DNFD/Brawler

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Overview

Overview

Sadistic, cruel, and oppressive. Brawler has explosive lockdown, explosive damage, and several explosive weapons.

What he lacks in movement speed and frame data, he makes up for in spades with far-reaching buttons and asynchronous hits to assert total dominance over his opponent's defenses. Because his buttons knock down for a long time, stray hits are more easily converted using Ground Tackle into full combos. He can use this downtime to either get valuable corner carry, or side-switch out of a disadvantageous position. This makes Brawler a threat both in close and far ranges.

A core element of Brawler's gameplan, Road to Hell allows Brawler coverage to approach from afar, or set up a string of risky guesses on the opponent's wake-up. The multiple spaced-out barrels also create a frightening situation for a defender, making rolls and Reversals inherently more risky. With an above-average projectile level, Brawler's barrels can intercept and delete many projectiles in the game, and even allow Brawler to take his turn back should he find himself in blockstun after calling them in.

Brawler's surprisingly quick overhead Venom Mine applies Poison DNFD Poisoned Icon.png, and his Explosive Hook and Road to Hell explosions apply Incinerate DNFD Incinerate Icon.png. When combined, Brawler can eat away at his opponent's health and severely swing a match in his favor. Do not get too greedy; his high MP costs make his offense highly committal, and leave him vulnerable should he fail. Without the threat of his MP moves, his neutral is predictable and he has trouble opening up an opponent's defenses.

Brawler
DNFD Brawler Portrait.png
Health
1050
Guard Gauge
1050
MP Regen Rate
15 /second
Prejump
4F
Backdash
??F
Fastest Attack
5A, 2A (6f)
Reversals
623M/2M (13f)

Brawler is classified as a Gimmicky type. He has many moves with good range and damage. He can use his Barrels as cover to cross the screen and assault the opponent's guard gauge. He has special damage in the form of Incinerate and Poison.

Pros
Cons
  • Playing Dirty: Brawler's Poison and Incinerate damage over time afflictions ignore scaling which allows him to push his minimum combo damage much higher.
  • Fearsome Okizeme: Several of Brawler's staggered MP moves and his multi-hitting High Chain JackDNFD Brawler jS.pngGuardHighStartup24, 27, 30Recovery28 + 10 LandingAdvantage-16~+4 give Brawler control over his opponent's wake-up, making any defensive option a calculated risk.
  • Surprising Reach: Brawler's 2B, Chain Jack, and Blood Rage ChainDNFD Brawler 5M.pngGuardAllStartup15, 13, 14, 24Recovery29Advantage-10 allow him to get hits from deceptively far away.
  • Durable: Tied for the highest guard gauge in the game and above average Health, both further enhanced during Clear Cube Awakening, Brawler isn't afraid to take a hit.
  • Slow: Brawler has average run speed and one of the slower backwards walk speeds. Without spending MP, his screen-control is lacking and relatively unsafe.
  • MP Burner: Brawler's MP Skills have reckless disregard for his mana. He risks putting himself deep into Exhaustion to maintain pressure or to maximize his combos.

Unique Mechanics

DNFD Gold Cube.png Awakening Effect:DNFD Brawler Awakening Icon.pngDNFD Increase Damage Icon.png Rule Break
Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Can cancel MP skills into other MP skills
Doubles the duration of Poison and Incinerate damage over time effects (Effectively doubling their damage)
Increases Damage dealt on hit by %?
DNFD Clear Cube.png Awakening Effect:DNFD Guard Damage Up Icon.pngDNFD MP Recovery Up Icon.pngDNFD Defense Up Icon.pngDNFD Guard Gauge Increase Icon.png Picaresque
Awakening Effect: activates when entering Awakening mode at 50% HP or less.
Guard Gauge damage inflicted is increased by ??%
Increases Mana Recovery Rate by 40% (to 21/s).
Damage received when hit is reduced by ??%.
Guard Gauge Damage received when guarding is reduced by ??%

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

A+B

Guard Cancel

B+S

Skills

Net Throw

5S DNFD Projectile Icon.pngIs a projectile property attack

Ground Tackle

2S DNFD Low Icon.pngLow attack. Must be guarded crouching DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Sand Splash

6S DNFD Projectile Icon.pngIs a projectile property attack

Needle Spin

4S, 4SS, 4SSS DNFD Super Armor Icon.pngSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
40 All 13 6x(3xN) 2 -5~-2 11~40 Armor
1~20 Armor (2nd & 3rd activation)

Mainly used at the end of juggle combos to extend the duration of DNFD Poisoned Icon.png Poison and DNFD Incinerate Icon.png Incinerate and comboing into Awakening.

Has no cancel options other than Conversion and Awakening.

Proration On-Hit Guard Damage MP Gain Level
80% ~+2 10x(3xN) 1x(3xN) -
  • Repeated uses have higher recovery, and therefore are more minus.
    N refers to the number of activations in a single instance of Needle Spin.

Chain Jack

j.S DNFD Overhead Icon.pngOverhead attack. Must be guarded standing

MP Skills

Blood Rage Chain

5M DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngOnly the second hits and onwards hit OTG

Explosive Hook

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

Cave-in

4M or 214M DNFD Super Armor Icon.pngSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves DNFD Projectile Icon.pngThe falling boulders are considered projectiles DNFD Knockdown Icon.pngThe boulders knockdown on hit DNFD OTG Icon.pngThe boulders can hit OTG, launching the opponent

Road to Hell

6M or 236M DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
50x3
up to 130x3 + Incinerate
All 25 Travel Time + 10 2 +~20 none 70

Barrels travel fullscreen and detonate when Brawler hits them with any attack, or automatically after a delay of approximately 4 seconds. The barrels do have a small amount of strike damage when making contact with an opponent without exploding.

  • Since the barrels always appear behind Brawler, they can be detonated significantly faster when the opponent has him cornered.
  • Barrel explosions inflict DNFD Incinerate Icon.png Incinerate on hit
Version Proration On-Hit Guard Damage MP Gain Level
236M 90%xHits, 90%xExplosions +~40 10xHits, 100xExplosions - 4, 9 (Explosion)
No results

Venom Mine

j.M DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Awakening Skill

Upgraded Poison Mine: Firelock

AS

Colors

1
2
3
4
5
6
7
8

Navigation

Brawler
To edit frame data, edit values in DNFD/Brawler/Data.
Systems Pages