DNFD/Enchantress/Frame Data

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This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Enchantress


Glossary

How do I read frame data?

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.
  • 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.

onHit After getting hit by this attack, how soon the attacker can act 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.

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
Enchantress 850 1000 15

Normal Moves

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 30 Mid 7 -3 -1 65% none
5AA 40 Mid -5 -1 70% none
5B 50 Mid 10 -11 -8 75% none
2A 30 Low 6 -10 -7 60% none
2B 35+45 Mid, Low 15 -12 75%×2 none
j.A 35 High 7 70% none
j.B 60 High 12 75% none


Skills

Name Input Damage Guard Startup Active Recovery On-Block On-Hit guard Damage Proration Invul Cancel
Name Input Damage Guard Startup Active Recovery On-Block On-Hit guard Damage Proration Invul Cancel
Rose Vines 5S 35 Mid 15 -27 -17 80% none
Madd, It's Time to Dance! 2S 70 [100] Mid 14 -17 80%×2 none
Lantern Firebomb Level 1 6S 30, 60 Mid 15 -16 80%, 90% none
Lantern Firebomb Level 2 6S 30, 80 Mid -16 80%, 90% none
Lantern Firebomb Level 3 6S 30, 100 Mid 80%, 90% none
Lantern Firebomb Level 4 6S 30, 120 Mid 45 -10 80%, 90% none
Destiny Puppet 4S 20, 120 Mid 35 0 80%×2 none
Aerial Lantern Firebomb Level 1 j.S 30, 60 Mid 15 80%, 90% none
Aerial Lantern Firebomb Level 2 j.S 30, 80 Mid 80%, 90% none
Aerial Lantern Firebomb Level 3 j.S 30, 100 Mid 80%, 90% none
Aerial Lantern Firebomb Level 4 j.S 30, 120 Mid 45 80%, 90% 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
Showtime! 5M - 20 none
Terrible Roar 623M 30×4, 80 Mid 20 -20 90%×4, 50% 1~?? Full 70
Harvest 236M 20×8, 40 Mid 25 -12 85%×8, 90% none 60
Keep Away! 214M 50 Throw (110) 18 2 40 0 0% none 80
Showtime! (Air) j.M - none


Madd Moves

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
And, Scene! 5M Mid 20 none
Madd the Guard 623M 150 Mid +48 90% none 40
Madd Mad Slash 236M 40, 50 Mid 20 +34 +37 90%×2 none 20
Curse of Terror Bear 214M 30x9 Mid 25 +53 +58 90%x9 none 80


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 none
Guard Cancel 6B+S 70 Mid 23 +8 0% none
Forest of Dolls AS 400 Mid 2+16 -48 90% none


Doll Hit

Input Damage Guard Startup Active Recovery On-Block On-Hit guard Damage Proration Invul Cancel MP Cost
Input Damage Guard Startup Active Recovery On-Block On-Hit guard Damage Proration Invul Cancel MP Cost
5A 50 Mid 80% none
j.A 50 High 80% none


Madd Cancel chart

Madd summon and unsummon have same frame advantage

Madd Cancels
On Block On Hit
5ADNFD Enchantress 5A.pngGuard:
Mid
Startup:
7
Recovery:
-
Advantage:
-3
-5 -3
5AADNFD Enchantress 5AA.pngGuard:
Mid
Startup:
-
Recovery:
-
Advantage:
-5
-9 0
5BDNFD Enchantress 5B.pngGuard:
Mid
Startup:
10
Recovery:
-
Advantage:
-11
-3 0
2ADNFD Enchantress 2A.pngGuard:
Low
Startup:
6
Recovery:
-
Advantage:
-10
-6 -3
2BDNFD Enchantress 2B.pngGuard:
Mid, Low
Startup:
15
Recovery:
-
Advantage:
-12
-4 0/KD
5S(1)DNFD Enchantress 5S.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
-27
-4~-3 +6
5S(2)DNFD Enchantress 5S.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
-27
-8 -
5S(3)DNFD Enchantress 5S.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
-27
+11 +26
Madd 2S/2SDNFD Enchantress 2S 2.pngGuard:
Mid
Startup:
14
Recovery:
-
Advantage:
-17
-3 / +2 -

Cancel Table

Ground Cancels
A B S M Other
5ADNFD Enchantress 5A.pngGuard:
Mid
Startup:
7
Recovery:
-
Advantage:
-3
5AA[+] 5B, 2B 5M, 2M, 6M, 4M 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Enchantress 5AA.pngGuard:
Mid
Startup:
-
Recovery:
-
Advantage:
-5
- 5B, 2B 5M, 2M, 6M, 4M 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Enchantress 5B.pngGuard:
Mid
Startup:
10
Recovery:
-
Advantage:
-11
- 2B 5M, 2M, 6M, 4M 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Enchantress 2A.pngGuard:
Low
Startup:
6
Recovery:
-
Advantage:
-10
- 5B, 2B 5M, 2M, 6M, 4M 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Enchantress 2B.pngGuard:
Mid, Low
Startup:
15
Recovery:
-
Advantage:
-12
- - 5M, 2M, 6M, 4M 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Enchantress 5S.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
-27
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Enchantress 2S 2.pngGuard:
Mid
Startup:
14
Recovery:
-
Advantage:
-17
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
6S[[File:|130x200px]]Guard:
Mid
Startup:
-
Recovery:
-
Advantage:
-16
- - - - Conversion[+]
4SDNFD Enchantress 4S.pngGuard:
Mid
Startup:
35
Recovery:
-
Advantage:
0
- - - - Conversion[+]
5MDNFD Enchantress 5M.pngGuard:
-
Startup:
20
Recovery:
-
Advantage:
-
- - - - Conversion[+]
623MDNFD Enchantress 623M.pngGuard:
Mid
Startup:
20
Recovery:
-
Advantage:
-20
- - - - -
236MDNFD Enchantress 236M.pngGuard:
Mid
Startup:
25
Recovery:
-
Advantage:
-12
- - - - Super[-], Conversion[+]
214MDNFD Enchantress 214M.pngGuard:
Throw (110)
Startup:
18
Recovery:
40
Advantage:
-
- - - - -
Air Cancels
A B S MS Other
j.ADNFD Enchantress Doll jA.pngGuard:
High
Startup:
-
Recovery:
-
Advantage:
-
- j.B j.S j.M Conversion[+]
j.BDNFD Enchantress jB.pngGuard:
High
Startup:
12
Recovery:
-
Advantage:
-
- - j.S j.M Conversion[+]
j.S[[File:|130x200px]]Guard:
Mid
Startup:
-
Recovery:
-
Advantage:
-
- - - - Conversion[+]
j.MDNFD Enchantress j.M.pngGuard:
-
Startup:
-
Recovery:
-
Advantage:
-
- - - - Conversion[+]
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

Navigation

Enchantress
Ambox notice.png To edit frame data, edit values in DNFD/Enchantress/Data.