DNFD/Hitman/Frame Data

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Hitman


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
Hitman 1000 1050 12 1-16 lower body invuln

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 55 Mid 8 2 -6 -3 65% none
5AA 25×4 Mid Variable 7 -5 +2 70%×4 none
5B 80 Mid 11 2 -2 0 75% none
2A 30×3 Low 7 6 -9 +1 75%×3 none
2B 80 Low 13 3 -12 Varies 70% 1~8 Above waist
9~12 Upper body
j.A 20×3 High 6 2,1(1)3 Varies Varies 70%×3 none
j.B 30×2 High 10 3,2 Varies Varies 75%×2 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
Surprise Cut 5S 30×3, 50, 20×4 All 15 1(5)3(5)2(12)3,2,3,2 -9 -4 80%×8 none
Dead Lift 2S 60, 90 All 12, 22 3(7)5 -15 Varies 80%×2 none
Agile Maneuver 6S 70, 30×3 All 18 2(3)4,2,4 -8 -6 75%, 80%×3 none
Mighty Strike 4S 85 All 22 2 -10 HKD 80% none
Dead Six j.S 90, 20×5 High 18 4(12)6 Varies Varies 80%×6 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
Final Strike 5M 120 All 26 4 -4 +14 90% none 50
Bill Drill 623M 50×2, 80 All 12 2(3)2(18)3 -28 Varies 90%×2, 30 1~?? All 70
Caracole 236M 70, 20×4, [25, 20]×5, 20×2 All 15 2,2(15)15(1)18 +2 +15 90%×17 none 70
Sweep 214M 20×9, 70, 20×3 All 16 2(5)3,5(3)2(3)2,2,3(2)2,2(8)11 -7 Varies 90%×13 none 50
Helix Dive j.M 20×11, 60 All 18 2(2)2,1,2(2)3,1,2(2)2,3,2,2(16)3 -3 HKD 90%×12 none 50
Shattering Strike ~5M 50×2, 100 All Varies 2,2,2 -5 +14(vs Ground Crumples/vs Air HKD) 90%×3 none 10


Other

name input damage guard startup active recovery onBlock onHit prorate invuln cancel MPcost
name input damage guard startup active recovery onBlock onHit prorate invuln cancel MPcost
Throw A+B 150 Throw 5 2 22 N/A HKD(+3) 0% none
Dodge 6G N/A 33f 3~20F Strike and Projectile, 21~30F Projectile
Guard Cancel 6B+S 70 All 23 +24 0% 1~23~ Strike/Projectile
Dusk Wings AS 400(minimum 200) Mid 2+16 8 -38 90% none


Cancel Table

Ground Cancels
A B S MS Other
5ADNFD Hitman 5A.pngGuard:
Mid
Startup:
8
Recovery:
-
Advantage:
-6
5AA[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Hitman 5AA.pngGuard:
Mid
Startup:
Variable
Recovery:
-
Advantage:
-5
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Hitman 5B.pngGuard:
Mid
Startup:
11
Recovery:
-
Advantage:
-2
- 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Hitman 2A.pngGuard:
Low
Startup:
7
Recovery:
-
Advantage:
-9
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Hitman 2B.pngGuard:
Low
Startup:
13
Recovery:
-
Advantage:
-12
- - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Hitman 5S.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-9
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Hitman 2S.pngGuard:
All
Startup:
12, 22
Recovery:
-
Advantage:
-15
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Hitman 6S.pngGuard:
All
Startup:
18
Recovery:
-
Advantage:
-8
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
4SDNFD Hitman 4S.pngGuard:
All
Startup:
22
Recovery:
-
Advantage:
-10
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
5MDNFD Hitman 5M.pngGuard:
All
Startup:
26
Recovery:
-
Advantage:
-4
- - - ~5M[+] Super[-], Conversion[+]
623MDNFD Hitman 623M.pngGuard:
All
Startup:
12
Recovery:
-
Advantage:
-28
- - - ~5M[+] -
236MDNFD Hitman 236M.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
+2
- - - ~5M[+] Super[-], Conversion[+]
214MDNFD Hitman 214M 2.pngGuard:
All
Startup:
16
Recovery:
-
Advantage:
-7
- - - ~5M[+] Super[-], Conversion[+]
~5MDNFD Hitman XM5M.pngGuard:
All
Startup:
Varies
Recovery:
-
Advantage:
-5
- - - - Super[+], Conversion[+]
Air Cancels
A B S MS Other
j.ADNFD Hitman jA.pngGuard:
High
Startup:
6
Recovery:
-
Advantage:
Varies
- j.B j.S j.M Conversion[+]
j.BDNFD Hitman jB.pngGuard:
High
Startup:
10
Recovery:
-
Advantage:
Varies
- - j.S j.M Conversion[+]
j.SDNFD Hitman jS.pngGuard:
High
Startup:
18
Recovery:
-
Advantage:
Varies
- - - j.M Conversion[+]
j.MDNFD Hitman jM 2.pngGuard:
All
Startup:
18
Recovery:
-
Advantage:
-3
- - - ~5M[+] Super[-], 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

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Hitman
Ambox notice.png To edit frame data, edit values in DNFD/Hitman/Data.