DNFD/Kunoichi

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Overview
Overview

Kunoichi is highly mobile and versatile character that is capable of adapting to the opponent and fighting at all ranges.

Thanks to her double jump, teleports, and air stalls, Kunoichi is a highly mobile character that can be very difficult to pin down. Using her unique movement to get around the screen is an essential part of her gameplan.

In neutral, she can control the opponent via her 6S and j.S projectiles, or lock down the screen with 236MDNFD Kunoichi 236M 1.pngGuardAllStartup30Recovery50Advantage+120, which, when blocked, allows Kunoichi to apply heavy guard bar pressure or perform a plethora of high/low mixups.

Where Kunoichi's most threatening mixups begin are when she can score a hit and end a a combo with an MP skill to apply her unique debuff, Burning Stigma, which sets off a delayed explosion on the opponent. The threat of the explosion allows Kunoichi to cover gaps in her stagger pressure, enabling high/low and strike/throw mixups.

 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 projectiles from 6S/j.S and MP 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.
  • Versatility: All of her MP Skills apply Burning Stigma on the opponent and can be charged for increased effectiveness.
  • 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, and use the threat of Burning Stigma detonation to cover any gaps the opponent would be able to normally contest.
  • Spacing Dependent: Due to almost all of her of her normals and special cancels being unsafe on block, Kunoichi's pressure sequences must be ended in MP skills to be truly safe, which even then can be contested depending on Kunoichi's spacing relative to the opponent's reversal options.

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Increases the speed of binding Nin by 10 frames and decreases the MP consumption of Nin-Bound moves by 5.
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
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (5F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623M (15F)

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

A+B

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

Guard Cancel

B+S

Skills

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

5S

Rising Cut

2S

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

6S or j.S DNFD Projectile Icon.pngIs a projectile property attack

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. Synergizes very well with Conversion.

  • Top kunai will whiff against crouching opponents.

j.S

Kunoichi throws three kunai at three different angles. j.S is an excellent airborne projectile, however j.M is better to use to stop opponents directly below Kunoichi.

  • 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

4S DNFD Reversal Icon.pngTemporarily fully invincible

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

j.2S DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

MP Skills

Burning Stigma

Automatic after MP Skills DNFD Burning Stigma Icon.pngDebuff inflicted by hitting an opponent Kunoichi's MP skills. Explodes after a delay dealing damage and launching the opponent. 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

Fire Art: Fireball

5M (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack

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 MP CostThe total Mana cost for using this move.
Fire Art: Fireball 116 All 21 29 15 -2 none 40
Nin-Bound Fire Art: Fireball 161 All 52 [42] 24 19 +4 none 35
Normal

Extremely active poke, blockstring ender and Kunoichi's cheapest special for extending combos and removing the opponent's white health.

  • 6 hits total.

Charged

Reaches further than uncharged 5M, costs less MP, deals more damage, and is plus on block. It's not likely Kunoichi will be able to use this in blockstrings due to how slow it is to utilize the frame advantage.

Version Proration On-Hit Guard Damage MP Gain Level
5M 90%×6 (~53%) -
5[M] 90%×9 (~39%) -
  • Values in brackets are charge times when in Awakening

Heavenly Fire Blast

2M (Hold OK) or 623M (Hold OK) DNFD Reversal Icon.pngTemporarily fully invincible DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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 MP CostThe total Mana cost for using this move.
Heavenly Fire Blast 132 All 15 6,(23),20,10 59 -16* 1~?? All 60
Nin-Bound Heavenly Fire Blast 230 All 45 [35] 6,(23),[20,10]x3 25(Air) -16* 1~?? All 55
Normal

Kunoichi’s invincible reversal. Somewhat safe on block if the opponent blocks both hits.

  • 623M has a rollable gap between the first and second hit.

Charged

Charged 623M fires three sequential total projectiles that increase their angle towards the opponent subsequently instead of one. This move covers a ton of space due to the added explosions.

  • Sets up an autotimed 9j.A safejump.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%, 50%×2 (~23%) -
623[M] 90%, 50%×6 (~1%) -
  • reversal


  • reversal
  • Values in brackets are charge times when in Awakening

Flame Tornado

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

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 MP CostThe total Mana cost for using this move.
Flame Tornado 150 All 30 95 50 +120 none 90
Nin-Bound Flame Tornado 208 All 60 [50] 115 50 +140 none 85
Normal

Kunoichi summons a highly active flame tornado that travels roughly halfscreen. A slow but rewarding pressure reset, neutral haymaker, and combo tool. If blocked, Kunoichi has plenty of time to jump and perform a high/low mixup, and serves as a useful combo tool as both the charged and normal versions hit OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", and the long duration of the move combined with the long untech time afterwards frequently provide enough time for Burning Stigma to detonate, extending combos or enabling okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups..


Charged

Has a taller hitbox, does more damage, and travels fullscreen in exchange for longer startup. Useful as a way to force the opponent into action and for extending combos after Burning Stigma detonates.

Version Proration On-Hit Guard Damage MP Gain Level
236M 90%×29 (~5%) -
236[M] 90%×33 (~3%) -
  • Values in brackets are charge times when in Awakening

Toad Oil Bomb

4M (Hold OK) or 214M (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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 MP CostThe total Mana cost for using this move.
Toad Oil Bomb 80, 80, 80 All 31 18,(56),24/until collision,10 6 +13 ~ +14 none 70
Nin-Bound Toad Oil Bomb 100, 90, 90 All 63 [53] 18,(55),24/until collision,10 6 +17 none 65
Normal

Summons a toad in the air above Kunoichi. The toad hits on the way down, then fires a large fireball forwards after landing. 214M is an amazing pressure tool as there’s enough time between the toad and the fireball to threaten a throw. It is not without its downsides, as even though 5S > 214M is plus enough on roll to punish, it will lose to mashing. 5S is also quite negative, forcing her to use a slightly charged 5M first to establish respect.

  • Toad persists if Kunoichi is hit.

Charged

The charged version of Toad Oil Bomb summons the toad at the opponent's current location. While it tracks their horizontal position, the toad will whiff against jumping opponents as the vertical position it is summoned at is fixed.

Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×3 (~73%) -
214[M] 90%×3(~73%) -
  • Values in brackets are charge times when in Awakening

Flying Air Shuriken

j.M (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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 MP CostThe total Mana cost for using this move.
Flying Air Shuriken Raw 123 All 15 until floor collision,(6),13 35 -9 ~ +12 none 40
Nin-Bound Flying Air Shuriken Raw 185 All 45 [35] until floor collision,(3),10 (1st volley)

until floor collision,(8),18 (2nd & 3rd volley)

31 ±0 ~ +29 none 35
Normal

Kunoichi cancels her air momentum and throws an array of explosive kunai beneath her in a cone area. Each kunai hits individually and creates an explosion on impact that counts as a separate hit, making this a highly multi-hitting move that is excellent for beating armor.


Charged

Kunoichi fires three volleys of kunai instead of only one.

Version Proration On-Hit Guard Damage MP Gain Level
j.M 90%×7 (~48%) -
j.[M] 90%×17 (~17%) -
  • Values in brackets are charge times when in Awakening

Awakening Skill

Sword of Kusanagi

AS

Colors

DNFD Kunoichi Color 1.png
DNFD Kunoichi Color 2.png
DNFD Kunoichi Color 3.png
DNFD Kunoichi Color 4.png
1
2
3
B-Type Color (DFO)
4
D-Type Color (DFO)
DNFD Kunoichi Color 5.png
DNFD Kunoichi Color 6.png
DNFD Kunoichi Color 7.png
DNFD Kunoichi Color 8.png
5
C-Type Color (DFO)
6
7
8

Navigation

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