DNFD/Grappler

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Overview

Overview

Grappler, unsurprisingly, acts as this game's resident grappler character who dominates the close-range with an assortment of powerful grabs, excellent pressure, high damage, and incredible MP efficiency.

Offense is where Grappler shines the most, since once he gets in his opponent's face he can apply a ferocious MixupTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then he is hit by an attack. There are many different types of mixups such as crossup(left/right), high/low, and strike/throw. with his powerful 5S and 214M Command ThrowA throw that is performed by inputting a special command like 214C. Generally command throws have special properties in comparison to normal throws like increased damage or being untechable.s, his low-hitting 5AA and 2B, and his plus-on-block 6S. In addition, both his strikes and his throws lead to high damage and suffocating OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups. that allow him to repeat his mixup game until he knocks out his opponent. Finally, his many Hyper ArmorAn attack that can absorb multiple hits from the opponent (typically taking reduced or fully recoverable damage). Examples of this include Tager's 6[A] and Potemkin's Judge Gauntlet (63214D). infil=https://glossary.infil.net/?t=Armor attacks allow him to counter and punish Guard Cancel and various InvulnerableA state where a character cannot be hit. A common component of reversal moves. attacks in ways other characters cannot. It cannot be overstated just how powerful Grappler is once he gets in his opponent's face.

To balance out his offensive upsides, Grappler has some weaknesses in both neutral and on defense. His buttons are rather small and he has a slow movement speed, making it both difficult to approach the opponent as well as difficult to keep the opponent out. However, he is by no means helpless in neutral, as his Hyper Armor attacks and 623M let him counter many large buttons and his powerful 4S Anti-AirA grounded attack that hits the opponent out of the air lets him snipe opponents who recklessly jump at him. Do note that his Hyper Armor does not work against low attacks. Instead, he must rely on jumping and rolling to bypass low-hitting pokes.

As for his defense, Grappler is one of the few characters who lack an InvulnerableA state where a character cannot be hit. A common component of reversal moves. Reversal. Instead, he has a 623M CounterA move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent. that loses to lows, throws, and projectiles. The counter also has a 3f startup, meaning it loses to MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attacks and tight Frame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with his own.s as well. In addition, his AbareAn attack during the opponent's pressure, intended to interrupt it. options and Guard Cancel have poor range, making it difficult for him to contest spaced pressure. As a result, Grappler has to be more patient than most characters on defense and more carefully choose when to contest.

However, neither of these weaknesses keep Grappler from being an absolute powerhouse, since a correct option in both neutral and defense allows Grappler to start his devastating offense. It may be a struggle at times to land that first hit, but once he does, he becomes an absolute monster.
Lore:A Fighter of the Black Pearl Ring that traveled across the country while storming into and challenging dojos that had earned much renown to head-on duels.

He believes that fighting against powerful opponents is the essence of martial arts, and does not accept anything other than the will to become stronger. However, he tends to avoid challenging dojos of good standing. Rather, he targets corrupt dojos that extort offerings under the pretense of providing protection, smashing them on his travels.

Now, he continues his training in the deepest mountain valleys, hiding from the Suju Kingdom's ransom on his head.
Playstyle
Grappler is classified as a Grabs type. He is a beginner-friendly character that is specialized in close-range grab moves, characterized by the ability to change move effects by charging them.
Pros Cons
  • Devastating Damage: Grappler's combo routes, even without using MP moves, deal incredibly high damage, potentially killing in as quickly as two combos.
  • Blockstring Mixups: With access to variable charge timing on Specials and MP moves, Grappler can reset pressure with plus on block moves or go into tick-throw attempts with his various highly rewarding command grabs.
  • Armored Attacks: Grappler has access to Super Armor moves to push through attacks and punish the opponent, forcing them to reconsider their gameplan in neutral.
  • Whiff Punishing: Grappler's command grabs (except 214M) and counter can hit any extended hurtboxes, effectively closing the distance between mid to longer range opponents relying on large normals to keep him out.
  • Excellent MP Efficiency: Grappler's low MP usage, long attack animations, and incredibly fast natural MP recovery speed allow him to more freely spend MP for both offense and defense.
  • Limited Approach: Grappler's slow movement speed and lack of versatile approach tools makes it more difficult to approach the opponent. As such, he struggles against zoner playstyles.
  • Stubby Buttons: Grappler's buttons have short range, making it difficult to keep the opponent out, contest spaced pressure, and space out the opponent's defensive options.
  • Exploitable Defense: With a frame 3 counter that loses to lows, projectiles, and throws, it's easy to put Grappler into situations that would otherwise be escapable with a traditional reversal. His Guard Cancel is also the shortest in the game, making him more vulnerable to midrange blockstrings.

Awakening Effect: DNFD Grappler Awakening Icon.png Iron Physique

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Reduces White Damage received when guarding by 80%.

Grappler
DNFD Grappler Portrait.png
Health:1050
Guard Gauge:1100
MP Regen Rate:18
Prejump:4f
Backdash:{{{backdash}}}
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (6F)
Reversal Type:Counter

Normal Moves

5A

5A

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 7 3 13 -2 none

Fast and hits crouching. Being -2 OB means that it's useful for tick throwing, primarily when used with 4M.

  • Drops juggles instantly, unless this is the combo starter.

Cancel Options: 5AA, 5B, 2B, Skills, MP Skills

5AA

5AA

Damage Guard Startup Active Recovery On-Block Invuln
65 Low 8 3 23 -7 none

This low hit lets Grappler demand respect from his 5A. Due to backdashes only being Throw Invulnerable and jumps having decent startup, doing delayed cancels into 5AA is a good way to catch an opponent in startup and score a new knockdown. Has unusually long hitstun, giving ample time to do delayed hitconfirms into 5B for combos or pressure.

  • Usually whiffs if 5A air hits.

Cancel Options: 5B, 2B, Skills, MP Skills

5B

5B

Damage Guard Startup Active Recovery On-Block Invuln
75 Mid 11 3 25 -3 none

The starter. With low pushback on hit and great scaling, 5B is Grappler's key to massive damage and looping okizeme. At max range moves such as 2[S]~Release, 5M~6, and 6M will connect depending on your execution and available resources. Safe on block, potentionally letting you reset pressure or tick throw.

  • Can anti-air low opponents.
  • +1 on hit.
  • Heavily scales juggles.

Cancel Options: 2B, Skills, MP Skills

2A

2A

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid 6 2 15 -4 none

Grappler's fastest button. Useful for tight frame-traps after Neck Snap or mashing out of pressure. Always confirms into 5B and 2B.

  • Drops juggles instantly, unless this is the combo starter.

Cancel Options: 5B, 2B, Skills, MP Skills

2B

2B

Damage Guard Startup Active Recovery On-Block Invuln
80 Low 12 3 26 -10 none

Generous hitbox and good damage. Very commonly used to set up 4S at the end of combos. Long recovery, so its use in neutral should be complimented by 5B. Hard knockdown on counter hit and can be combo'ed into 5[MS]

  • Doesn't scale juggles as much as 5B.

Cancel Options: Skills, MP Skills

j.A

j.A

Damage Guard Startup Active Recovery On-Block Invuln
50 High 5 3 24 - none

Fast air-to-air that works best while rising.

  • Causes fast air tech if not cancelled into j.B.
  • Fastest air attack.

Cancel Options: j.B, Skills, MP Skills

j.B

j.B

Damage Guard Startup Active Recovery On-Block Invuln
80 High 10 6 25 - none

Decent jump-in with less vertical range than j.S but also allows for a combo on hit. This is an important button for Grappler as it is used to perform Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. set-ups that can help him maintain his offensive. It can also be used as a crossup button.

  • Opponent can tech before hitting the ground on air hit.


Cancel Options: Skills, MP Skills

Universal Mechanics

Throw

A+B

Damage Guard Startup Active Recovery On-Block Invuln
150 Throw (150) 5 2 22 N/A none

Grappler's command throws are much more useful than his normal throw, as the normal throw sends the opponent back to neutral and only leaves Grappler +2 on hit. However, it's much safer on whiff, so is useful for closing out a round against an opponent low on life.

Guard Cancel

B+S

Damage Guard Startup Active Recovery On-Block Invuln
70 Mid 18 3 36 -25 1~20 Strike, Projectile

Short-range and not outstanding as a Guard Cancel, though its vertical range is impressive. However, it's one of Grappler's only good defensive options, so using it properly is necessary.

  • Shares animation with 2S.

Special Moves

Fling

5S (Hold OK) DNFD Grab Icon.pngThrow property attack. Cannot be guarded DNFD Knockdown Icon.pngForces hard knockdown when charged DNFD Super Armor Icon.pngGains 3 hits of super armor against all strikes except lows and awakening attacks when charged

Name Damage Guard Startup Active Recovery On-Block Invuln
Fling 95 Throw 12 N/A none
Charged Fling 120 Throw 32 N/A 8-?? Mid/High Armor
Both Versions

The only command grab Grappler has without spending MP, but it's certainly good. This grab be used in combos but isn't recommended, as Grappler has other more useful tools.

  • Whiffs on airborne opponents, even in hitstun.
  • Can hit crouching opponents.

Uncharged

This version can be used in tick throws with proper timing, it is one of grapplers core grabs as it costs no meter to do. If Grappler would like to save meter for later in the round he can use this move to tick throw from 2A instead of 214M.


Charged

This version has 3 hits of Super ArmorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). (loses to low attacks and throws). Unlike 214MDNFD Grappler 214M.pngGuard:
Throw (250)
Startup:
7
Recovery:
-
Advantage:
-
, it can grab extended enemy hurtboxes, meaning Grappler can use the armored version to counterpoke certain moves for a full combo.

  • Armor starts on frame 8.

High Kick

2S (Hold OK) DNFD Super Armor Icon.pngGains 3 hits of super armor against all strikes except lows and awakening attacks when charged

Name Damage Guard Startup Active Recovery On-Block Invuln
High Kick 100 Mid 14 -12 none
Charged High Kick 120 Mid 29 -7 8-?? Mid/High Armor
Both Versions

Useful as an anti-air, letting Grappler dominate the ground game. Arguably his best combo extender. Unsafe on block if not canceled into an MP Skill, so confirming into it is important.


Uncharged

Much more unsafe than charged version due to low pushback and less frame advantage on block.


Charged

This version launches higher and has 3 hits of Super ArmorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). (loses to low attacks and throws). It's harder to punish due to it having lots of pushback on block.

  • Armor starts on frame 8.
  • Also lunges forward.

Perfect Charged Release

2[S] can be released early while still getting the Charged version, allowing it to combo in a variety of situations where it typically wouldn't work. Most commonly it allows 5B to combo into 2[S] that normally only works on Counter Hit, giving Grappler access extremely high damage combos on normal hit.

Neck Snap

6S (Hold OK) DNFD Knockdown Icon.pngForces hard knockdown when charged

Name Damage Guard Startup Active Recovery On-Block Invuln
Neck Snap 30, 60 Mid 20 +4 none
Charged Neck Snap 40, 70 Mid 35 +10 none
Both Versions

A great pressure tool that forces the opponent to take risks due to the low amount of startup and looping plus frames. However, it can be rolled through mid blockstring unless true blockstringed into from 5B, which will create pushback and stop Grappler's looping offense.


Uncharged

This version is already plus enough and frametraps with 2A. On hit, this move leads to a 5A combo.

  • +8 on hit.

Charged

This version allows Grappler to follow up with true blockstrings or uninterruptible tick throws, he also gains access to unique ground routes. This move is an incredible combo starter, but typically only available as a DP punish.

  • +31 on hit.

Air Steiner

4S (Hold OK) DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Name Damage Guard Startup Active Recovery On-Block Invuln
Air Steiner 30, 130 Mid 9 -35 none
Charged Air Steiner 30, 150 Mid 24 -35 none
Both Versions

An Anti-AirA grounded attack that hits the opponent out of the air hitgrab that works well as a combo ender. Despite its implied use, Air Steiner still connects against grounded opponents.

  • Switches sides.
  • Always combos into Quaking TigerDNFD Grappler AS.pngGuard:
    Mid
    Startup:
    5+0
    Recovery:
    -
    Advantage:
    -
    .

Uncharged

This version is Grapplers main combo ender, due to it giving him respectable oki. It gives him enough time to choose if he wants to meaty or throw.


Charged

This version causes a ground bounce which allows for a follow-up juggle or gives enough time to OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".


Perfect Charged Release

More difficult than 2[S] Release, but lets 4[S] connect in situations that it typically wouldn't work. Most infamously, after 5[M] giving Grappler access to his Infinite combo.

Slam Kick

j.S (Hold OK) DNFD Overhead Icon.pngOverhead attack. Must be guarded standing DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Name Damage Guard Startup Active Recovery On-Block Invuln
Slam Kick 90 High 14 none
Charged Slam Kick 100 High 29 none
Both Versions

Grappler's best jump-in due to its hard knockdown and range. Also used as a combo extender from 4S


Uncharged

Mostly used as Grapplers prime jump-in button. Ground bounces on counter hit, allowing you to combo afterwards.


Charged

This version ground bounces on hit, allowing for a follow-up juggle or time to OTG. If Grappler charges while falling, Slam Kick won't come out, letting him set up empty lows on unaware opponents. This also partially hits behind Grappler which can be useful for crossup situations or jumping over and punishing DPs that only hit in a forward direction such as Vanguard's Lunge StrikeDNFD Vanguard 623M.pngGuard:
Mid
Startup:
13
Recovery:
-
Advantage:
-40
or Dragon Knight's Dragon SmashDNFD Dragon Knight 623M 1.pngGuard:
Mid
Startup:
10
Recovery:
-
Advantage:
-44

  • If released before finished charging, uncharged Slam Kick will come out immediately.
  • Spacing determines if it's punishable on block or not.

MP Special Moves

Magnumsault

5M DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Name Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Magnumsault 30, 80 Mid 26 -5 40 none
Charged Magnumsault 50, 100 Mid 37 +6 40 none
Both Versions

Grappler's OTG attack and a staple in his combos. After inputting it, pressing forward will cause Grappler to leap much farther than normal.

  • Hits on the way down for extra damage.

Uncharged

This version is a combo ender without Conversion.

  • Combos directly into AS.

Charged

This version launches higher than the uncharged version and allows for a follow-up juggle.

Seismic Crash

2M (Hold OK) or 623M (Hold OK) DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD Counter Attack Icon.pngCounters moves that are not projectiles, throws, or lows

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
150 Mid 3 [?] 20 [?] 40 [?] 50 3-?? Mid/High Strikes

Grappler's "DP", which is a CounterA move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent. that catches strikes but loses to projectiles, throws, and lows. Holding the button keeps the counter active longer, letting it parry slightly delayed attacks but making it even easier to punish if the enemy doesn't fall for it. It vacuums from anywhere so long as they hit the active counter, but due to its vulnerability on the defense, it's usually better to try and Guard Cancel instead of risking Seismic Crash losing to the opponent's lows. The InvulnerabilityA state where a character cannot be hit. A common component of reversal moves. doesn't start until the move goes active on frame 3, so it doesn't work against MeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. attacks either.

Seismic Crash shines most as a callout move against characters with bigger pokes, such as Vanguard or Swift Master.

If Seismic Crash successfully parries an attack but the follow-up does not come out (such as when parrying certain invincible attacks), Grappler recovers very quickly, allowing him to block additional attacks or start a powerful punish.

  • On hit, leads to an auto-timed Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. by holding 9 and meatying with j.B

Shoulder Tackle

6M (Hold OK) or 236M (Hold OK) DNFD Projectile Invincible Icon.pngTemporarily invincible against projectile property attacks DNFD Knockdown Icon.pngForces hard knockdown when charged DNFD Super Armor Icon.pngGains 3 hits of super armor against all strikes except lows and awakening attacks when charged

Name Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Shoulder Tackle 110 Mid 19~26 -8~+1 50 ??-?? Projectile
Charged Shoulder Tackle 150 Mid 35~49 -7~+6 50 ??-?? Projectile, 8-?? Mid/High Armor
Both Versions

Forward advancing tackle. One of Grappler's main ways to take screen space.

  • The later Shoulder Tackle hits, the more plus it is.
  • Useful in combos for the additional corner carry at the cost of lower damage.
  • Has projectile immunity.

Uncharged

This version ends with a soft knockdown but gets a hard knockdown on counter hit.


Charged

This version has 3 hits of Super ArmorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). (loses to low attacks and throws), ends with a hard knockdown, and wall-bounces on counter hit, potentially allowing an OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." 5[M] followup.

Break Down

4M (Hold OK) or 214M (Hold OK) DNFD Grab Icon.pngThrow property attack. Cannot be guarded DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD Throw Invincible Icon.pngTemporarily invincible against throws

Name Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Break Down 200 Throw (250) 7 70 1~7 Throw
Charged Break Down 280 Throw (250) 27 70 1~7 Throw
Both Versions

A powerful command grab. Unlike Low Fling, Break Down connects against airborne opponents in hitstun, letting it see use in low anti-air confirms.

  • Whiffs against low profile attacks

Uncharged

Very useful in tick throws with 5A to push threatening RPSA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive. combined with delay 5AA.


Charged

This version does more damage and is more plus on KD, allowing for stronger okizeme or a weak 5M OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." followup to close rounds.

  • Grappler can get an easy Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. after landing this attack by whiffing a 2A then following up with a forward jump into j.B. This avoids every reversal while also catching rolls and parries.

Aerial Break Down

j.M (Hold OK) DNFD Grab Icon.pngThrow property attack. Cannot be guarded DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Name Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Aerial Break Down 200 10 70 none
Charged Aerial Break Down 250 28 70 none
Both Versions

Can grab both grounded and airborne opponents, including during backdash and prejump frames, but can't grab crouchers.


Uncharged

This is used mainly as a combo ender and mixup tool in conjunction with other jump-ins such as j.S. Also grants a long enough knockdown to do the mixup all over again.


Charged

This version is a devastating combo starter and extender, particularly with access to Conversion. The longer knockdown compared to the uncharged version allows for both stronger okizeme as well as 5[M] OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." followup to continue combos.

  • Grappler can get an easy Safe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. following this move by whiffing a normal throw as soon as he recovers and then doing a forward jump into j.B. This will catch roll and parry startup as well.

Awakening Moves

Sole Bearer: Quaking Tiger

AS DNFD Grab Icon.pngThrow property attack. Cannot be guarded

Damage Guard Startup Active Recovery On-Block Invuln
400 Mid 5+0 none

A great combo ender that lets Grappler top off his devastating attacks to close a round. It can connect against airborne or knocked down opponents, meaning it works after 4S.

  • Holding AS will pull the opponent towards Grappler, unless they've been sent flying (i.e. Shoulder Tackle). Releasing will activate it.

Colors

DNFD Grappler Color 1.png
DNFD Grappler Color 2.png
DNFD Grappler Color 3.png
DNFD Grappler Color 4.png
1
2
3
B-Type Color (DFO)
4
D-Type Color (DFO)
DNFD Grappler Color 5.png
DNFD Grappler Color 6.png
DNFD Grappler Color 7.png
DNFD Grappler Color 8.png
5
C-Type Color (DFO)
6
7
8

Navigation

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