
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 |
---|---|---|---|---|---|---|
Launcher | 950 | 1150 | 12 | 4 | 26 (1-16 airborne) |
Normal Moves
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guardDamage | Proration | Invul | Cancel | |
---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guardDamage | Proration | Invul | Cancel | |
5A | 30 | All | 10 | 3 | 18 | -3 | -2 | 20 | 70% | none | ||
5AA | 30, 40 | All | 12 | 7(2)9 | 25 | -7 | -2 | 20,20 | 70%, 75% | none | ||
5B | 10x5, 20 ~ 10x13, 20 | All | 17 | 9~27 | 29 | -13 | 15~42 | 90%x5, 70% ~ 90%x13, 70% | none | |||
2A | 30 | Low | 7 | 2 | 19 | -3 | 0 | 20 | 65% | none | ||
2B | 50 | All | 15 | 10 | 40 | -15~+10 | 50 | 75% | none | |||
j.A | 40 | All | 7 | 3 | 22(+2 Landing) | 20 | 70% | none | ||||
j.B | 20xN | All | 18 | Until landing+10 | -22~+1 | -2~+12 | 105 max | 75%xN | none |
Skills
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guardDamage | Proration | Invul | Cancel | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guardDamage | Proration | Invul | Cancel | |
Steyr AMR | 5S | 30, 80 | All | 22 | 34 | -4 | 50 | 80%x2 | none | ||||
FM-31 Grenade Launcher | 2S | 30, 80 | All | 16 | 31 | -6 | 50 | 80%x2 | none | ||||
Cannon Ball | 6S | 30, 60 | All | 20 | 25 | -5 | 50 | 80%x2 | none | ||||
Spriggan | 4S | 30, 10x6, 40 | Low | 18 | 8 | 25 | -17 | 50 | 80%, 1%x6, 50% | none | |||
Laser Rifle | j.S | 25x9 | All | 15 | 44 | Until Landing+5 | 90 | 80%x9 | none |
MP Skills
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guardDamage | Proration | Invul | Cancel | MP Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Name | Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guardDamage | Proration | Invul | Cancel | MP Cost | |
Charge Laser Rifle | 5M | All | 20 | 20 | 31 | -9 | -3 | 1 | none | 50 | ||||
BBQ | 623M | All | 18 | 3 | 45 | -32 | 30 | 1~?? All | 60 | |||||
FM-92 mk2 Lancer | 214M | All | 30 | 26 | +3~+48 | 160 max | none | 40 | ||||||
X-1 Extruder | 236M | All | 30 | 39 | +28 | 140 | none | 70 | ||||||
Quantum Bomb | j.M | All | 124 | 7 | Total 26(+5 Landing) | 4 | none | 90 |
Other
name | input | damage | guard | startup | active | recovery | onBlock | onHit | prorate | invuln | cancel | MPcost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | input | damage | guard | startup | active | recovery | onBlock | onHit | prorate | invuln | cancel | MPcost | |
Throw | A+B | 150 | Throw | 5 | 2 | 22 | HKD(+6) | 0% | none | ||||
Dodge | 6G | N/A | Total 33 | none | |||||||||
Guard Cancel | 6B+S | 70 | All | 23 | 14 | 44 | +6 | 0% | none | ||||
Ancient Trigger | AS | 400 | All | 2+16 | 7 | 43 | -34 | 90% | 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
- X[*] = X can be used only on block
- Super = Awakening Skill

To edit frame data, edit values in DNFD/Launcher/Data.