DNFD/Launcher: Difference between revisions

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** Flames have a hurtbox.
** Flames have a hurtbox.
* Does not have any Gatling routes.
* Does not have any Gatling routes.
* Benefits from Launcher’s Awakening Buff.
** Ironically does more damage on block than on hit in Awakening.
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Revision as of 05:44, 1 July 2022

Overview
Overview

An Empyrean soldier who annihilates targets with high-tech weapons. She uses long-range attacks that have varying trajectories, eradicating her opponents without allowing them to approach.

 Launcher  Launcher is classified as a Ranged type. She has a variety of ranged and multi-hit attacks. She can pressure opponents by using moves with delayed hits.

Pros
Cons
  • Oppressive Zoning: Thanks to her very large normals and wide array of various different types of projectiles, Launcher excels at pressuring opponents from afar and keeping them out.
  • Chip Damage: Notably increased during Awakening, Launcher's pressure sequences deal a very large amount of white damage. With access to potent guard break pressure in the corner, she can convert a guard break into a practical touch of death combo.
  • Weak Defenses: Launcher's buttons can be too slow to be used up close against more aggressively oriented characters. Paired with her extremely low range reversal, it can be difficult for her to get opponents away once they are in.

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

Doubles amount of White Damage inflicted when an attack is guarded against.
Launcher
DNFD Launcher Portrait.png
Health:950
Guard Gauge:950
MP Regen Rate:12
Prejump:4
Backdash:26 (1-16 airborne)

Normal Moves

5A

5AA

5B

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
10x5, 20 ~ 10x13, 20 All 17 9~27 39 -23 none

Launcher pulls out a flamethrower that reaches a little over half the screen’s length. Knocks down on hit but otherwise doesn’t lead to much, unlike most 5Bs. Useful mostly as a stop sign in neutral as it’s long active frames control a large portion of the screen. However at -13 and giving enough white life for the opponent to use conversion, makes this move risky to use in certain matchups.

  • Can be held to extend active frames.
  • Considered a projectile.
    • Flames have a hurtbox.
  • Does not have any Gatling routes.
Proration On-Hit Guard Damage MP Gain Level
90%x5, 70% ~ 90%x13, 70% 15~42
No results

2A

2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Steyr AMR

FM-31 Grenade Launcher

Cannon Ball

Spriggan

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
30, 10x6, 40 Low 18 8 25 -17 none

Launcher performs a low slide that locks into a cinematic on hit. This is Launcher’s primary combo ender, but can drop from max range 5AA. Combos into her super and her 623M, but doing so gives up the knockdown.

After this move connects, Launcher can opt for one of two setups. She can set up 2B for a basic meaty, or use j.M > j.S. Grenade is typically reversal safe, but the missile usually deals more chip.

  • Gives a hard knockdown on hit.
  • Always punishable on block.
Proration On-Hit Guard Damage MP Gain Level
80%, 1%x6, 50% 50
No results

Laser Rifle

MP Special Moves

Charge Laser Rifle

BBQ

X-1 Extruder

FM-92 mk2 Lancer

Quantum Bomb

Awakening Moves

Ancient Trigger

Colors

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

Navigation

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