
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 | |
---|---|
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 |
---|---|---|---|---|---|---|
Ranger | 980 | 1150 | 12 | 4 |
Normal Moves
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guard Damage | Proration | Invul | Cancel | MP Cost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guard Damage | Proration | Invul | Cancel | MP Cost | |
5A | 30 | Mid | 12 | -10~-3 | 0~+7 | 40 | 60% | none | |||||
5AA | 30x2 | Mid | -13~-6 | -1~+7 | 40 | 65%x2 | none | ||||||
5B | 60 | Mid | 16 | 28 | -12~-4 | +1~+9 | 60 | 70% | none | ||||
2A | 30 | Low | 7 | -5 | -2 | 60% | none | ||||||
2B | 60 | Mid | 15 | 32 | -18~-10 | 60 | 70% | none | |||||
j.A | 30 | Mid | 12 | 70% | none | ||||||||
j.B | 40x2 | Mid | 13 | 40+28 | 20 | 70%x2 | none |
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 | |
Mach Kick | 5S | 80 | Mid | 10 | -3 | +2 | 80% | none | ||||||
Steep Slide | 2S | 90 | Low | 18 | -12~0 | 80% | none | |||||||
Windmill | 6S | 20x2, 50 | Mid | 14 | -8 | 80%x3 | none | |||||||
Air Raid | 6SS | 100 | Mid | +2 air | 80% | none | ||||||||
Triple Tap | 4S | 70, 30x3 | Mid | 15 | -4 | 80%x4 | none | |||||||
G-14 Buster | j.S | 100 | Mid | 183 | 90% | 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 | |
Suppressive Barrage | 5M | 20x7, 70 | Mid | 15 | -10 | 90%x8 | none | 40 | ||||||
Double Barrage | 5M | 20x7, 110 | Mid | -10 | 90%x8 | none | 30 | |||||||
Triple Barrage | 5M | 20x7, 120 | Mid | -10 | 90%x8 | none | 15 | |||||||
Wild Shot | 623M | 40x3, 60 | Mid | 13 | -27 | 90%x3, 50% | 1-?? All | 60 | ||||||
Deadly Approach | 236M | 30x4 | Mid | 22 | 2,4,4,2 | 12(air)+ 8(land) | +1 / -11* | 30,30,30,30 | 90%x4 | none | 60 | |||
Death Hawk | 214M | 25x20, 150 | Mid | 30 | +62 | 80%x20, 90% | none | 70 | ||||||
Scud Genocide | j.M | 30x4 | Mid | 18 | 90%x4 | none | 30 | |||||||
Double Scud Genocide | j.M | 30x4 | Mid | 90%x4 | none | 20 | ||||||||
Triple Scud Genocide | j.M | 30x4 | Mid | 90%x4 | none | 10 |
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(+6) | 0% | none | |||||
Guard Cancel | 6B+S | 70 | Mid | +12 | 0% | 1-?? Strike/Projectile | 100 | |||||||
Seventh Flow | AS | 400 | Mid | 2+16 | -40 | 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/Ranger/Data.