< DNFD | Enchantress
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.

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 |
---|---|---|---|---|---|---|
Enchantress | 900 | 1150 | 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 Table
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/Enchantress/Data.