DNFD/Launcher/Frame Data

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Launcher


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
Launcher 900 1000 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 10 2 19 -3 0 20 65% none
2B 50 All 15 40 -15~ 50 75% none
j.A 40 All 7 3 Until landing + 5 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 + 8 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 -13 -6 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 50
X-1 Extruder 236M All 30 39 +28 140 none 70
Quantum Bomb j.M All 124 (from button press to explosion) 7 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

Ground Cancels
A B S M Other
5ADNFD Launcher 5A.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-3
5AA[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Launcher 5AA.pngGuard:
All
Startup:
12
Recovery:
25
Advantage:
-7
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Launcher 5B.pngGuard:
All
Startup:
17
Recovery:
29
Advantage:
-13
- - - - Super, Conversion[+]
2ADNFD Launcher 2A.pngGuard:
Low
Startup:
10
Recovery:
19
Advantage:
-3
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Launcher 2B.pngGuard:
All
Startup:
15
Recovery:
40
Advantage:
-15~
- - - - Conversion[+]
5SDNFD Launcher 5S.pngGuard:
All
Startup:
22
Recovery:
34
Advantage:
-4
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Launcher 2S.pngGuard:
All
Startup:
16
Recovery:
31
Advantage:
-6
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Launcher 6S.pngGuard:
All
Startup:
20
Recovery:
25
Advantage:
-5
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
4SDNFD Launcher 4S.pngGuard:
Low
Startup:
18
Recovery:
25
Advantage:
-17
- - - - Super[*], Conversion[+][*]
5MDNFD Launcher 5M.pngGuard:
All
Startup:
20
Recovery:
31
Advantage:
-13
- - - - Conversion[+]
623MDNFD Launcher 623M.pngGuard:
All
Startup:
18
Recovery:
45
Advantage:
-32
- - - - -
236MDNFD Launcher 236M.pngGuard:
All
Startup:
30
Recovery:
39
Advantage:
+28
- - - - Conversion[+]
214MDNFD Launcher 214M.pngGuard:
All
Startup:
30
Recovery:
26
Advantage:
+3~+48
- - - - Conversion[+]
Air Cancels
A B S M Other
j.ADNFD Launcher jA.pngGuard:
All
Startup:
7
Recovery:
Until landing + 5
Advantage:
-
- j.B j.S j.M Conversion[+]
j.BDNFD Launcher jB.pngGuard:
All
Startup:
18
Recovery:
Until landing + 10
Advantage:
-22~+1
- - - - Conversion[+]
j.SDNFD Launcher jS.pngGuard:
All
Startup:
15
Recovery:
Until Landing + 8
Advantage:
-
- - - - Conversion[+]
j.MDNFD Launcher jM.pngGuard:
All
Startup:
124 (from button press to explosion)
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
X[*] = X can be used only on block
Super = Awakening Skill

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