DNFD/Grappler/Frame Data

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Grappler


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
Grappler 1050 1100 18 4f

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 50 Mid 7 3 13 -2 0 40 70% none
5AA 65 Low 8 3 23 -7 -1 60 70% none
5B 75 Mid 11 3 25 -3 +1 80 80% none
2A 40 Mid 6 2 15 -4 +1 40 65% none
2B 80 Low 12 3 26 -10 Launch 80 80% none
j.A 50 High 5 3 24 - - 40 70% none
j.B 80 High 10 6 25 - - 80 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
Fling 5S 95 Throw 12 N/A 30% none
Charged Fling 5[S] 120 Throw 32 N/A 75% 8-?? Mid/High Armor
High Kick 2S 100 Mid 14 -12 80% none
Charged High Kick 2[S] 120 Mid 29 -7 80% 8-?? Mid/High Armor
Neck Snap 6S 30, 60 Mid 20 +4 +8 80%, 90% none
Charged Neck Snap 6[S] 40, 70 Mid 35 +10 +31 90%, 100% none
Air Steiner 4S 30, 130 Mid 9 -35 90%, 80% none
Charged Air Steiner 4[S] 30, 150 Mid 24 -35 90%, 80% none
Slam Kick j.S 90 High 14 80% none
Charged Slam Kick j.[S] 100 High 29 80% 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
Magnumsault 5M 30, 80 Mid 26 -5 90%, 70% none 40
Charged Magnumsault 5[M] 50, 100 Mid 37 +6 90%×2 none 40
Seismic Crash 623M 150 Mid 3 [?] 20 [?] 40 [?] 90% 3-?? Mid/High Strikes 50
Shoulder Tackle 236M 110 Mid 19~26 -8~+1 80% ??-?? Projectile 50
Charged Shoulder Tackle 236[M] 150 Mid 35~49 -7~+6 80% ??-?? Projectile, 8-?? Mid/High Armor 50
Break Down 214M 200 Throw (250) 7 60% 1~7 Throw 70
Charged Break Down 214[M] 280 Throw (250) 27 60% 1~7 Throw 70
Aerial Break Down j.M 200 10 60% none 70
Charged Aerial Break Down j.[M] 250 28 80% none 70


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 (150) 5 2 22 N/A HKD(+2) 0% none
Guard Cancel 6B+S 70 Mid 18 3 36 -25 +14 (HKD) 0% 1~20 Strike, Projectile 100
Sole Bearer: Quaking Tiger AS 400 Mid 5+0 80% none


Cancel Table

Ground Cancels
A B S M Other
5ADNFD Grappler 5A.pngGuard:
Mid
Startup:
7
Recovery:
13
Advantage:
-2
5AA 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Grappler 5AA.pngGuard:
Low
Startup:
8
Recovery:
23
Advantage:
-7
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Grappler 5B.pngGuard:
Mid
Startup:
11
Recovery:
25
Advantage:
-3
- 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Grappler 2A.pngGuard:
Mid
Startup:
6
Recovery:
15
Advantage:
-4
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Grappler 2B.pngGuard:
Low
Startup:
12
Recovery:
26
Advantage:
-10
- - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Grappler 5S 1.pngGuard:
Throw
Startup:
12
Recovery:
-
Advantage:
N/A
- - - - -
2SDNFD Grappler 2S.pngGuard:
Mid
Startup:
14
Recovery:
-
Advantage:
-12
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Grappler 6S.pngGuard:
Mid
Startup:
20
Recovery:
-
Advantage:
+4
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
4SDNFD Grappler 4S.pngGuard:
Mid
Startup:
9
Recovery:
-
Advantage:
-35
- - - - Conversion[+]
5MDNFD Grappler 5M.pngGuard:
Mid
Startup:
26
Recovery:
-
Advantage:
-5
- - - - Super[-], Conversion[+]
623MDNFD Grappler 623M.pngGuard:
Mid
Startup:
3 [?]
Recovery:
40 [?]
Advantage:
-
- - - - -
236MDNFD Grappler 236M.pngGuard:
Mid
Startup:
19~26
Recovery:
-
Advantage:
-8~+1
- - - - Super[-], Conversion[+]
214MDNFD Grappler 214M.pngGuard:
Throw (250)
Startup:
7
Recovery:
-
Advantage:
-
- - - - -
Air Cancels
A B S MS Other
j.ADNFD Grappler jA.pngGuard:
High
Startup:
5
Recovery:
24
Advantage:
-
- j.B j.S j.M Conversion[+]
j.BDNFD Grappler jB.pngGuard:
High
Startup:
10
Recovery:
25
Advantage:
-
- - j.S j.M Conversion[+]
j.SDNFD Grappler jS.pngGuard:
High
Startup:
14
Recovery:
-
Advantage:
-
- - - j.M Conversion[+]
j.MDNFD Grappler jM.pngGuard:
-
Startup:
10
Recovery:
-
Advantage:
-
- - - - -
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

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