DNFD/Monk/Frame Data

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< DNFD‎ | Monk
 Monk

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
Monk ??? ??? ?? 4 ??F

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
5A All 7 3 15 -1 none
5AA All 8 2,(7),3 16 +2 none
5B All, High 10 3,(7),3 22 -3 none
2A 5 2 19 -3 none
2B Low 12 3 23 -5 none
j.A High 6 2,(6),3 Until landing +2 none
j.B High 10 4 Until landing +3 none

Skills

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
Heavenly Combination 5S All 13 4 24 -5 none
Heavenly Combination (Second) 5SS All 15 7 19 -1 none
Heavenly Combination (Third) 5SSS All 15 8 23 -5 none
Second Upper 2S All 15 3,(14),3 21 +1 (2nd hit) none
Ducking Dash 6S All 1 20 10 1~20 Projectile
Ducking Straight 6S~A All (10)+10 6 22 -8 none
Ducking Upper 6S~B All (10)+13 4 24 -8 none
Ducking Blow 6S~S All (10)+18 3 15 +5 none
Sway 4S All 3 17 10 3~20 Strike
Skywind j.S High 10 2 Until landing+5 none

MP Skills

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel MP Cost
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel MP Cost
Big Bang Punch 5M All 23 26 26 -12 15~30 Armor 50
Corkscrew Blow 623M All 21 15,(1),4,(28),5 34 -23 (2nd hit) 1~30 Armor 50
Gatling Punch 214M All 25 3,(4),2,(5),2,(5),3,(3),3,(3),2,(4),2,(18),5 19 -1 none 70
Atomic Chopper 236M All 20 3,(9),5 24 -5 none 60
Demolition Punch 6S~M All (10)+18 5 18 +3 none 75
Demolition Punch 4S~M High (5)+20 15 16 -8 1~14 Armor 70
Big Bang Punch (Air) j.M All 24 Until collision 35 -16 none 40

Other

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun Proration Invul Cancel MP Cost
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun Proration Invul Cancel MP Cost
Throw A+B 150 Throw 5 2 HKD (+2) 0% none -
Dodge 6G N/A 1~20 Strike, Projectile
21~30 Projectile
-
Backwards Dodge 4G N/A 1~20 Strike, Projectile
21~30 Projectile
-
Guard Cancel 6B+S All 0% none 100
Execution of Justice: Holy See of Lemidios AS 400 All none -

Cancel Table

Ground Cancels
A B S MS Other
5ADNFD Monk 5A.pngGuardAllStartup7Recovery15Advantage-1 5AA[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5AADNFD Monk 5AA 1.pngGuardAllStartup8Recovery16Advantage+2 - 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5BDNFD Monk 5B 1.pngGuardAll, HighStartup10Recovery22Advantage-3 - 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
2ADNFD Monk 2A.pngGuardStartup5Recovery19Advantage-3 - 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
2BDNFD Monk 2B.pngGuardLowStartup12Recovery23Advantage-5 - - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5SDNFD Monk 5S.pngGuardAllStartup13Recovery24Advantage-5 - - 6S, 4S, 5SS 5M, 623M, 236M, 214M Super, Conversion[+]
5SSDNFD Monk 5SS.pngGuardAllStartup15Recovery19Advantage-1 - - 6S, 4S, 5SSS 5M, 623M, 236M, 214M Super, Conversion[+]
5SSSDNFD Monk 5SSS.pngGuardAllStartup15Recovery23Advantage-5 - - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Monk 2S 1.pngGuardAllStartup15Recovery21Advantage+1 (2nd hit) - - 6S, 4S 4S, 6S, 5M, 623M, 236M, 214M Super, Jump, Conversion[+]
6SDNFD Monk 6S.pngGuardAllStartup1Recovery10Advantage- - - 6S~A, 6S~B, 6S~S 6S~M Super, Conversion[+]
6S~ADNFD Monk 6S~A.pngGuardAllStartup(10)+10Recovery22Advantage-8 - - - 5M, 623M, 236M, 214M Super, Conversion[+]
6S~BDNFD Monk 6S~B.pngGuardAllStartup(10)+13Recovery24Advantage-8 - - - 5M, 623M, 236M, 214M Super, Jump, Conversion[+]
6S~SDNFD Monk 6S~S.pngGuardAllStartup(10)+18Recovery15Advantage+5 - - 4S 5M, 623M, 236M, 214M Super, Conversion[+]
4SDNFD Monk 4S.pngGuardAllStartup3Recovery10Advantage- - - 6S 4S~M Super, Conversion[+]
5MDNFD Monk 5M.pngGuardAllStartup23Recovery26Advantage-12 - - - - Super[-], Conversion[+]
623MDNFD Monk 623M 1.pngGuardAllStartup21Recovery34Advantage-23 (2nd hit) - - - - Super[-], Conversion[+]
236MDNFD Monk 236M 1.pngGuardAllStartup20Recovery24Advantage-5 - - - - Super[-], Conversion[+]
214MDNFD Monk 214M 1.pngGuardAllStartup25Recovery19Advantage-1 - - - - Super[-], Conversion[+]
6S~MDNFD Monk 6S~M.pngGuardAllStartup(10)+18Recovery18Advantage+3 - - - - Super[-], Conversion[+]
4S~MDNFD Monk 4S~M.pngGuardHighStartup(5)+20Recovery16Advantage-8 - - - - Super[-], Conversion[+]
Air Cancels
A B S MS Other
j.ADNFD Monk jA 1.pngGuardHighStartup6RecoveryUntil landing +2Advantage- - j.B j.S j.M Conversion[+]
j.BDNFD Monk jB.pngGuardHighStartup10RecoveryUntil landing +3Advantage- - - j.S j.M Conversion[+]
j.SDNFD Monk jS.pngGuardHighStartup10RecoveryUntil landing+5Advantage- - - - j.M Conversion[+]
j.MDNFD Monk jM.pngGuardAllStartup24Recovery35Advantage-16 - - - - 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

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To edit frame data, edit values in DNFD/Monk/Data.
Mechanics
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