DNFD/Troubleshooter

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This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Overview

Troubleshooter is a well-rounded character with a strong midrange presence and good pressure. His strike/throw game is notably strong in the corner thanks to OppressionDNFD Troubleshooter 214M 1.pngGuard:
All
Startup:
18
Recovery:
-
Advantage:
-23
.

Troubleshooter has great poking buttons with 5A and 2B and can easily space himself out in blockstrings with 5S. Once he spaces himself out, he can use his 6S grenade to make himself plus and re-assert pressure using his excellent buttons. He can poke at longer ranges using Get On FireDNFD Troubleshooter 236M.pngGuard:
All
Startup:
26
Recovery:
-
Advantage:
-17
and its follow up for a knockdown.

That’s not all Troubleshooter has at his disposal. His 4SDNFD Troubleshooter 4S.pngGuard:
All
Startup:
45
Recovery:
-
Advantage:
-
is notable in that it not only buffs his damage but gives him white health, allowing access to Conversion to supplant his pressure and combos. His aforementioned 214M net can be set up on a knockdown and triggered manually with 2A (or any shotgun button) for a meaty or it can be allowed to detonate during his throw to take away white health. Alternatively he can crush throws altogether with IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.MDNFD Troubleshooter jM.pngGuard:
High
Startup:
28
Recovery:
-
Advantage:
+3
.

These upsides are all cranked to 11 when Troubleshooter enters Awakening. 214M launches higher and leads to a combo off his throw, further improving his strike/throw mixups. 236M’s follow-up gains a wallbounce, turning it from a combo ender to a combo starter.

If you like a well-rounded character with a few tricks up his sleeve, give Troubleshooter a shot.
Lore:A legendary mercenary who is said to have dominated countless battles

Setting fire to entire battlefields and turning them to dust with his highly volatile explosives and shotgun, he is known as the closer of wars.

He is said to frequent the Moonlight Tavern after strenuous jobs to quench his thirst with alcohol; a languid smile always playing at edge of his soot-flecked lips.
Playstyle
Troubleshooter is classified as a Standard type. He has many easy-to-use moves. He has various traps that set off delayed explosions. His 4S reduces his HP to increase his attack for a set duration.
Pros Cons
  • Jack of all Trades: Troubleshooter is a flexible character that has excellent options at all ranges, be it controlling midrange with disjointed attacks or punishing a whiff at nearly fullscreen with MP Skills
  • Conversion on Demand: A trait shared only with Berserker, Troubleshooter can generate white health with 4S, giving him a damage buff and access to Concentration Cancel without needing to get hit.
  • Explosive Punish: Against highly unsafe moves such as invincible reversals, Troubleshooter can consistently make use of conversion via blocking them to Touch of DeathA single combo that will immediately defeat the opponent even from full health. the opponent.
  • Strike/Throw Mix: Thanks to the delayed explosion trap set by 214M, Troubleshooter can force the opponent to guess on either a throw or an attack, which becomes considerably more scary in awakening.
  • Handle Explosives: Troubleshooters awakening allows for combos off of 236M and grenade net throw setups, allowing for him to make a comeback easier than some characters.
  • Master of None: Troubleshooter can struggle to beat other characters at their own game. He doesn't have any dedicated tools to get in on tough zoning, and his invincible reversal simply resets to neutral instead of granting him an advantage of some kind.
  • Dodge Vulnerable: Many of Troubleshooter's most powerful options leave wide gaps that allow the opponent to roll through, forcing him to commit to punishing dodges harder than other characters.

Awakening Effect: DNFD Troubleshooter Awakening Icon.png Handle Explosives

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Enhances various MP Skills to launch higher for better reward on hit, as well as increasing white damage on block:

  • Get On Fire followupDNFD Troubleshooter 236MM.pngGuard:
    All
    Startup:
    -
    Recovery:
    -
    Advantage:
    -19
    wallbounces into a hard knockdown on hit which leads to big combos.
  • OppressionDNFD Troubleshooter 214M 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    -
    Advantage:
    -23
    's grenade net explosion launches higher, allowing for easier combos, as well as combos after throw.
  • Igniting Slash 3DNFD Troubleshooter 5MMM.pngGuard:
    All
    Startup:
    -
    Recovery:
    -
    Advantage:
    +1
    launches higher, allowing for easier and varied combos/setups.
  • Perfect BattingDNFD Troubleshooter 623M 1.pngGuard:
    All
    Startup:
    16
    Recovery:
    -
    Advantage:
    -26
    launches higher, giving it better advantage on hit and oki in the corner. Does not allow for combos unless they are juggled by the grenade net.
  • All other MP Skills remain unchanged, including j.M, 236M, 5M, 5M~M, and the initial hit of 214M. White damage on block for all MP skills is still increased.

No moves add extra damage on hit or change frame data on block, despite the bigger explosions suggesting that they might.

Troubleshooter
DNFD Troubleshooter Portrait.png
Health:1050
Guard Gauge:1050
MP Regen Rate:15
Prejump:{{{prejump}}}
Backdash:{{{backdash}}}
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (8F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623M (16F)

Normal Moves

5A

5A

Damage Guard Startup Active Recovery On-Block Invuln
60 All 9 -3 none

Troubleshooter swings his sword directly in front of him.

  • An excellent poke for its speed, range & frame advantage.

5AA

5AA

Damage Guard Startup Active Recovery On-Block Invuln
65 All -7 none

Troubleshooter slams his sword into the ground.

  • 5A must hit for Troubleshooter to chain into 5AA, unlike other characters who can chain on whiff.

5B

5B

Damage Guard Startup Active Recovery On-Block Invuln
80 All 12 -7 none

Trouble shooter uses his shotgun for a serviceable but exploitable poke.

  • Vulnerable to low profile moves such as Striker's 2BDNFD Striker 2B.pngGuard:
    Low
    Startup:
    10
    Recovery:
    26
    Advantage:
    -11~-20
  • Can work as a further out anti-air for opponents trying to land.

2A

2A

Damage Guard Startup Active Recovery On-Block Invuln
50 All 8 -6 none

Troubleshooter shoots the ground in front of him.

  • Can be used to detonate the grenade net placed by 214MDNFD Troubleshooter 214M 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    -
    Advantage:
    -23
    early

2B

2B

Damage Guard Startup Active Recovery On-Block Invuln
70 All 12 -8 none

Troubleshooter swings his sword at his opponents feet.

  • Troubleshooters longest range low.
  • Grants a hard knockdown on counterhit.

j.A

j.A

Damage Guard Startup Active Recovery On-Block Invuln
50 High 8 none

Troubleshooter swings his sword directly in front of him. Mainly used for air-to-air situations.

  • Excellent horizontal range.

j.B

j.B

Damage Guard Startup Active Recovery On-Block Invuln
70 High 12 none

Troubleshooter swings his sword under him in a wide arc. Primary jump-in.

  • Can hit CrossupAttacking your opponent after changing which horizontal side you are on, typically by jumping over them..

Universal Mechanics

Throw

A+B

Damage Guard Startup Active Recovery On-Block Invuln
150 Throw 5 2 22 none

Troubleshooter slashes at his opponents feet and detonates a mine under them. 214MDNFD Troubleshooter 214M 1.pngGuard:
All
Startup:
18
Recovery:
-
Advantage:
-23
is what really makes this move a threat in the corner. If the opponent is thrown as they're waking up, the net will detonate during the throw animation and remove all their white health. If done in Awakening, the net allows for a combo post-throw. Troubleshooter can also use the threat of the throw's reward to go for a shimmy or beat the throw clean with IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.MDNFD Troubleshooter jM.pngGuard:
High
Startup:
28
Recovery:
-
Advantage:
+3
for high reward.

  • +4 on hit.

Guard Cancel

B+S

Damage Guard Startup Active Recovery On-Block Invuln
70 All 23 none

Troubleshooter uses the animation of 2SDNFD Troubleshooter 2S.pngGuard:
All
Startup:
18
Recovery:
-
Advantage:
-5
for his Guard Cancel.

  • A generous hitbox that allows him to stop pressure from further out than most characters.

Skills

Sword Bomb

5S DNFD Projectile Icon.pngThe explosion is considered a projectile

Damage Guard Startup Active Recovery On-Block Invuln
50, 70 All 15 -5 none

Troubleshooter stabs forward with a sword laced in explosives.

  • In blockstrings this move has enough pushback to allow for 6SDNFD Troubleshooter 6S.pngGuard:
    All
    Startup:
    15
    Recovery:
    -
    Advantage:
    -11
    to be plus.
  • In combos this move launches for 214MDNFD Troubleshooter 214M 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    -
    Advantage:
    -23
    extensions mid-screen or in the corner.

Black Crescent

2S

Damage Guard Startup Active Recovery On-Block Invuln
100 All 18 -5 none

Troubleshooter swings his sword upwards in a massive arc. Cancel into 6SDNFD Troubleshooter 6S.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-11
for a combo or to stay safe on block.

  • Can be used to contest jumps at roundstart.

G-Bomb

6S or j.S DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Name Damage Guard Startup Active Recovery On-Block Invuln
G-Bomb 80 All 15 -11 none
Aerial G-Bomb 80 All 15 none

Troubleshooter throws a grenade forward, which explodes after making contact with the opponent or the floor. The air version can be used for OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups. setups after hard knockdowns as well as combo extensions.

  • Very minus up close but can be spaced to be plus, but leaves a gap that can be interrupted by a ReversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun..
  • Can be used to detonate the grenade net placed by 214MDNFD Troubleshooter 214M 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    -
    Advantage:
    -23
    early.
  • Grenade disappears when Troubleshooter gets hit.
  • The grenade can be detonated early by hitting it with 2ADNFD Troubleshooter 2A.pngGuard:
    All
    Startup:
    8
    Recovery:
    -
    Advantage:
    -6
    , 5BDNFD Troubleshooter 5B.pngGuard:
    All
    Startup:
    12
    Recovery:
    -
    Advantage:
    -7
    , 6SDNFD Troubleshooter 6S.pngGuard:
    All
    Startup:
    15
    Recovery:
    -
    Advantage:
    -11
    , j.SDNFD Troubleshooter jS.pngGuard:
    All
    Startup:
    15
    Recovery:
    -
    Advantage:
    -
    , 236MDNFD Troubleshooter 236M.pngGuard:
    All
    Startup:
    26
    Recovery:
    -
    Advantage:
    -17
    , or 214MDNFD Troubleshooter 214M 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    -
    Advantage:
    -23
    . However, this is impossible without conversion.

Swashbuckler's Refreshment

4S

Damage Guard Startup Active Recovery On-Block Invuln
All 45 none

Troubleshooter takes a drink, losing approximately 100 health as white health in order to gain a temporary 30% damage boost and 10 MP.

  • Useful for gaining access to Conversion in addition to the damage buff.

Mana Skills

Igniting Slash

5M DNFD Knockdown Icon.pngOnly the first hit forces a hard knockdown

Name Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Igniting Slash 1 60 All 28 -2 20 none
Igniting Slash 2 60 All -4 20 none
Igniting Slash 3 80 All +1 20 none
5M

The first slash in Troubleshooter's RekkaA series of special attacks that are only available after the first one is performed. series. The first hit causes a hard knockdown, allowing for extensions with IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.MDNFD Troubleshooter jM.pngGuard:
High
Startup:
28
Recovery:
-
Advantage:
+3
.


5M~M

Can be used as a pressure ender to punish opponents who are expecting a 3rd Slash followup.


5M~M~M

The final hit launches, allowing for follow-ups, as well as being slightly plus on block. There is a gap between the 2nd and 3rd slash that can be rolled or reversaled for a punish.

Perfect Batting

2M or 623M DNFD Reversal Icon.pngTemporarily fully invincible

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
100, 50 All 16 -26 70 1~?? All

Troubleshooter's invincible ReversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. Troubleshooter wildly swings an explosive-laced sword around him, knocking away aggressors. It has a large horizontal range that hits opponents as far as round start distance.

  • While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to 2SDNFD Troubleshooter 2S.pngGuard:
    All
    Startup:
    18
    Recovery:
    -
    Advantage:
    -5
    .
  • Strangely, it has a hitbox behind Troubleshooter as well, hitting opponents who try to cross over on Troubleshooter's wakeup or dodge through. However, this rear hit can be punished on hit.

Get On Fire

6M or 236M DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngFollowup hit forces hard knockdown

Name Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Get on Fire 60, 80 All 26 -17 60 none
Get on Fire (2nd) 110 All -19 20 none
Get On Fire

Troubleshooter fires two shots at the opponent.

  • Hits just under full screen, allowing him to contest at ranges he normally can't.

Get On Fire (2nd)

Follow-up blast that hits full screen and grants a hard knockdown. An easy hitconfirm from 236M.

  • In Awakening, the third hit wallbounces, which allows for combos from j.S or j.M.

Oppression

4M or 214M DNFD Knockdown Icon.pngGunshots force a hard knockdown DNFD OTG Icon.pngMine net explosion hits knocked down opponents off the ground

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
90, 100 All 18 -23 50 none

Troubleshooter leaps backwards into the air, firing a shot and throwing a grenade net on the floor.

  • The grenade net automatically explodes after 60 frames but can be detonated early by hitting it with 2ADNFD Troubleshooter 2A.pngGuard:
    All
    Startup:
    8
    Recovery:
    -
    Advantage:
    -6
    , 6SDNFD Troubleshooter 6S.pngGuard:
    All
    Startup:
    15
    Recovery:
    -
    Advantage:
    -11
    , j.SDNFD Troubleshooter jS.pngGuard:
    All
    Startup:
    15
    Recovery:
    -
    Advantage:
    -
    , or 214MDNFD Troubleshooter 214M 1.pngGuard:
    All
    Startup:
    18
    Recovery:
    -
    Advantage:
    -23
    itself.
  • Important for knockdowns as it forces the opponent to guess a strike/throw mix.
  • Grenade net disappears when Troubleshooter gets hit.
  • Troubleshooter can conversion cancel while the net is coming out to recover airborne and still throw the net, enabling enhanced j.M juggles.

Disastrous Quake

j.M DNFD Overhead Icon.pngOverhead attack. Must be guarded standing DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
60, 80 High 28 +3 30 none

A descending sword slam that explodes, launching the opponent high into the air on hit, as well as being plus on block.

  • When IASInstant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    'd, acts as a plus-on-block overhead that also beats throw tech attempts due to being airborne. IASInstant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    Disastrous quake links into itself several times both in the corner and midscreen.
  • Important for Troubleshooters combos as the second hit OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."s and launches.

Awakening Moves

Incredible

AS

Damage Guard Startup Active Recovery On-Block Invuln
400 All 2+16 -32 none

Troubleshooter detonates a mine in front of himself, followed by an even bigger mine being revealed under the opponent. Sacrifices horizontal range for vertical range. Harder to hit midscreen than it is in the corner.

Colors

DNFD Troubleshooter Color 1.png
DNFD Troubleshooter Color 2.png
DNFD Troubleshooter Color 3.png
DNFD Troubleshooter Color 4.png
1
2
3
B-Type Color (DFO)
4
C-Type Color (DFO)
DNFD Troubleshooter Color 5.png
DNFD Troubleshooter Color 6.png
DNFD Troubleshooter Color 7.png
DNFD Troubleshooter Color 8.png
5
D-Type Color (DFO)
6
7
8

Navigation

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