Glossary
System Data Glossary | |
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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
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Normal Moves
Normal
input | damage | guard | startup | active | recovery | onBlock | onHit | prorate | invuln | cancel | guardDamage | MPcost | |
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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
- 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
To edit frame data, edit values in DNFD/Berserker/Data.
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •