< DNFD | Inquisitor

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 |
---|---|---|---|---|---|---|
Inquisitor | 930 | 1150 | 12 | 5 |
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 | 10 | - | - | 0 | 0 | 30 | 65% | none | ||
5AA | 60 | Mid | 15 | - | - | +1 | +3 | 40 | 70% | none | ||
5B | 70 | Mid | 16 | - | - | ±0 | +3 | 50 | 75% | none | ||
2A | 60 | Low | 7 | 6 | 13 | -4 | -3 | 30 | 60% | none | ||
2B | 70 | Low | 18 | - | - | -9 | KD (+20) | 55 | 70% | none | ||
j.A | 70 | High | 9 | - | - | N/A | - | 40 | 70% | none | ||
j.B | 80 | High | 15 | - | - | N/A | - | 70 | 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 | |
Punishing Cross | 5S | 50,56 | Mid | 16 | -5 | KD (+34) | 40, 60 | 80% | none | ||||
Rising Cut | 2S | 90 | Mid | 20 | - | - | -7 | KD (+34) | 80 | 80% | none | ||
Cut-in Dash | 6S | - | - | - | - | Total 25 | - | - | - | none | |||
Cut-in Bash | 6SS | 80 | Mid | 12 | - | - | -16 | KD (+25) | 70 | 70% | none | ||
Flege's Essence | 4S | 30 | Mid | 34 | - | - | -7 | -2 | 20 | 70% | none | ||
Punishment | j.S | 100 | High | 18 | - | - | - | - | 90 | 80% | none | ||
Raid | j.2S | 70,50 | Mid | 21 | - | - | -11 | KD (+36) | 60, 20 | 80%x2 | 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 | |
Flege's Firebomb | 5M | 10×5 | Mid | 40 | - | - | +37 | +42 [HKD (+95)] | 3×5 | 90%×5 | none | 40 | ||
Noble Rage | 623M | Raw 155 | Mid | 10 | - | - | -26 | HKD (+19) [HKD (+79)] | 80 | 90%×6 (~53%) | 0~12 All | 80 | ||
Summary Justice | 236M | 70, 50, 90 | Mid | 18 | - | - | ±0 | KD (+44) [KD (+47)] | 50, 30, 50 | 90%×3 | none | 50 | ||
Burning Wheel | 214M | 28×23, 50 | Mid | 35 | - | - | +166 | KD (+214) [KD (+219)] | 4×23, 20 | 90%×24 | none | 90 | ||
God's Wrath | j.M | 30×2, 40, 80 | Mid | 12 | - | - | -1 | HKD (+73) [HKD (+95)] | 30×2, 40, 50 | 90%×3, 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 | 5 | 2 | 22 | - | HKD(+5) | 0% | none | N/A | ||
Dodge | 6G | N/A | Total 33 | ? | |||||||||
Guard Cancel | 6B+S | 70 | Mid | 23 | - | - | -31 | KD (+15) | 0% | none | |||
Incinerate | Incinerate | 5x10 | N/A | - | - | - | - | - | - | none | N/A | ||
Blazing Hell | AS | 400 | Mid | 2+16 | - | - | -33 | 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/Inquisitor/Data.