | HKD | N/A | 30% | none | 50 | |||
Outrage Break | j.M | 70, 35×4 | High, Mid | 27 | +4 | KD | 130 total | 90%×5 | none | 50 |
Other
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Proration | Invul | Cancel | MP Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Proration | Invul | Cancel | MP Cost | |
Throw | A+B | 150 | Throw | 5 | 2 | 22 | - | HKD(+2) | 0% | none | |||
Dodge | 6G | N/A | 2 | 12 | 3~20 strike invuln | ||||||||
Guard Cancel | 6B+S | 70 | Mid | 18 | 3 | 40 | -30 | +10 (HKD) | 0% | 1~20 Strike | 100 | ||
Blood Riven | AS | 400[200] | Mid | 2+16 | -37 | KD | 90% | none |
Frenzy Cancel chart
Conversion Cancel chart
Cancels Table
- 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
- Super = Awakening Skill

To edit frame data, edit values in DNFD/Berserker/Data.