DNFD/Troubleshooter/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search
Troubleshooter


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
Troubleshooter 1050 1050 15

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit guard Damage Proration Invul Cancel
Input Damage Guard Startup Active Recovery On-Block On-Hit guard Damage Proration Invul Cancel
5A 60 All 9 -3 -1 65% none
5AA 65 All -7 -5 70% none
5B 80 All 12 -7 0 75% none
2A 50 All 8 -6 -6 60% none
2B 70 All 12 -8 75% none
j.A 50 High 8 70% none
j.B 70 High 12 75% none


Skills

Name Input Damage Guard Startup Active Recovery On-Block On-Hit guard Damage Proration Invul Cancel
Name Input Damage Guard Startup Active Recovery On-Block On-Hit guard Damage Proration Invul Cancel
Sword Bomb 5S 50, 70 All 15 -5 80%×2 none
Black Crescent 2S 100 All 18 -5 80% none
G-Bomb 6S 80 All 15 -11 80% none
Swashbuckler's Refreshment 4S All 45 none
Aerial G-Bomb j.S 80 All 15 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
Igniting Slash 1 5M 60 All 28 -2 90% none 20
Igniting Slash 2 5M~M 60 All -4 90% none 20
Igniting Slash 3 5M~M~M 80 All +1 90% none 20
Perfect Batting 623M 100, 50 All 16 -26 90%, 50% 1~?? All 70
Oppression 214M 90, 100 All 18 -23 90%×2 none 50
Get on Fire 236M 60, 80 All 26 -17 90%×2 none 60
Get on Fire (2nd) 236M~M 110 All -19 90% none 20
Disastrous Quake j.M 60, 80 High 28 +3 90%×2 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(+4) 0% none
Dodge 6G N/A none
Guard Cancel 6B+S 70 All 23 +5 0% none
Incredible AS 400 All 2+16 -32 none


Cancel Table

Ground Cancels
A B S M Other
5ADNFD Troubleshooter 5A.pngGuard:
All
Startup:
9
Recovery:
-
Advantage:
-3
5AA 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Troubleshooter 5AA.pngGuard:
All
Startup:
-
Recovery:
-
Advantage:
-7
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Troubleshooter 5B.pngGuard:
All
Startup:
12
Recovery:
-
Advantage:
-7
- 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Troubleshooter 2A.pngGuard:
All
Startup:
8
Recovery:
-
Advantage:
-6
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Troubleshooter 2B.pngGuard:
All
Startup:
12
Recovery:
-
Advantage:
-8
- - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Troubleshooter 5S1.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-5
- - 4S, 6S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Troubleshooter 2S.pngGuard:
All
Startup:
18
Recovery:
-
Advantage:
-5
- - 4S, 6S 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Troubleshooter 6S.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-11
- - - - Conversion[+]
4SDNFD Troubleshooter 4S.pngGuard:
All
Startup:
45
Recovery:
-
Advantage:
-
- - - - Conversion[+]
5MDNFD Troubleshooter 5M.pngGuard:
All
Startup:
28
Recovery:
-
Advantage:
-2
- - - 5M~M[+] Super[-], Conversion[+]
5M~MDNFD Troubleshooter 5MM.pngGuard:
All
Startup:
-
Recovery:
-
Advantage:
-4
- - - 5M~M~M[+] Super[-], Conversion[+]
5M~M~MDNFD Troubleshooter 5MMM.pngGuard:
All
Startup:
-
Recovery:
-
Advantage:
+1
- - - - Super[-], Conversion[+]
623MDNFD Troubleshooter 623M 1.pngGuard:
All
Startup:
16
Recovery:
-
Advantage:
-26
- - - - -
236MDNFD Troubleshooter 236M.pngGuard:
All
Startup:
26
Recovery:
-
Advantage:
-17
- - - 236M~M[+] Super[-], Conversion[+]
236M~MDNFD Troubleshooter 236MM.pngGuard:
All
Startup:
-
Recovery:
-
Advantage:
-19
- - - - Super[-], Conversion[+]
214MDNFD Troubleshooter 214M 1.pngGuard:
All
Startup:
18
Recovery:
-
Advantage:
-23
- - - - Conversion[+]
Air Cancels
A B S M Other
j.ADNFD Troubleshooter jA.pngGuard:
High
Startup:
8
Recovery:
-
Advantage:
-
- j.B j.S j.M Conversion[+]
j.BDNFD Troubleshooter jB.pngGuard:
High
Startup:
12
Recovery:
-
Advantage:
-
- - j.S j.M Conversion[+]
j.SDNFD Troubleshooter jS.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-
- - - - Conversion[+]
j.MDNFD Troubleshooter jM.pngGuard:
High
Startup:
28
Recovery:
-
Advantage:
+3
- - - - Super[-], 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

Navigation

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