DNFD/Enchantress/Frame Data

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Revision as of 07:59, 13 January 2023 by Shtkn (talk | contribs)
 Enchantress

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
Enchantress 900 950 15 4 26F

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 30 Mid 7 2 17 -3 -1 20 65% none 10
5AA 40 Mid 9 2 20 -5 -1 20 70% none
5B 50 Mid 10 3 26 -11 -8 40 75% none
2A 30 Low 6 4 21 -10 -7 20 60% none
2B 68 Mid, Low 15 5, 3 26 -12 -8 20x2 75%×2 none
j.A 35 High 7 3 24 -12~ -10~ 20 60% none
j.B 60 High 12 6 24 -12~ -9~ 40 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
Rose Vines 5S 35 Mid 15 10 35 -27 -17 20 80% none -
Madd, It's Time to Dance! 2S {150} Mid 14 4 36 -22, [-6], {-17} +27, [+41], {+30} 40, [60] 80%×2 none
Lantern Firebomb Level 1 6S 78 Mid 15~25 Travel + 10 47 -26 +19 10, 50 80%, 90% none -
Lantern Firebomb Level 2 6S 94 Mid 26~35 Travel + 10 44 -20 +24 10, 60 80%, 90% none -
Lantern Firebomb Level 3 6S 110 Mid 36~44 Travel + 10 42 -16 +28 10, 70 80%, 90% none -
Lantern Firebomb Level 4 6S 126 Mid 45 Travel + 10 40 -10 +73 10, 100 80%, 90% none -
Destiny Puppet 4S 116 Mid 35 Travel + 4 27 0 +120 50, 80 80%×2 none -
Aerial Lantern Firebomb Level 1 j.S 78 Mid 15~25 Travel + 10 Falling + 10 -26~-12 +19~+33 10, 50 80%, 90% none -
Aerial Lantern Firebomb Level 2 j.S 94 Mid 26~35 Travel + 10 Falling + 10 -20~-6 +24~+38 10, 60 80%, 90% none -
Aerial Lantern Firebomb Level 3 j.S 110 Mid 36~44 Travel + 10 Falling + 10 -16~-2 +28~+42 10, 70 80%, 90% none -
Aerial Lantern Firebomb Level 4 j.S 126 Mid 45 Travel + 10 Falling + 10 -10~+4 +73~+87 10, 100 80%, 90% 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
Showtime! 5M - - 0 - 20 - - - - none - 10
Terrible Roar 623M 154 Mid 20 14, 4 29 -20 +26 20x4, 80 90%×4, 50% 1~30 All - 70
Harvest 236M 106 Mid 25 15, 2 28 -4 +35 10x8, 30 85%×8, 90% none - 60
Keep Away! 214M 50 Throw 18 2 40 - 0 - 100% none - 80
Showtime! (Air) j.M - - 0 - 15 - - - - none 10

Madd Moves

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
And, Scene! 5M - - 0 - 20 - - - - none - 0
Madd the Guard 623M 150 Mid 0 (ENC), 30 (Madd) 8 15 (ENC), 53 (Madd) +48 +87 180 90% none - 40
Madd Mad Slash 236M 85 Mid 0 (ENC), 20 (Madd) 2, 2 13 (ENC), 45 (Madd) +34 +37 20, 30 90%×2 none - 20
Curse of Terror Bear 214M 179 Mid 0 (ENC), 25 (Madd) 26 17 (ENC), 46 (Madd) +53 +58 15x9 90%x9 none - 80
And, Scene! (Air) j.M - - 0 - 15 - - - - none - 0

Other

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Proration Invul Cancel MP Cost
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Proration Invul Cancel MP Cost
Throw A+B 150 Throw 5 2 22 - HKD(+2) 0% none - -
Dodge 6G - N/A 0 30 1 - - - 1~4 Hit, Projectile
5~22 All
23~30 Projectile
- -
Backwards Dodge 4G - N/A 0 30 8 - - - 1~4 Hit, Projectile
5~22 All
23~30 Projectile
- -
Guard Cancel 6B+S 70 Mid 29 3 48 -23 +12 0% none - 100
Forest of Dolls AS 400 Mid 17 (2 + 15) 14 53 -48 +2 90% none - -

Doll Hit

Input Damage Guard Startup Active Recovery On-Block On-Hit guard Damage Proration Invul Cancel MP Cost
Input Damage Guard Startup Active Recovery On-Block On-Hit guard Damage Proration Invul Cancel MP Cost
5A 50 Mid 15 4 20 -9 -4 20 80% none - -
j.A 50 High 14 3 15 -6~-1 -1~+4 20 80% none - -

Madd Cancel Table

Madd Cancel Advantages  
Attack On Block Madd Cancel oB Difference
5ADNFD Enchantress 5A.pngGuardMidStartup7Recovery17Advantage-3 -3 -5 2F less safe
5AADNFD Enchantress 5AA.pngGuardMidStartup9Recovery20Advantage-5 -5 -9 Punishable
2ADNFD Enchantress 2A.pngGuardLowStartup6Recovery21Advantage-10 -6 ? Punishable
5BDNFD Enchantress 5B.pngGuardMidStartup10Recovery26Advantage-11 -11 -3 8F, safe
2BDNFD Enchantress 2B.pngGuardMid, LowStartup15Recovery26Advantage-12 -12 -4 8F, safe
5SDNFD Enchantress 5S.pngGuardMidStartup15Recovery35Advantage-27 -27 -4~-3 ~23F, safe
5S (2)DNFD Enchantress 5S.pngGuardMidStartup15Recovery35Advantage-27 -? -8 ?, safer
5S (3)DNFD Enchantress 5S.pngGuardMidStartup15Recovery35Advantage-27 -? +11 ?, plus oB
2S (w/Madd)DNFD Enchantress 2S 2.pngGuardMidStartup14Recovery36Advantage-22, [-6], {-17} -17 -3 14F, safe

Cancel Table

Ground Cancels
A B S M Other
5ADNFD Enchantress 5A.pngGuardMidStartup7Recovery17Advantage-3 5AA[+] 5B, 2B 5M, 2M, 6M, 4M 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Enchantress 5AA.pngGuardMidStartup9Recovery20Advantage-5 - 5B, 2B 5M, 2M, 6M, 4M 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Enchantress 5B.pngGuardMidStartup10Recovery26Advantage-11 - 2B 5M, 2M, 6M, 4M 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Enchantress 2A.pngGuardLowStartup6Recovery21Advantage-10 - 5B, 2B 5M, 2M, 6M, 4M 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Enchantress 2B.pngGuardMid, LowStartup15Recovery26Advantage-12 - - 5M, 2M, 6M, 4M 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Enchantress 5S.pngGuardMidStartup15Recovery35Advantage-27 - - - 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Enchantress 2S 2.pngGuardMidStartup14Recovery36Advantage-22, [-6], {-17} - - - 5M, 623M, 236M, 214M Super, Conversion[+]
6S[[File:|130x200px]]GuardMidStartup26~35Recovery44Advantage-20 - - - - Conversion[+]
4SDNFD Enchantress 4S.pngGuardMidStartup35Recovery27Advantage0 - - - - Conversion[+]
5MDNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- - - - - Conversion[+]
623MDNFD Enchantress 623M.pngGuardMidStartup20Recovery29Advantage-20 - - - - -
236MDNFD Enchantress 236M.pngGuardMidStartup25Recovery28Advantage-4 - - - - Super[-], Conversion[+]
214MDNFD Enchantress 214M.pngGuardThrowStartup18Recovery40Advantage- - - - - -
Air Cancels
A B S MS Other
j.ADNFD Enchantress Doll jA.pngGuardHighStartup14Recovery15Advantage-6~-1 - j.B j.S j.M Conversion[+]
j.BDNFD Enchantress jB.pngGuardHighStartup12Recovery24Advantage-12~ - - j.S j.M Conversion[+]
j.S[[File:|130x200px]]GuardMidStartup26~35RecoveryFalling + 10Advantage-20~-6 - - - - Conversion[+]
j.MDNFD Enchantress j.M.pngGuard-Startup0Recovery15Advantage- - - - - 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

 Enchantress
To edit frame data, edit values in DNFD/Enchantress/Data.
Mechanics
Application & Advanced Information
Archived Information