
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 |
---|---|---|---|---|---|---|
Striker | 950 | 1150 | 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(+2 Landing) | 20 | 70% | none | |||||
j.B | 65 | High | 9 | 4 | 24(+3 Landing) | 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 landing | Until landing+7 | - | - | 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
- 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.

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