< DNFD | Dragon Knight
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 |
---|---|---|---|---|---|---|
Dragon Knight | 930 | 950 | 15 | 4 | 26 |
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 | 35 | Mid | 6 | 2 | 19 | -4 | -2 | 16 | 30 | 65% | none | 7f~22f 7f~17f for 5AA only | |
5AA | 40 | Mid | 9 | 2 | 19 | -3 | 0 | 17 | 30 | 70% | none | ||
5B | 50 | Mid | 8 | 3 | 20 | -4 | -2 | 18 | 50 | 70% | none | 9f~26f | |
2A | 30 | Low | 5 | 2 | 19 | -8 | -2 | 12 | 30 | 55% | none | 6f~21f 2A=6f~19f | |
2B | 60 | Low | 13 | 3 | 28 | -12 | KD (+10) | 18 | 50 | 70% | none | 13f~31f | |
j.A | 40 | High | 6 | 3 | Until Landing + 2 | ~+13 | ~+15 | 16 | 30 | 60% | none | ||
j.B | 60 | High | 12 | 4 | 23 + 3 Landing | -8~+15 | -4~+19 | 18 | 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 | |
Lethal Punto | 5S | 75 | Mid | 14 | 3 | 26 | -8 | -3 | 20 | 60 | 80% | none | ||
Charged Lethal Punto | 5[S] | 120 | Mid | 36 | 3 | 26 | -2 | -3 | 26 | 80 | 80% | none | ||
Shield Uppercut | 2S | 65 | Mid | 13 | 5 | 28 | -10 | KD (+35) | 22 | 60 | 80% | none | ||
Sky Break | 6S | 75 | Mid | 22 | 8 | 12 | +3 | KD (+62) | 22 | 60 | 80% | none | ||
Finish! | 4S | 98 | Mid | 28 | Until Landing + 8 | Until Landing + 25 | -12 | KD (+22) | 20 | 60 | 80%x2 | none | ||
Knuckle Blaster | j.S | 102 | Mid | 20 | Until Projectile Contact + 10 | Until Landing + 10 | -15~+4 | KD (~+36) | 20, 25 | 10 | 80%x2 | 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 | |
Summon Astra | 5M | 60 | Mid | 18 | 35 | 10 | +18 | +25 | 18 | 50 | 90% | none | 50 | ||
Dragon Smash | 623M | 152 | Mid | 10, 33 | 4, 4 | Until Landing + 10 | -49 | KD (+14) | 15 (First Hit) | 60 (First Hit) | 90%x2 | 1~10 All | 60 | ||
Dragon Warrior Princess | 236M | 120 | Mid | 20 | 7 | 24 | -8 | KD (+30) | 22 | 100 | 90% | none | 40 | ||
Biting Dragon | 214M | 176 | Mid | 16 | 10 | 35 | -26 | KD (+37) | 18 | 50 | 90%x3 | none | 50 | ||
Dragon Wing | j.M | - | Mid | 29 | Until Cancelled | - | - | - | - | - | - | none | 30 | ||
Boost Wing (Forward) | j.M~5M | - | - | 9 | 41 | 0 | - | - | - | - | - | none | 15 | ||
Boost Wing (Back) | j.M~4M | - | - | 9 | 41 | 0 | - | - | - | - | - | none | 15 |
Astra Moves
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 | |
Dragon Force | A | 80 Per Hit | Mid | 68 after 5M | Travel Time | - | +18 | +25 | 18 | 30 Per Hit | 90%x3 | none | 20 | ||
Dragon Breath | B | 181 | Mid | 93 after 5M | Travel Time + 10 | - | ~+40 | ~+125 | 18, 20 | 10x11, 20 | 90%x12 | none | 20 | ||
Dragon Fang | S | 186 | Mid | 58 after 5M | 48 | - | ~+60 | ~+70 | 20x6 | 30x6 | 90%x6 | none (Astra: All) | 40 |
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 | 100 | Throw | 60 | 2 | 39 | - | KD (+2) | 0% | none | - | ||
Dodge | 6G | - | - | 0 | 30 | 1 | - | - | - | 1~20 Hit, Projectile 21~30 Projectile | - | - | |
Backwards Dodge | 4G | - | - | 0 | 30 | 8 | - | - | - | 1~20 Hit, Projectile 21~30 Projectile | - | - | |
Guard Cancel | 6B+S | 70 | All | 18 | 3 | 33 | -23 | KD (+12) | 0% | 1~20 Hit, Projectile | 100 | ||
Dragon Sortie | AS | 400 | Mid | 2 + 16 | 30 | 19 | -32 | HKD (+2) | 100% | 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/Dragon Knight/Data.