DNFD/Kunoichi/Frame Data: Difference between revisions

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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="MS"
|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
}}
}}


==Supers==
==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

 Kunoichi

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

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

Ground Gatlings
A B S MS Cancel
5ADNFD Kunoichi 5A.pngGuardAllStartup6Recovery16Advantage-3 - - - - -
5AADNFD Kunoichi 5AA.pngGuardAllStartup8Recovery16Advantage-3 - - - - -
5BDNFD Kunoichi 5B.pngGuardAllStartup10Recovery20Advantage-7 - - - - -
2ADNFD Kunoichi 2A.pngGuardLowStartup5Recovery21Advantage-10 - - - - -
2BDNFD Kunoichi 2B.pngGuardLowStartup11Recovery22Advantage-7 - - - - -
5SDNFD Kunoichi 5S 1.pngGuardAllStartup14, 28Recovery26Advantage-7 - - - - -
2SDNFD Kunoichi 2S.pngGuardAllStartup15Recovery22Advantage-12 - - - - -
6SDNFD Kunoichi 6S.pngGuardAllStartup15Recovery36Advantage-16 - - - - -
4SDNFD Kunoichi 4S.pngGuard-Startup6Recovery15Advantage- - - - - -
5MS - - - - -
623MS - - - - -
236MS - - - - -
214MS - - - - -
Air Gatlings
A B S MS Cancel
j.ADNFD Kunoichi jA.pngGuardHighStartup5Recovery18(+2 Landing)Advantage- - - - - -
j.BDNFD Kunoichi jB.pngGuardHighStartup8Recovery21(+3 Landing)Advantage- - - - - -
j.SDNFD Kunoichi jS.pngGuardAllStartup15RecoveryUntil landing+15Advantage- - - - - -
j.2SDNFD Kunoichi j2S.pngGuardAllStartup14Recovery7Advantage+6 ~ +15 - - - - -
j.MS - - - - -
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)

Navigation

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