Glossary
System Data Glossary | |
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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 | |
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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
Name | HP | Guard Gauge | MP Regen/sec | Prejump | Backdash | Forward Dash |
---|---|---|---|---|---|---|
Kunoichi | 930 | 950 | 12 | 4 |
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 | 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 |
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 | |
Flame Cut | 5S | 50, 70 | All | 14, 28 | 2,(12),2 | 26 | -7 | - | 80%×2 | none | |||
Rising Cut | 2S | 80 | All | 15 | 4 | 22 | -12 | - | 75% | none | |||
Kunai Throw | 6S | 30x3 | All | 15 | Until collision | 36 | -16 | -11 | 80%×3 | none | |||
Ninpo: Log Clone | 4S | - | - | 6 | 10 | 15 | - | - | - | 6~15 full | |||
Kunai Throw (Air) | j.S | 50x3 | All | 15 | Until collision | Until landing+15 | - | - | 80%×3 | none | |||
Flying Squirrel | j.2S | 90 | All | 14 | 10 | 7 | +6 ~ +15 | - | 80% | 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 | |
Fire Art: Fireball | 5M | 116 | All | 21 | 29 | 15 | -2 | - | 90%×6 (~53%) | none | 40 | |||
Nin-Bound Fire Art: Fireball | 5[M] | 161 | All | 52 [42] | 24 | 19 | +4 | - | 90%×9 (~39%) | none | 35 | |||
Heavenly Fire Blast | 623M | 132 | All | 15 | 6,(23),20,10 | 59 | -16* | - | 90%, 50%×2 (~23%) | 1~?? All | 60 | |||
Nin-Bound Heavenly Fire Blast | 623[M] | 230 | All | 45 [35] | 6,(23),[20,10]x3 | 25(Air) | -16* | - | 90%, 50%×6 (~1%) | 1~?? All | 55 | |||
Flame Tornado | 236M | 150 | All | 30 | 95 | 50 | +120 | - | 90%×29 (~5%) | none | 90 | |||
Nin-Bound Flame Tornado | 236[M] | 208 | All | 60 [50] | 115 | 50 | +140 | - | 90%×33 (~3%) | none | 85 | |||
Toad Oil Bomb | 214M | 80, 80, 80 | All | 31 | 18,(56),24/until collision,10 | 6 | +13 ~ +14 | - | 90%×3 (~73%) | none | 70 | |||
Nin-Bound Toad Oil Bomb | 214[M] | 100, 90, 90 | All | 63 [53] | 18,(55),24/until collision,10 | 6 | +17 | - | 90%×3(~73%) | none | 65 | |||
Flying Air Shuriken | j.M | Raw 123 | All | 15 | until floor collision,(6),13 | 35 | -9 ~ +12 | - | 90%×7 (~48%) | none | 40 | |||
Nin-Bound Flying Air Shuriken | 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 |
Other
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 | |
Throw | A+B | 150 | Throw | 5 | 2 | 22 | - | HKD(+2) | 0% | none | ||||
Dodge | 6G | - | - | 0 | 30 | 1 | - | - | - | - | 1~20 Hit, Projectile 21~30 Projectile | - | - | |
Backwards Dodge | 4G | - | - | 0 | 30 | 8 | - | - | - | - | 1~20 Hit, Projectile 21~30 Projectile | - | - | |
Guard Cancel | 6B+S | 70 | All | 23 | - | - | -23 | +12 | 0% | none | ||||
Burning Stigma | Automatic | 50 | All | 150 | - | - | - | - | 90% | none | - | |||
Sword of Kusanagi | AS | 400 | All | 2+16 | 19 | 35 | -37 | +2 | 90% | none |
Cancel Table
- 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
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 •