DNFD/Kunoichi/Frame Data

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Kunoichi


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
Kunoichi 900 1000 12 4

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 40 All 6 -3 -1 65% none
5AA 50 All -3 +1 70% none
5B 60 All 10 -6 -2 75% none
2A 40 Low 5 -9 -7 55% none
2B 60 Low 11 -8 ~ 70% none
j.A 40 High 5 70% none
j.B 60 High 8 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
Flame Cut 5S 50, 70 All 14, 40 -10 80%×2 none
Rising Cut 2S 80 All 15 -12 75% none
Kunai Throw 6S 30x3 All 15 -16 -11 80%×3 none
Ninpo: Log Clone 4S 80 All 37 75% none
Kunai Throw (Air) j.S 30x3 All 15 80%×3 none
Flying Squirrel j.2S 90 All 14 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
Fire Art: Fireball 5M Raw 116 All 21 1 90%×6 (~53%) none 40
Nin-Bound Fire Art: Fireball 5[M] Raw 161 All 52 [42] 1 +2 90%×9 (~39%) none 35
Heavenly Fire Blast 623M 60, 40, 80 All 15 -16* 90%, 50%×2 (~23%) 1~?? All 60
Nin-Bound Heavenly Fire Blast 623[M] All 45 [35] -16* 90%, 50%×6 (~1%) 1~?? All 60
Flame Tornado 236M Raw 158 All 30 +120 90%×29 (~5%) none 90
Nin-Bound Flame Tornado 236[M] Raw 216 All 60 [50] +120 90%×33 (~3%) none 90
Toad Oil Bomb 214M 80, 50, 80 All 31 +119 90%×3 (~73%) none 70
Nin-Bound Toad Oil Bomb 214[M] 100, 70, 100 All 63 [53] +119 90%×3(~73%) none 70
Flying Air Shuriken j.M Raw 123 All 15 90%×7 (~48%) none 50
Nin-Bound Flying Air Shuriken j.[M] Raw 185 All 45 [35] 90%×17 (~17%) none 50


Other

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
Throw A+B 150 Throw 5 2 22 HKD(+2) 0% none
Dodge 6G N/A none
Guard Cancel 6B+S 70 All 23 +11 0% none
Burning Stigma Automatic 50 All 90% none
Sword of Kusanagi AS 400 All 2+16 -37 90% none


Cancel Table

Ground Cancels
A B S MS Other
5ADNFD Kunoichi 5A.pngGuard:
All
Startup:
6
Recovery:
-
Advantage:
-3
5AA[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Kunoichi 5AA.pngGuard:
All
Startup:
-
Recovery:
-
Advantage:
-3
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Kunoichi 5B.pngGuard:
All
Startup:
10
Recovery:
-
Advantage:
-6
- 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Kunoichi 2A.pngGuard:
Low
Startup:
5
Recovery:
-
Advantage:
-9
[3]
2A[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Kunoichi 2B.pngGuard:
Low
Startup:
11
Recovery:
-
Advantage:
-8
- - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Kunoichi 5S 1.pngGuard:
All
Startup:
14, 40
Recovery:
-
Advantage:
-10
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Kunoichi 2S.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-12
- - - j.M Conversion[+]
6SDNFD Kunoichi 6S.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-16
- - - - Conversion[+]
4SDNFD Kunoichi 4S.pngGuard:
All
Startup:
37
Recovery:
-
Advantage:
-
- - - - Conversion[+]
5MDNFD Kunoichi 5M 1.pngGuard:
All
Startup:
21
Recovery:
1
Advantage:
-
- - - - Super[-], Conversion[+]
623MDNFD Kunoichi 623M 1.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-16*
- - - - -
236MDNFD Kunoichi 236M 1.pngGuard:
All
Startup:
30
Recovery:
-
Advantage:
+120
- - - - Conversion[+]
214MDNFD Kunoichi 214M 1.pngGuard:
All
Startup:
31
Recovery:
-
Advantage:
+119
- - - - Conversion[+]
Air Cancels
A B S MS Other
j.ADNFD Kunoichi jA.pngGuard:
High
Startup:
5
Recovery:
-
Advantage:
-
- j.B j.S, j.2S j.M Jump, Conversion[+]
j.BDNFD Kunoichi jB.pngGuard:
High
Startup:
8
Recovery:
-
Advantage:
-
- - j.S, j.2S j.M Jump, Conversion[+]
j.SDNFD Kunoichi jS.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-
- - - - Conversion[+]
j.2SDNFD Kunoichi j2S.pngGuard:
All
Startup:
14
Recovery:
-
Advantage:
-
- - - - Conversion[+]
j.MDNFD Kunoichi j214M.pngGuard:
All
Startup:
15
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

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