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{{#cargo_query:tables=MoveData_DNFD | {{#cargo_query:tables=MoveData_DNFD | ||
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,MPcost,notes | |fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,MPcost,notes | ||
|where=chara="Kunoichi" and type=" | |where=chara="Kunoichi" and type="M" | ||
|format=dynamic table|order by=_rowID|rows per page=50 | |format=dynamic table|order by=_rowID|rows per page=50 | ||
|details fields=images,hitboxes,notes | |details fields=images,hitboxes,notes | ||
}} | }} | ||
== | ==Awakening Skill== | ||
{{#cargo_query:tables=MoveData_DNFD | {{#cargo_query:tables=MoveData_DNFD | ||
|fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,MPcost,notes | |fields=input,images,hitboxes,damage,guard,startup,active,recovery,onBlock,onHit,prorate,invuln,cancel,MPcost,notes |
Revision as of 14:18, 29 June 2022
Glossary
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.
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.
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
Error: No field named "high_jump_duration" found for any of the specified database tables.
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 | 40 | All | 6 | 2 | 16 | -3 | -1 | 65% | none | |||
5AA | 50 | All | 8 | 2 | 16 | -3 | +1 | 70% | none | |||
5B | 60 | All | 10 | 3 | 20 | -7 | -2 | 75% | none | |||
2A | 40 | Low | 5 | 2 | 21 | -10 | -7 | 55% | none | |||
2B | 60 | Low | 11 | 3 | 22 | -7 | - | 70% | none | |||
j.A | 40 | High | 5 | 4 | 18(+2 Landing) | - | - | 70% | none | |||
j.B | 60 | High | 8 | 5 | 21(+3 Landing) | - | - | 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 | 50, 70 | All | 14, 28 | 2,(12),2 | 26 | -7 | - | 80%×2 | none | |||
2S | 80 | All | 15 | 4 | 22 | -12 | - | 75% | none | |||
6S | 30x3 | All | 15 | Until collision | 36 | -16 | -11 | 80%×3 | none | |||
4S | - | - | 6 | 10 | 15 | - | - | - | 6~15 full | |||
j.S | 50x3 | All | 15 | Until collision | Until landing+15 | - | - | 80%×3 | none | |||
j.2S | 90 | All | 14 | 10 | 7 | +6 ~ +15 | - | 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 | 116 | All | 21 | 29 | 15 | -2 | - | 90%×6 (~53%) | none | 40 | ||
5[M] | 161 | All | 52 [42] | 24 | 19 | +4 | - | 90%×9 (~39%) | none | 35 | ||
623M | 132 | All | 15 | 6,(23),20,10 | 59 | -16* | - | 90%, 50%×2 (~23%) | 1~?? All | 60 | ||
623[M] | 230 | All | 45 [35] | 6,(23),[20,10]x3 | 25(Air) | -16* | - | 90%, 50%×6 (~1%) | 1~?? All | 55 | ||
236M | 150 | All | 30 | 95 | 50 | +120 | - | 90%×29 (~5%) | none | 90 | ||
236[M] | 208 | All | 60 [50] | 115 | 50 | +140 | - | 90%×33 (~3%) | none | 85 | ||
214M | 80, 80, 80 | All | 31 | 18,(56),24/until collision,10 | 6 | +13 ~ +14 | - | 90%×3 (~73%) | none | 70 | ||
214[M] | 100, 90, 90 | All | 63 [53] | 18,(55),24/until collision,10 | 6 | +17 | - | 90%×3(~73%) | none | 65 | ||
j.M | Raw 123 | All | 15 | until floor collision,(6),13 | 35 | -9 ~ +12 | - | 90%×7 (~48%) | none | 40 | ||
j.[M] | Raw 185 | All | 45 [35] | until floor collision,(3),10 (1st volley) until floor collision,(8),18 (2nd & 3rd volley) | 31 | ±0 ~ +29 | - | 90%×17 (~17%) | none | 35 |
Awakening Skill
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(+2) | 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 | All | 23 | - | - | -23 | +12 | 0% | none | |||
Automatic | 50 | All | 150 | - | - | - | - | 90% | none | - | ||
AS | 400 | All | 2+16 | 19 | 35 | -37 | +2 | 90% | none |
Gatling Table
- 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)
To edit frame data, edit values in DNFD/Kunoichi/Data.
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •