DNFD/Striker/Frame Data

From Dustloop Wiki
< DNFD‎ | Striker
Jump to navigation Jump to search
Striker


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
Striker 900 1000 15 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 45 All 5 2 14 -2 0 65% none -
5AA 50 All 7 3 16 -3 0 20 70% none
5B 60 All 9 3 20 -4 -2 40 75% none
2A 35 Low 6 2 15 -3 -1 20 55% none
2B 60 Low 10 10 26 -11~-20 HKD 40 70% none
j.A 45 High 5 2 18 20 70% none
j.B 65 High 9 4 24 40 75% 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
Tiger Chain Strike 5S 75 All 14 3 24 -8 Launch 40 75% none
Tiger Chain Bash Data 5S~S 40, 50 All 7 2 (11) 2 23 -7 ?, Launch 20, 40 80%×2 none
Muse's Uppercut 2S 75 All 12 3 34 -18 Launch 60 80% none -
Crushing Fist 6S 80 All 16 4 33 -18 -12 70 80% none
Low Kick 4S 60 Low 14 2 25 -9 -4 40 75% none
Air Walk j.S 70 All 14 Until L 7L - - 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
Shadowless Kick 5M 125 Low, All 8 3 (5) 3 (8) 4 22 -3 Launch 30, 30, 50 90%×3 none 30
Rising Fist 623M 112 All 9 1, 10 Until L + 17L -47 HKD 40x4 50%, 60%×3 1~9 All 50
Mountain Pusher 236M 110 All 18 6 29 -8 Launch, WBounce 100 90% 4~23 Projectile 50
One Inch Punch 214M 150 All 29 4 14 +4 +?? 330 90% none 50
Tornado Kick j.M 30×2, 50 All 18 3 (12) 3 (8) 4 10+2L - - 40x3 90%×3 none 30


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 18 3 33 -23 +17 (HKD) 0% 1~20 Strike 100
Empress's Climactic Fist AS 400 All 21 4 60 -45 90% none


Cancel Table

Ground Cancels
A B S M Other
5ADNFD Striker 5A.pngGuard:
All
Startup:
5
Recovery:
14
Advantage:
-2
[1]
5AA[+], 2A 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Striker 5AA.pngGuard:
All
Startup:
7
Recovery:
16
Advantage:
-3
[1]
5A[+], 2A 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Striker 5B.pngGuard:
All
Startup:
9
Recovery:
20
Advantage:
-4
[1]
5A, 2A 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Striker 2A.pngGuard:
Low
Startup:
6
Recovery:
15
Advantage:
-3
[1]
5A, 2A[+]* 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Striker 2B.pngGuard:
Low
Startup:
10
Recovery:
26
Advantage:
-11~-20
[1]
5A, 2A 5B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Striker 5S.pngGuard:
All
Startup:
14
Recovery:
24
Advantage:
-8
[1]
5A, 2A 5B, 2B 5SS[+], 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Striker 2S.pngGuard:
All
Startup:
12
Recovery:
34
Advantage:
-18
[1]
5A, 2A 5B, 2B 5S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Striker 6S.pngGuard:
All
Startup:
16
Recovery:
33
Advantage:
-18
[1]
5A, 2A 5B, 2B 5S, 2S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
4SDNFD Striker 4S.pngGuard:
Low
Startup:
14
Recovery:
25
Advantage:
-9
[1]
5A, 2A 5B, 2B 5S, 2S, 6S 5M, 623M, 236M, 214M Super, Conversion[+]
5MDNFD Striker 5M 1.pngGuard:
Low, All
Startup:
8
Recovery:
22
Advantage:
-3
- - - 623M, 236M, 214M Super, Conversion[+]
623MDNFD Striker 623M.pngGuard:
All
Startup:
9
Recovery:
Until L + 17L
Advantage:
-47
- - - 5M, 236M, 214M, j.M -
236MDNFD Striker 236M.pngGuard:
All
Startup:
18
Recovery:
29
Advantage:
-8
- - - 5M, 623M, 214M Super, Conversion[+]
214MDNFD Striker 214M.pngGuard:
All
Startup:
29
Recovery:
14
Advantage:
+4
- - - 5M, 623M, 236M Super, Conversion[+]
Air Cancels
A B S M Other
j.ADNFD Striker jA.pngGuard:
High
Startup:
5
Recovery:
18
Advantage:
-
j.A j.B j.S j.M Conversion[+]
j.BDNFD Striker jB.pngGuard:
High
Startup:
9
Recovery:
24
Advantage:
-
[1]
j.A - j.S j.M Conversion[+]
j.SDNFD Striker jS.pngGuard:
All
Startup:
14
Recovery:
7L
Advantage:
-
j.A j.B - j.M Conversion[+]
j.MDNFD Striker jM.pngGuard:
All
Startup:
18
Recovery:
10+2L
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
  • 2A > 2A is only available when first 2A is not canceled into. Max 3 times.

Navigation

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