DNFD/Kunoichi

From Dustloop Wiki
< DNFD
Revision as of 16:49, 29 June 2022 by Matosh (talk | contribs) (nin is 10 frames faster in awakening)
Overview
Overview

 Kunoichi  Kunoichi is classified as a Traps type. She is highly mobile thanks to her airborne jump and teleportation moves. She can enhance the properties of MP moves by charging them. She can also inflict Burning Stigma to the opponent, which sets off delayed explosions.

Pros
Cons
  • Space Control: Kunoichi's kunai and M Skills give her incredible control over the screen. 236M and 214M in particular are very large and hard to avoid while also being highly advantageous on block.
  • Mobility: being the only character with a double jump as well as having a teleport, Kunoichi is highly mobile. This also synergizes quite well with her space control.
  • Pressure: Kunoichi's plethora of projectiles also lend themselves to being strong pressure tools. She can use their plus frames to easily cover teleports in blockstrings for extended pressure.
  • Versatility: All of her M Skills apply Burning Stigmata on the opponent and can be charged for increased effectiveness.
  • Short Range: Kunoichi's normals, being kunai strikes, do not have much reach. However, this is mostly mitigated by her mobility and pressure game.
Increases the speed of binding Nin(10f faster) and decreases the MP consumption of Nin-Bound moves.
Kunoichi
DNFD Kunoichi Portrait.png
Health:930
Guard Gauge:950
MP Regen Rate:12
Prejump:4
Backdash:
Unique Movement Options:Double Jump, Ninpo: Log Clone

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

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
150 Throw 5 2 22 - none

Kunoichi’s throw puts the opponent very far away. This is great in terms of corner carry but her midscreen meaties after suffer as a result. Being fullscreen as Kunoichi isn’t the end of the world either. In the corner, Kunoichi can catch jumps with 5B.

With Burning Stigma, Kunoichi can also combo after throw by OTGing the opponent with 236M. An example setup 2A 2A 2B 5S2 5M is an auto timed safe jump. If you empty jump throw the opponent, the Burning Stigma will detonate late enough for 236M to OTG..

Proration On-Hit Guard Damage MP Gain Level
0% HKD(+2)
No results

Dodge

Guard Cancel

Special Moves

Note: Kunoichi has a double jump that is put here on the movelist. Unless meaningful frame data is found, there will not be a move card for it other than this notice.

Flame Cut

Rising Cut

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
80 All 15 4 22 -12 none

A giant dragon punch style attack. Useful as an anti air, but be warned it has no invincibility, grounded or airborne. Note that Kunoichi recovers midair, meaning that she can do an air normal or her double jump afterwards. This lets her get an air combo afterwards, and can also make the move difficult to punish for opponents who aren't aware.

  • Kunoichi can double jump after 2S recovers.
Proration On-Hit Guard Damage MP Gain Level
75% -
  • air recovery

Kunai Throw

Version 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
Kunai Throw 30x3 All 15 Until collision 36 -16 none
Kunai Throw (Air) 50x3 All 15 Until collision Until landing+15 - none

6S Kunoichi throws three kunai in a vertical stack. Makes for a basic space control tool, but is very negative if used up close.

  • Top kunai will whiff against crouching opponents.

j.S Kunoichi throws three kunai at three different angles.

  • Does not affect Kunoichi’s air momentum.
Version Proration On-Hit Guard Damage MP Gain Level
6S 80%×3 -11
j.S 80%×3 -
No results

Ninpo: Log Clone

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
- - 6 10 15 - 6~15 full

Kunoichi’s teleport. Has slightly different properties depending on if a Burning Stigma is present or not. Teleport makes for both a combo extender after 5S and a pressure extender when covered by Burning Stigma or her MS Skills.

  • Travels a set distance, Kunoichi can appear behind the opponent if close enough.
  • When the opponent is cornered, Kunoichi will appear above the opponent.
  • When the opponent is affected by Burning Stigma, Kunoichi will teleport just behind the opponent.
  • Under no circumstances can this move crossup in the corner.
Proration On-Hit Guard Damage MP Gain Level
- -
No results

Flying Squirrel

MP Special Moves

Burning Stigma

Fire Art: Fireball

Heavenly Fire Blast

Flame Tornado

Toad Oil Bomb

Flying Air Shuriken

Awakening Moves

Sword of Kusanagi

Colors

DNFD Kunoichi Color 1.png
DNFD Kunoichi Color 2.png
DNFD Kunoichi Color 3.png
DNFD Kunoichi Color 4.png
1
2
3
4
DNFD Kunoichi Color 5.png
DNFD Kunoichi Color 6.png
DNFD Kunoichi Color 7.png
DNFD Kunoichi Color 8.png
5
6
7
8

Navigation

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