DNFD/Berserker/Frame Data: Difference between revisions

From Dustloop Wiki
m (guardDamage)
Line 20: Line 20:
===Normal===
===Normal===
{{#cargo_query:tables=MoveData_DNFD
{{#cargo_query:tables=MoveData_DNFD
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,MPcost,notes
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,guardDamage,MPcost,notes
|where=chara="Berserker" and type="normal"
|where=chara="Berserker" and type="normal"
|format=dynamic table|order by=_rowID|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
Line 27: Line 27:
===Frenzy===
===Frenzy===
{{#cargo_query:tables=MoveData_DNFD
{{#cargo_query:tables=MoveData_DNFD
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,MPcost,notes
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,guardDamage,MPcost,notes
|where=chara="Berserker" and type="Frenzy"
|where=chara="Berserker" and type="Frenzy"
|format=dynamic table|order by=_rowID|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
Line 35: Line 35:
==Special Moves==
==Special Moves==
{{#cargo_query:tables=MoveData_DNFD
{{#cargo_query:tables=MoveData_DNFD
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,MPcost,notes
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,guardDamage,MPcost,notes
|where=chara="Berserker" and type="special"
|where=chara="Berserker" and type="special"
|format=dynamic table|order by=_rowID|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
Line 43: Line 43:
==MP Special Moves==
==MP Special Moves==
{{#cargo_query:tables=MoveData_DNFD
{{#cargo_query:tables=MoveData_DNFD
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,MPcost,notes
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,guardDamage,MPcost,notes
|where=chara="Berserker" and type="MS"
|where=chara="Berserker" and type="MS"
|format=dynamic table|order by=_rowID|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
Line 51: Line 51:
==Supers==
==Supers==
{{#cargo_query:tables=MoveData_DNFD
{{#cargo_query:tables=MoveData_DNFD
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,MPcost,notes
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,guardDamage,MPcost,notes
|where=chara="Berserker" and type="super"
|where=chara="Berserker" and type="super"
|format=dynamic table|order by=_rowID|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50

Revision as of 03:16, 30 June 2022

 Berserker

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

Error: No field named "high_jump_duration" found for any of the specified database tables.

Normal Moves

Normal

input damage guard startup active recovery onBlock onHit prorate invuln cancel guardDamage MPcost
input damage guard startup active recovery onBlock onHit prorate invuln cancel guardDamage MPcost
5A 55 Mid 8 2 19 -4 -1 65% none 40
5AA 65 Mid 9 5 20 -6 -4 70% none 50
5B 85 Mid 12 6 18 -5 -3 75% none 55
2A 40 Low 6 3 15 -2 0 60% none 30
2B 80 Low 16 2 25 -8 KD 75% none 60
j.A 50 High 8 11 Until landing+2 - - 70% none 30
j.B 75 High 12 5 Until landing+3 70% none 70

Frenzy

input damage guard startup active recovery onBlock onHit prorate invuln cancel guardDamage MPcost
input damage guard startup active recovery onBlock onHit prorate invuln cancel guardDamage MPcost
5A 49, 44 Mid 8 2(14)1 -2 0 75%, 80% none 40,10
5AA 49×2 Mid -4 -1 75%, 80% none 40,10
5B 82×2 Mid 12 -8 HKD 75%×2 none 55,20
2B 60, 71 Low 16 -5 KD 75%×2 none 60,20
j.B 99 High 80% none 70
5M 20×9, 130 Mid 17 +3 KD 90%×10 none 190 total 80

Special Moves

input damage guard startup active recovery onBlock onHit prorate invuln cancel guardDamage MPcost
input damage guard startup active recovery onBlock onHit prorate invuln cancel guardDamage MPcost
5S 110 Mid 18 2 33 -13 -4 80% none 90
2S 100 Mid 16 3 37 -17 Launch 80% none 80
6S 50×2 Mid 15 -5 +2 80%×2 none 30,30
6S~S 80 Mid -5 80% none 80
4S 90 Mid 25 2 26 -7 80% none 90
j.S 95 High 16 6 Until landing(+5) - - 80% none 80
j.2S 112 Mid 16 Until L, (1) 4 35 - - 80%×2 none 30,50

MP Special Moves

No results

Supers

No results

Other

input damage guard startup active recovery onBlock onHit prorate invuln cancel MPcost
input damage guard startup active recovery onBlock onHit prorate invuln cancel MPcost
A+B 150 Throw 5 2 22 - HKD(+2) 0% none
6G - - 0 30 1 - - - 1~20 Hit, Projectile
21~30 Projectile
- -
4G - - 0 30 8 - - - 1~20 Hit, Projectile
21~30 Projectile
- -
6B+S 70 Mid 18 3 40 -30 +10 (HKD) 0% 1~20 Strike 100
AS 400[200] Mid 2+16 -37 KD 90% none

Gatling Table

Ground Gatlings
A B S M Cancel
5ADNFD Berserker 5A.pngGuardMidStartup8Recovery19Advantage-4 5AA 5B, 2B 5S, 2S, 6S, 4S - -
5AADNFD Berserker 5AA.pngGuardMidStartup9Recovery20Advantage-6 - 5B, 2B - - S, M
5BDNFD Berserker 5B.pngGuardMidStartup12Recovery18Advantage-5 - 2B - - S, M
2ADNFD Berserker 2A.pngGuardLowStartup6Recovery15Advantage-2 - 5B, 2B - - S, M
2BDNFD Berserker 2B.pngGuardLowStartup16Recovery25Advantage-8 - - - - S, M
5SDNFD Berserker 5S.pngGuardMidStartup18Recovery33Advantage-13 - - 5S, 6S, 4S - -
2SDNFD Berserker 2S.pngGuardMidStartup16Recovery37Advantage-17 - - 6S, 4S - -
6SDNFD Berserker 6S.pngGuardMidStartup15RecoveryAdvantage-5 - - 6SS - -
4SDNFD Berserker 4S.pngGuardMidStartup25Recovery26Advantage-7 - - - - -
5MS - - - - -
623MS - - - - -
236MS - - - - -
214MS - - - - -
Air Gatlings
A B S MS Cancel
j.ADNFD Berserker jA.pngGuardHighStartup8RecoveryUntil landing+2Advantage- - - - - -
j.BDNFD Berserker Frenzy jB.pngGuardHighStartupRecoveryAdvantage- - - - - -
j.SDNFD Berserker jS.pngGuardHighStartup16RecoveryUntil landing(+5)Advantage- - - - - -
j.2SDNFD Berserker j2S.pngGuardMidStartup16Recovery35Advantage- - - - - -
j.MS - - - - -
X = X is available on hit or block
X[+] = X is available on whiff
S = Special Attacks and Awakening Skill
M = MP Special Attacks and Awakening Skill
Su = Awakening Skill

Navigation

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