
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 | |
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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 |
---|---|---|---|---|---|---|
Brawler | 1050 | 1050 | 15 | 4 | ??F |
Normal Moves
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Blockstun | guard Damage | Proration | Invul | Cancel | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Blockstun | guard Damage | Proration | Invul | Cancel | |
5A | 50 | All | 6 | 3 | 18 | -2 | 0 | 18 | 30 | 65% | none | ||
5AA | 60 | All | 9 | 3 | 18 | +1 | +2 | 21 | 40 | 70% | none | ||
5B | 75 | All | 15 | 3 | 21 | 0 | +3 | 23 | 55 | 75% | none | ||
2A | 40 | Low | 6 | 2 | 21 | -4 | -2 | 18 | 30 | 60% | none | ||
2B | 70 | Low | 22 | 4 | 35 | -18 | HKD (+53) | 20 | 50 | 75% | none | ||
j.A | 50 | High | 7 | 7 | 12 + 2 Landing | -2~+14 | 2~+18 | 16 | 30 | 60% | none | ||
j.B | 70 | High | 10 | 4 | 17 + 3 Landing | 0~+17 | +4~+21 | 20 | 50 | 75% | none |
Skills
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Blockstun | guard Damage | Proration | Invul | Cancel | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Blockstun | guard Damage | Proration | Invul | Cancel | |
Net Throw | 5S | 100 | All | 22 | 3 | 21 | -3 | 2 | 20 | 70 | 80% | none | ||
Ground Tackle | 2S | 122 | Low | 20 | 16, 4 | 31 | -14 | KD (+30) | 20 | 30 | 80%x4 | none | ||
Sand Splash | 6S | 104 | All | 18, 4 | 3, 16 | 28 | -4~+11 | -2~+13 | 20 | 40, 20 | 80%, 70% | none | ||
Needle Spin | 4S | 40 | All | 13 | 6x(3xN) | 2 | -5~-2 | ~+2 | 20 | 10x(3xN) | 80% | 11~40 Armor 1~20 Armor (2nd & 3rd activation) | ||
Chain Jack | j.S | 104 | High | 24, 27, 30 | 3x3 | 28 + 10 Landing | -16~+4 | -5~+15 | 12x2, 14 | 20x3 | 80%x3 | none |
MP Skills
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Blockstun | guard Damage | Proration | Invul | Cancel | MP Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Blockstun | guard Damage | Proration | Invul | Cancel | MP Cost | |
Blood Rage Chain | 5M | 167 | All | 15, 13, 14, 24 | 2x3, 4 | 29 | -10 | -7 | 20x3, 22 | 20x3, 40 | 90%x4 | none | 50 | ||
Explosive Hook | 623M | 119 | All | 13 | 3 | 35 | -23 | +15 | 14 | 30 | 90%x2, 50% | 1~15 All | 70 | ||
Dirty Barrel | 214M | 221 | All | 25, 20, 20 | 5, 60, 60 | 21 | -3, +18x2 | HKD (+ Varies) | 22, 18, 18 | 80, 50x2 | 90%x3 | 3~25 Armor | 90 | ||
Cave-in | 236M | 50x3 up to 130x3 + Incinerate | All | 25 | Travel Time + 10 | 2 | +~20 | +~40 | 10XHits, 20xExplosions | 10xHits, 100xExplosions | 90%xHits, 90%xExplosions | none | 70 | ||
Venom Mine | j.M | 50 + Poison | All | 19 | 20 | 18 + 6 Landing | ~+24 | ~+65 | 20 | 60 | 90% | none | 60 |
Other
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Blockstun | Proration | Invul | Cancel | MP Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | Blockstun | Proration | Invul | Cancel | MP Cost | |
Throw | A+B | 150 | Throw | 5 | 2 | 22 | - | HKD (+4) | - | 100%x2, 0% | none | - | - | |
Dodge | 6G | - | N/A | 0 | 30 | 1 | - | - | - | - | 1~20 Hit, Projectile 21~30 Projectile | - | - | |
Backwards Dodge | 4G | - | N/A | 0 | 30 | 8 | - | - | - | - | 1~20 Hit, Projectile 21~30 Projectile | - | - | |
6B+S | 70 | All | 18 | 3 | 33 | -23 | KD (+12) | 12 | 0% | 1~20 Hit, Projectile | 100 | |||
Upgraded Poison Mine: Firelock | AS | 400 | Mid | 2 + 16 | 9 | 38 | -45 | HKD (+2) | - | 90% | none | - | - |
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 (+4) | 100%x2, 0% | none | - | - | |
Dodge | 6G | - | N/A | 0 | 30 | 1 | - | - | - | 1~20 Hit, Projectile 21~30 Projectile | - | - | |
Backwards Dodge | 4G | - | N/A | 0 | 30 | 8 | - | - | - | 1~20 Hit, Projectile 21~30 Projectile | - | - | |
6B+S | 70 | All | 18 | 3 | 33 | -23 | KD (+12) | 0% | 1~20 Hit, Projectile | 100 | |||
Upgraded Poison Mine: Firelock | AS | 400 | Mid | 2 + 16 | 9 | 38 | -45 | HKD (+2) | 90% | none | - | - |
Cancel 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/Brawler/Data.