DNFD/Crusader/Frame Data

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Revision as of 14:17, 29 June 2022 by Triplicity (talk | contribs) (→‎MP Special Moves: Restoring)
 Crusader

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

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Normal Moves

input damage guard startup active recovery onBlock onHit prorate invuln cancel MPcost
input damage guard startup active recovery onBlock onHit prorate invuln cancel MPcost
5A 65 Mid 10 4 22 -3 0 70% none
5AA 85 Mid 11 3 31 -10 -5 75% none
5B 90 Mid 14 3 23 +4 Launch 75% none
2A 60 Mid 7 2 16 +3 +8 70% none
2B 90 Low 18 3 28 -10 75% none
j.A 60 High 7 3 Until landing+3 70% none
j.B 80 High 14 6 Until landing+12 75% none

Special Moves

input damage guard startup active recovery onBlock onHit prorate invuln cancel MPcost
input damage guard startup active recovery onBlock onHit prorate invuln cancel MPcost
5S 120 Mid 20 5 35 -10 83% none
2S 110 Mid 18,26 5,4 29 -12 80% none
6S 30, 100 Mid 20 -6 80%×2 none
4S 150 Mid 3 15 40 30% none
j.S 130 Mid 33 5 35 -7 80% none
j.S 130,64 Mid 33 5+13 35 -6 80% none

MP Special Moves

input damage guard startup active recovery onBlock onHit prorate invuln cancel MPcost
input damage guard startup active recovery onBlock onHit prorate invuln cancel MPcost
5M 80, 120 Mid 15 16 64 -14 90%×2 Projectile Immune 60
623M 150 Mid 15 8 -30 50% Super Armor 65
236M 30 Mid 15 Total 45 +5 85% none 50
214M Mid 45 none 90
214M 80 Mid 1 13 none
j.M 50, 80 Mid 15 Until landing+15 90%×2 none 50

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(+4) 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 +3 0% none
AS 400 Mid 2+16 -47 90% none

Gatling Table

Ground Gatlings
A B S MS Cancel
5ADNFD Crusader 5A.pngGuardMidStartup10Recovery22Advantage-3 - - - - -
5AADNFD Crusader 5AA.pngGuardMidStartup11Recovery31Advantage-10 - - - - -
5BDNFD Crusader 5B Grace.pngGuardMidStartup14Recovery23Advantage+9 - - - - -
2ADNFD Crusader 2A.pngGuardMidStartup7Recovery16Advantage+3 - - - - -
2BDNFD Crusader 2B Grace.pngGuardLowStartup18Recovery24Advantage+4 - - - - -
5SDNFD Crusader 5S.pngGuardMidStartup20Recovery35Advantage-10 - - - - -
2SDNFD Crusader 2S.pngGuardMidStartup18,26Recovery29Advantage-12 - - - - -
6SDNFD Crusader 6S.pngGuardMidStartup20RecoveryAdvantage-6 - - - - -
4SDNFD Crusader 4S.pngGuardMidStartup3Recovery40Advantage- - - - - -
5MS - - - - -
623MS - - - - -
236MS - - - - -
214MS - - - - -
214MS (grace) - - - - -
Air Gatlings
A B S MS Cancel
j.ADNFD Crusader jA.pngGuardHighStartup7RecoveryUntil landing+3Advantage- - - - - -
j.BDNFD Crusader jB.pngGuardHighStartup14RecoveryUntil landing+12Advantage- - - - - -
j.S[[File:|130x200px]]GuardMidStartup33Recovery35Advantage-6 - - - - -
j.2S - - - - -
j.MS - - - - -
j.214MS - - - - -
X = X is available on hit or block
X[+] = X is available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation

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