DNFD/Troubleshooter: Difference between revisions

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{{MFlag|update}}
==Overview==
==Overview==
{{Overview/navigation}}
{{DNFD/CharacterLinks}}
<div id="home-content" class="home-grid">
<div id="home-content" class="home-grid">
{{card|width=4
{{card|width=4
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That’s not all Troubleshooter has at his disposal. His {{MMC|input=4S|label={{clr|3|4S}}}} is notable in that it not only buffs his damage but gives him white health, allowing access to Conversion to supplant his pressure and combos. His aforementioned {{clr|4|214M}} net can be set up on a knockdown and triggered manually with {{clr|1|2A}} (or any shotgun button) for a meaty or it can be allowed to detonate during his throw to take away white health. Alternatively he can crush throws altogether with {{keyword|IAS}} {{MMC|input=j.M|label={{clr|4|j.M}}}}.
That’s not all Troubleshooter has at his disposal. His {{MMC|input=4S|label={{clr|3|4S}}}} is notable in that it not only buffs his damage but gives him white health, allowing access to Conversion to supplant his pressure and combos. His aforementioned {{clr|4|214M}} net can be set up on a knockdown and triggered manually with {{clr|1|2A}} (or any shotgun button) for a meaty or it can be allowed to detonate during his throw to take away white health. Alternatively he can crush throws altogether with {{keyword|IAS}} {{MMC|input=j.M|label={{clr|4|j.M}}}}.


These upsides are all cranked to 11 when Troubleshooter enters Awakening. {{clr|4|214M}} launches higher and leads to a combo off his throw, further improving his strike/throw mixups. {{clr|4|236M}}’s follow-up not only gains a wallbounce, but becomes available after every MP Skill, turning it from a combo ender to a very versatile combo starter and extender.
These upsides are all cranked to 11 when Troubleshooter enters Gold Cube Awakening. {{clr|4|214M}} launches higher and leads to a combo off his throw, further improving his strike/throw mixups. {{clr|4|236M}}’s follow-up not only gains a wallbounce, but becomes available after every MP Skill, turning it from a combo ender to a very versatile combo starter and extender.


If you like a well-rounded character with a few tricks up his sleeve, give Troubleshooter a shot.
If you like a well-rounded character with a few tricks up his sleeve, give Troubleshooter a shot.
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* '''Expert of all Trades''': Troubleshooter is a flexible character that has excellent options at all ranges, be it controlling midrange with disjointed attacks or punishing a whiff at nearly fullscreen with {{clr|M|MP}} Skills
* '''Expert of all Trades''': Troubleshooter is a flexible character that has excellent options at all ranges, be it controlling midrange with disjointed attacks or punishing a whiff at nearly fullscreen with {{clr|M|MP}} Skills
* '''Conversion on Demand''': A trait shared only with Berserker, Troubleshooter can generate white health with {{clr|S|4S}}, giving him a damage buff and access to Conversion without needing to get hit.
* '''Conversion on Demand''': A trait shared only with Berserker, Troubleshooter can generate white health with {{clr|S|4S}}, giving him a damage buff and access to Conversion without needing to get hit.
* '''Explosive Punish''': Against highly unsafe moves such as invincible reversals, Troubleshooter can consistently make use of conversion via blocking them to {{keyword|touch of death}} the opponent.
* '''Comeback Factor''': Troubleshooter's Gold Cube awakening enables him to get strong combos off any starter, including his invcinible reversal. His ability to self damage through {{clr|S|4S}} also enables safe {{clr|M|623M}}s in this awakening.
* '''Comeback Factor''': Troubleshooters awakening enables him to get strong combos off any starter, including his invcinible reversal. His ability to self damage through {{clr|S|4S}} also enables safe {{clr|M|623M}}s in awakening.
| cons =  
| cons =  
* '''Master of None''': Troubleshooter can struggle to beat other characters at their own game. When fighting characters who specialize in a playstyle, he's forced to adapt, making his playstyle very matchup dependent until he lands a hit.
* '''Master of None''': Troubleshooter can struggle to beat other characters at their own game. When fighting characters who specialize in a playstyle, he's forced to adapt, making his playstyle very matchup dependent until he lands a hit.
* '''Low Guard Damage''': Although Troubleshooter has all the tools necessary to have threatening pressure, his guard damage is low, meaning that opponents can take a long time to analyze and adapt to Troubleshooter's pressure.
* '''Low Guard Damage''': Although Troubleshooter has all the tools necessary to have threatening pressure, his guard damage is low, meaning that opponents can take a long time to analyze and adapt to Troubleshooter's pressure.
* '''Mana Hungry''': Troubleshooter can't really combo without mp. His pressure also leaves him without much mp to work with so he really isn't going to get big damage off his combos that often.
}}
}}
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===Unique Mechanics===
===Unique Mechanics===
{{card|width=4
{{card|width=4
| header=  Awakening Effect: [[File:DNFD_Troubleshooter_Awakening_Icon.png|40px]]  Handle Explosives
| header=  [[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: [[File:DNFD_Troubleshooter_Awakening_Icon.png|40px]]  Handle Explosives
| content =
| content =
<div style="text-align: center;">{{FrameDataNotes|DNFD|Awakening Overview}}</div>
<div style="text-align: center;">{{FrameDataNotes|DNFD|Awakening Overview}}</div>
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Additionally, {{clr|M|{{MMC|input=236M~M|label=Get On Fire followup}}}} can be performed as a followup to any {{clr|M|MP}} Skill, on whiff, block, or hit.
Additionally, {{clr|M|{{MMC|input=236M~M|label=Get On Fire followup}}}} can be performed as a followup to any {{clr|M|MP}} Skill, on whiff, block, or hit.
No moves add extra damage on hit or change frame data on block, despite the bigger explosions suggesting that they might.
No moves add extra damage on hit or change frame data on block, despite the bigger explosions suggesting that they might.
}}
{{card|width=4
| header=  [[File:DNFD_Clear_Cube.png|40px]] Awakening Effect: Frontline Defense [[File:DNFD_DoubleDamage_Increase_Icon.png|40px]][[File:DNFD_Defense_Up_Icon.png|40px]][[File:DNFD MP Recovery Up Icon.png|40px]]
| content =
<div style="text-align: center;">{{FrameDataNotes|DNFD|Awakening Overview2}}</div>
*Damage inflicted is increased
*Chip damage is increased
*Defense is increased
*MP recovery speed is increased
*It makes the Oppression net launch higher. This is most likely unintentionally left in his clear cube.
}}
}}


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Troubleshooter swings his sword directly in front of him.
Troubleshooter swings his sword directly in front of him.
*An excellent poke for its speed, range & frame advantage.
*An excellent poke for its speed, range & frame advantage.
*Be careful because if you get a air hit or if they backdash it they will tech out before you can combo.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|A|5AA}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


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Troubleshooter slams his sword into the ground.
Troubleshooter slams his sword into the ground.
* {{clr|A|5A}} must hit for Troubleshooter to chain into {{clr|A|5AA}}, unlike other characters who can chain on whiff.
* {{clr|A|5A}} must hit for Troubleshooter to chain into {{clr|A|5AA}}, unlike other characters who can chain on whiff.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


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* Vulnerable to low profile moves such as {{Character_Label|DNFD|Striker}}'s {{MMC|game=DNFD|chara=Striker|input=2B|label={{clr|B|2B}}}}
* Vulnerable to low profile moves such as {{Character_Label|DNFD|Striker}}'s {{MMC|game=DNFD|chara=Striker|input=2B|label={{clr|B|2B}}}}
* Can work as a further out anti-air for opponents trying to land.
* Can work as a further out anti-air for opponents trying to land.
* This is considered a projectile.
* Because this is considered a projectile it can be used to punish parry if you try to bait them out to use it.
 
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw, jump cancel
}}
}}


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|input=2A
|input=2A
|description=
|description=
Troubleshooter shoots the ground in front of him.
A fast low with good reach. Can be used to detonate the grenade net placed by {{MMC|input=214M|label={{clr|M|214M}}}} early. Sometimes catches jumps.
* Can be used to detonate the grenade net placed by {{MMC|game=DNFD|chara=Troubleshooter|input=214M|label={{clr|M|214M}}}} early
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


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|input=2B
|input=2B
|description=
|description=
Troubleshooter swings his sword at his opponents feet.
A long reaching low poke.
* Troubleshooters longest range low.
 
* Grants a hard knockdown on counterhit.
*Hard knockdown on counter hit.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


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|input=j.A
|input=j.A
|description=
|description=
Troubleshooter swings his sword directly in front of him. Mainly used for air-to-air situations.
An excellent long range button that's mainly used for air-to-air situations.
* Excellent horizontal range.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|j.B}}, {{clr|S|j.S}}, {{clr|M|j.M}}
}}
}}


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|input=j.B
|input=j.B
|description=
|description=
Troubleshooter swings his sword under him in a wide arc. Primary jump-in.  
A very large air normal used primarily for jump-ins. The hitbox is wide enough that it can hit on crossup.
* Can hit {{keyword|crossup}}.
}}
}}


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|input=A+B
|input=A+B
|description=
|description=
Troubleshooter slashes at his opponents feet and detonates a mine under them. {{MMC|game=DNFD|chara=Troubleshooter|input=214M|label={{clr|M|214M}}}} is what really makes this move a threat in the corner. If the opponent is thrown as they're waking up, the net will detonate during the throw animation and remove all their white health. If done in Awakening, the net allows for a combo post-throw. Troubleshooter can also use the threat of the throw's reward to go for a shimmy or beat the throw clean with {{keyword|IAS}} {{MMC|game=DNFD|chara=Troubleshooter|input=j.M|label={{clr|M|j.M}}}} for high reward.
{{MMC|input=214M|label={{clr|M|214M}}}} can make Troubleshooter's throw a threat in the corner. If the opponent is thrown as they're waking up, the net will detonate during the throw animation and remove all their white health. If done in Gold Cube Awakening, the net allows for a combo post-throw.
 
Troubleshooter can also use the threat of the throw's reward to go for a shimmy or beat the throw clean with {{keyword|IAS}} {{MMC|input=j.M|label={{clr|M|j.M}}}} for high reward.
* +4 on hit.
* +4 on hit.
}}
===<big>Dodge</big>===
{{InputBadge|'''{{clr|W|6G}}'''}}
{{DNFD_Move_Card
|input=6G
|description=
}}
===<big>Backwards Dodge</big>===
{{InputBadge|'''{{clr|W|4G}}'''}}
{{DNFD_Move_Card
|input=4G
|description=
* Has 7 frames more recovery than forward dodge, but the same Invulnerability.
}}
}}


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|input=6B+S
|input=6B+S
|description=
|description=
Troubleshooter uses the animation of {{MMC|game=DNFD|chara=Troubleshooter|input=2S|label={{clr|S|2S}}}} for his Guard Cancel, giving it a generous hitbox that allows him to stop pressure from further out than most characters.
Troubleshooter uses the animation of {{MMC|input=2S|label={{clr|S|2S}}}} for his Guard Cancel, giving it a generous hitbox that allows him to stop pressure from further out than most characters.
}}
}}


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|input=5S
|input=5S
|description=
|description=
Troubleshooter stabs forward with a sword laced in explosives.
A fast poke for its range and an important combo tool for converting from grounded normals. The explosion portion of the attack is considered a projectile.
* In blockstrings this move has enough pushback to allow for {{MMC|game=DNFD|chara=Troubleshooter|input=6S|label={{clr|S|6S}}}} to be plus.
 
* In combos this move launches for {{MMC|game=DNFD|chara=Troubleshooter|input=214M|label={{clr|M|214M}}}} extensions mid-screen or in the corner.
In blockstrings, this move has enough pushback to allow for {{MMC|input=6S|label={{clr|S|6S}}}} to be plus. If the opponent tries to Indomitable Spirit this move it is reccomended to jump cancel it on block to avoid being put in a position where you can't end your blockstring safely. In combos, this move launches for {{MMC|input=214M|label={{clr|M|214M}}}} extensions mid-screen or in the corner.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|4S}}, {{clr|S|6S}}, jump cancel
}}
}}


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|input=2S
|input=2S
|description=
|description=
Troubleshooter swings his sword upwards in a massive arc. Cancel into {{MMC|game=DNFD|chara=Troubleshooter|input=6S|label={{clr|S|6S}}}} for a combo or to stay safe on block.
A tall attack mostly used for anti airing or for launching grounded opponents.  
* Can be used to contest jumps at roundstart.
 
* Can be jump canceled.
Cancel into {{MMC|input=6S|label={{clr|S|6S}}}} for a combo or to stay safe on block. Can be used to contest jumps at roundstart.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|4S}}, {{clr|S|6S}}, Jump
}}
}}


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|description=
|description=
Troubleshooter throws a grenade forward, which explodes after making contact with the opponent or the floor. The air version can be used for {{keyword|Okizeme}} setups after hard knockdowns as well as combo extensions.
Troubleshooter throws a grenade forward, which explodes after making contact with the opponent or the floor. The air version can be used for {{keyword|Okizeme}} setups after hard knockdowns as well as combo extensions.
* Very minus up close but can be spaced to be plus, but leaves a gap that can be interrupted by a {{keyword|reversal}}.
 
* Can be used to detonate the grenade net placed by {{MMC|game=DNFD|chara=Troubleshooter|input=214M|label={{clr|M|214M}}}} early.
While {{clr|S|6S}} is very minus up close, it can be spaced to be plus like many projectiles, however this leaves a gap that can be interrupted by an invincible {{keyword|reversal}}. If the grenade toss is conversion cancelled, it can be detonated early by hitting it with {{clr|A|2A}}, {{clr|B|5B}}, {{clr|S|6S}}, {{clr|S|j.S}},{{MMC|input=236M|label={{clr|M|236M}}}}, or {{MMC|input=214M|label={{clr|M|214M}}}}.
 
* Can be used to detonate the grenade net placed by {{MMC|input=214M|label={{clr|M|214M}}}} early.
* Grenade disappears when Troubleshooter gets hit.
* Grenade disappears when Troubleshooter gets hit.
* The grenade can be detonated early by hitting it with {{MMC|game=DNFD|chara=Troubleshooter|input=2A|label={{clr|A|2A}}}}, {{MMC|game=DNFD|chara=Troubleshooter|input=5B|label={{clr|B|5B}}}}, {{MMC|game=DNFD|chara=Troubleshooter|input=6S|label={{clr|S|6S}}}}, {{MMC|game=DNFD|chara=Troubleshooter|input=j.S|label={{clr|S|j.S}}}}, {{MMC|game=DNFD|chara=Troubleshooter|input=236M|label={{clr|M|236M}}}}, or {{MMC|game=DNFD|chara=Troubleshooter|input=214M|label={{clr|M|214M}}}}. However, this is impossible without conversion.
 
* He can gatling the grounded version into {{MMC|game=DNFD|chara=Troubleshooter|input=4s|label={{clr|S|4S}}}}.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options (Ground version only):]] {{clr|S|4S}}
}}
}}


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|description=  
|description=  
Troubleshooter takes a drink, losing approximately 100 health as white health in order to gain a temporary 30% damage boost and 10 MP.
Troubleshooter takes a drink, losing approximately 100 health as white health in order to gain a temporary 30% damage boost and 10 MP.
* Useful for gaining access to Conversion in addition to the damage buff.
Useful for gaining access to Conversion in addition to the damage buff.
}}
}}


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<hr>
<hr>
;{{clr|M|5M}}~{{clr|M|M}}
;{{clr|M|5M}}~{{clr|M|M}}
Can be used as a pressure ender to punish opponents who are expecting a 3rd Slash followup.
Can be used as a pressure ender to punish opponents who are expecting a 3rd Slash followup. Troubleshooter can convert into a combo on hit via dash cancel.
<hr>
<hr>
;{{clr|M|5M}}~{{clr|M|M}}~{{clr|M|M}}
;{{clr|M|5M}}~{{clr|M|M}}~{{clr|M|M}}
The final hit launches, allowing for follow-ups, as well as being slightly plus on block. There is a gap between the 2nd and 3rd slash that can be rolled or reversaled for a punish.
The final hit launches, allowing for follow-ups, as well as being slightly plus on block. There is a gap between the 2nd and 3rd slash that can be rolled, parried, or DPed through for a punish. Should the opponent block it, Troubleshooter can dash cancel it to reset pressure.
 
*+19 on block with dash cancel
}}
}}


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|input=623M,2M
|input=623M,2M
|description=
|description=
Troubleshooter's invincible {{keyword|Reversal}}. Troubleshooter wildly swings an explosive-laced sword around him, knocking away aggressors. It has a large horizontal range that hits opponents as far as round start distance. When in Awakening, it becomes of the few safe reversals in the game if followed up by Get On Fire, but only when TS has white life to access conversion to cancel the startup so he remains safe. This also leads to combos on hit even without conversion, giving the DP threat that it otherwise lacks.
Troubleshooter's invincible {{keyword|Reversal}}. It has a large horizontal range that hits opponents as far as round start distance.  
* While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to {{MMC|game=DNFD|chara=Troubleshooter|input=2S|label={{clr|S|2S}}}}.
 
* Strangely, it has a hitbox behind Troubleshooter as well, hitting opponents who try to cross over on Troubleshooter's wakeup or dodge through. However, this rear hit can be punished on hit.
When in Gold Cube Awakening, it becomes safe when followed up by Get On Fire, but only when TS has white life to access conversion to cancel the startup. This also leads to combos on hit even without conversion, giving the DP threat that it otherwise lacks.
*This dp is a projectile.
 
While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to {{MMC|input=2S|label={{clr|S|2S}}}}. The first hit reaches behind troubleshooter, though it's punishable on hit when hitting an opponent since the followup will whiff.
 
*The first hit is considered a projectile
}}
}}


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|versioned=yes
|versioned=yes
|description=
|description=
;Get On Fire
;Get On Fire
Troubleshooter fires two shots at the opponent.
Troubleshooter fires two shots at the opponent. Hits just under full screen, allowing him to contest at ranges he normally can't.
* Hits just under full screen, allowing him to contest at ranges he normally can't.
<hr>
<hr>
;Get On Fire (2nd)
;Get On Fire (2nd)
Follow-up blast that hits full screen and grants a hard knockdown. An easy hitconfirm from {{clr|M|236M}}. Can be done after any MP special in Awakening.
Follow-up blast that hits full screen and grants a hard knockdown. An easy hitconfirm from {{clr|M|236M}}. Can be done after any MP skill in Gold Cube Awakening.
* In Awakening, the third hit wallbounces, which allows for combos from {{clr|S|j.S}} or {{clr|M|j.M}}.
 
In Gold Cube Awakening, the third hit wallbounces, which allows for combos via {{clr|S|j.S}} or {{clr|M|j.M}}.
}}
}}


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|input=214M,4M
|input=214M,4M
|description=
|description=
Troubleshooter leaps backwards into the air, firing a shot and throwing a grenade net on the floor.
Troubleshooter leaps backwards into the air, firing a shot and throwing a grenade net on the floor.  
* The grenade net automatically explodes after 60 frames but can be detonated early by hitting it with {{MMC|game=DNFD|chara=Troubleshooter|input=2A|label={{clr|A|2A}}}}, {{MMC|game=DNFD|chara=Troubleshooter|input=6s|label={{clr|S|6S}}}}, {{MMC|game=DNFD|chara=Troubleshooter|input=j.S|label={{clr|S|j.S}}}}, or {{MMC|game=DNFD|chara=Troubleshooter|input=214M|label={{clr|M|214M}}}} itself.
 
* Important for knockdowns as it forces the opponent to guess a strike/throw mix.
The grenade net automatically explodes after 60 frames but can be detonated early by hitting it with {{clr|A|2A}}, {{clr|S|6S}}, {{clr|S|j.S}}, or {{clr|M|214M}} itself. Troubleshooter can conversion cancel while the net is coming out to recover airborne and still throw the net, enabling enhanced {{clr|M|j.M}} juggles.
 
* Grenade net disappears when Troubleshooter gets hit.
* Grenade net disappears when Troubleshooter gets hit.
* Troubleshooter can conversion cancel while the net is coming out to recover airborne and still throw the net, enabling enhanced {{clr|M|j.M}} juggles.
* Recovers faster in Gold Cube Awakening.
* He recovers faster in awakening.
* The shot gun hit can delete some projectiles.
*The shot gun hit in the start up can delete some projectiles.
}}
}}


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|input=j.M
|input=j.M
|description=
|description=
A descending sword slam that explodes, launching the opponent high into the air on hit, as well as being plus on block.
A descending sword slam that explodes, launching the opponent high into the air on hit, while being plus on block. A combo tool as the second hit both {{keyword|OTG}}s and launches.
* When {{keyword|IAS}}'d, acts as a plus-on-block overhead that also beats throw tech attempts due to being airborne. {{Keyword|IAS}} Disastrous quake links into itself several times both in the corner and midscreen.
 
* Important for Troubleshooters combos as the second hit {{keyword|OTG}}s and launches.
When {{keyword|IAS}}'d, acts as a plus-on-block overhead that also beats throw tech attempts due to being airborne. {{Keyword|IAS}} Disastrous quake links into itself few times both in the corner and midscreen. Though if you try to do this they will tech out of the combo pretty quick.
 
* This move can delete some projectiles.
* This move can delete some projectiles.
}}
}}
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|conditions=during Awakened state
|conditions=during Awakened state
|description=
|description=
Troubleshooter detonates a mine in front of himself, followed by an even bigger mine being revealed under the opponent. Sacrifices horizontal range for vertical range. Harder to hit midscreen than it is in the corner.
Like most awakening skills, usually used at the end of a combo to close out a round. Sacrifices horizontal range for massive vertical range.
 
Harder to hit midscreen than it is in the corner.
}}
}}


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==Navigation==
==Navigation==
<center>{{Character Label|DNFD|Troubleshooter|32px}}</center>
<center>{{Character Label|DNFD|Troubleshooter|size=32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DNFD/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{DNFD/Navigation}}
{{DNFD/Navigation}}

Revision as of 05:28, 27 December 2023

Overview

Overview

Troubleshooter is a well-rounded character with a strong midrange presence and good pressure. His strike/throw game is notably strong in the corner thanks to OppressionDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23.

Troubleshooter has great poking buttons with 5A and 2B and can easily space himself out in blockstrings with 5S. Once he spaces himself out, he can use his 6S grenade to make himself plus and re-assert pressure using his excellent buttons. He can poke at longer ranges using Get On FireDNFD Troubleshooter 236M.pngGuardAllStartup26RecoveryAdvantage-17 and its follow up for a knockdown.

That’s not all Troubleshooter has at his disposal. His 4SDNFD Troubleshooter 4S.pngGuardAllStartup45RecoveryAdvantage- is notable in that it not only buffs his damage but gives him white health, allowing access to Conversion to supplant his pressure and combos. His aforementioned 214M net can be set up on a knockdown and triggered manually with 2A (or any shotgun button) for a meaty or it can be allowed to detonate during his throw to take away white health. Alternatively he can crush throws altogether with IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.MDNFD Troubleshooter jM.pngGuardHighStartup28RecoveryAdvantage+3.

These upsides are all cranked to 11 when Troubleshooter enters Gold Cube Awakening. 214M launches higher and leads to a combo off his throw, further improving his strike/throw mixups. 236M’s follow-up not only gains a wallbounce, but becomes available after every MP Skill, turning it from a combo ender to a very versatile combo starter and extender.

If you like a well-rounded character with a few tricks up his sleeve, give Troubleshooter a shot.
Troubleshooter
DNFD Troubleshooter Portrait.png
Health
1080
Guard Gauge
1000
MP Regen Rate
15 /second
Prejump
F
Backdash
Fastest Attack
2A (7F)
Reversals
Perfect Batting 623M (16F)

 Troubleshooter is classified as a Standard type. He has many easy-to-use moves. He has various traps that set off delayed explosions. His 4S reduces his HP to increase his attack for a set duration.

Pros
Cons
  • Expert of all Trades: Troubleshooter is a flexible character that has excellent options at all ranges, be it controlling midrange with disjointed attacks or punishing a whiff at nearly fullscreen with MP Skills
  • Conversion on Demand: A trait shared only with Berserker, Troubleshooter can generate white health with 4S, giving him a damage buff and access to Conversion without needing to get hit.
  • Comeback Factor: Troubleshooter's Gold Cube awakening enables him to get strong combos off any starter, including his invcinible reversal. His ability to self damage through 4S also enables safe 623Ms in this awakening.
  • Master of None: Troubleshooter can struggle to beat other characters at their own game. When fighting characters who specialize in a playstyle, he's forced to adapt, making his playstyle very matchup dependent until he lands a hit.
  • Low Guard Damage: Although Troubleshooter has all the tools necessary to have threatening pressure, his guard damage is low, meaning that opponents can take a long time to analyze and adapt to Troubleshooter's pressure.
  • Mana Hungry: Troubleshooter can't really combo without mp. His pressure also leaves him without much mp to work with so he really isn't going to get big damage off his combos that often.

Unique Mechanics

DNFD Gold Cube.png Awakening Effect: DNFD Troubleshooter Awakening Icon.png Handle Explosives
Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Enhances various MP Skills to launch higher for better reward on hit, as well as increasing white damage on block:

  • Get On Fire followupDNFD Troubleshooter 236MM.pngGuardAllStartupRecoveryAdvantage-19 wallbounces into a hard knockdown on hit which leads to big combos.
  • OppressionDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23's grenade net explosion launches higher, allowing for easier combos, as well as combos after throw.
  • Igniting Slash 3DNFD Troubleshooter 5MMM.pngGuardAllStartup34Recovery21Advantage+1 launches higher, allowing for easier and varied combos/setups.
  • Perfect BattingDNFD Troubleshooter 623M 1.pngGuardAllStartup16RecoveryAdvantage-26 launches higher, giving it better advantage on hit and oki in the corner. Does not allow for combos unless they are juggled by the grenade net.
  • All other MP Skills remain unchanged, including j.M, 236M, 5M, 5M~M, and the initial hit of 214M. White damage on block for all MP skills is still increased.

Additionally, Get On Fire followupDNFD Troubleshooter 236MM.pngGuardAllStartupRecoveryAdvantage-19 can be performed as a followup to any MP Skill, on whiff, block, or hit.

No moves add extra damage on hit or change frame data on block, despite the bigger explosions suggesting that they might.
DNFD Clear Cube.png Awakening Effect: Frontline Defense DNFD DoubleDamage Increase Icon.pngDNFD Defense Up Icon.pngDNFD MP Recovery Up Icon.png
Awakening Effect: activates when entering Awakening mode at 50% HP or less.
  • Damage inflicted is increased
  • Chip damage is increased
  • Defense is increased
  • MP recovery speed is increased
  • It makes the Oppression net launch higher. This is most likely unintentionally left in his clear cube.

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
80 All 12 6 20 -7 none

Trouble shooter uses his shotgun for a serviceable but exploitable poke.

  • Vulnerable to low profile moves such as  Striker's 2BDNFD Striker 2B.pngGuardLowStartup10Recovery26Advantage-11~-20
  • Can work as a further out anti-air for opponents trying to land.
  • Because this is considered a projectile it can be used to punish parry if you try to bait them out to use it.


Cancel Options: 2B, Skills, MP Skills, Throw, jump cancel

Proration On-Hit Guard Damage MP Gain Level
75% +5
No results

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

214MDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23 can make Troubleshooter's throw a threat in the corner. If the opponent is thrown as they're waking up, the net will detonate during the throw animation and remove all their white health. If done in Gold Cube Awakening, the net allows for a combo post-throw.

Troubleshooter can also use the threat of the throw's reward to go for a shimmy or beat the throw clean with IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.MDNFD Troubleshooter jM.pngGuardHighStartup28RecoveryAdvantage+3 for high reward.

  • +4 on hit.
Proration On-Hit Guard Damage MP Gain Level
0% HKD(+4)
No results

Dodge

6G

Backwards Dodge

4G

Guard Cancel

6B+S

Skills

Sword Bomb

5S DNFD Projectile Icon.pngThe explosion is considered a projectile

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
50, 70 All 15 -5 none

A fast poke for its range and an important combo tool for converting from grounded normals. The explosion portion of the attack is considered a projectile.

In blockstrings, this move has enough pushback to allow for 6SDNFD Troubleshooter 6S.pngGuardAllStartup15RecoveryAdvantage-11 to be plus. If the opponent tries to Indomitable Spirit this move it is reccomended to jump cancel it on block to avoid being put in a position where you can't end your blockstring safely. In combos, this move launches for 214MDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23 extensions mid-screen or in the corner.

Cancel Options: 4S, 6S, jump cancel

Proration On-Hit Guard Damage MP Gain Level
80%×2
No results

Black Crescent

2S

G-Bomb

6S or j.S 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
G-Bomb 80 All 15 -11 none
Aerial G-Bomb 80 All 15 none

Troubleshooter throws a grenade forward, which explodes after making contact with the opponent or the floor. The air version can be used for 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. setups after hard knockdowns as well as combo extensions.

While 6S is very minus up close, it can be spaced to be plus like many projectiles, however this leaves a gap that can be interrupted by an invincible reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. If the grenade toss is conversion cancelled, it can be detonated early by hitting it with 2A, 5B, 6S, j.S,236MDNFD Troubleshooter 236M.pngGuardAllStartup26RecoveryAdvantage-17, or 214MDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23.

  • Can be used to detonate the grenade net placed by 214MDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23 early.
  • Grenade disappears when Troubleshooter gets hit.

Cancel Options (Ground version only): 4S

Version Proration On-Hit Guard Damage MP Gain Level
6S 80%
j.S 80%
No results

Swashbuckler's Refreshment

4S

MP Skills

Igniting Slash

5M DNFD Knockdown Icon.pngOnly the first hit forces a hard knockdown

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.
Igniting Slash 1 60 All 18 6 17 -2 none 30
Igniting Slash 2 60 All 17 6 25 -4 none 15
Igniting Slash 3 80 All 34 6 21 +1 none 10

This move can delete some projectiles.

5M

The first slash in Troubleshooter's Rekka A series of special attacks that are only available after the first one is performed. series. The first hit causes a hard knockdown, allowing for extensions with IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.MDNFD Troubleshooter jM.pngGuardHighStartup28RecoveryAdvantage+3.


5M~M

Can be used as a pressure ender to punish opponents who are expecting a 3rd Slash followup. Troubleshooter can convert into a combo on hit via dash cancel.


5M~M~M

The final hit launches, allowing for follow-ups, as well as being slightly plus on block. There is a gap between the 2nd and 3rd slash that can be rolled, parried, or DPed through for a punish. Should the opponent block it, Troubleshooter can dash cancel it to reset pressure.

  • +19 on block with dash cancel
Version Proration On-Hit Guard Damage MP Gain Level
5M 90% 8
5M~M 90% -5
5M~M~M 95% -25
  • Dash cancellable
  • +19f on dash cancel on block

Perfect Batting

2M or 623M 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 MP CostThe total Mana cost for using this move.
100, 50 All 16 -26 1~?? All 70

Troubleshooter's invincible Reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. It has a large horizontal range that hits opponents as far as round start distance.

When in Gold Cube Awakening, it becomes safe when followed up by Get On Fire, but only when TS has white life to access conversion to cancel the startup. This also leads to combos on hit even without conversion, giving the DP threat that it otherwise lacks.

While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to 2SDNFD Troubleshooter 2S.pngGuardAllStartup18Recovery23Advantage-5. The first hit reaches behind troubleshooter, though it's punishable on hit when hitting an opponent since the followup will whiff.

  • The first hit is considered a projectile
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%, 50%
  • reversal

Get On Fire

6M or 236M DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngFollowup hit forces hard knockdown

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.
Get on Fire 60, 80 All 26 -17 none 45
Get on Fire (2nd) 110 All -19 none 15
Get On Fire

Troubleshooter fires two shots at the opponent. Hits just under full screen, allowing him to contest at ranges he normally can't.


Get On Fire (2nd)

Follow-up blast that hits full screen and grants a hard knockdown. An easy hitconfirm from 236M. Can be done after any MP skill in Gold Cube Awakening.

In Gold Cube Awakening, the third hit wallbounces, which allows for combos via j.S or j.M.

Version Proration On-Hit Guard Damage MP Gain Level
236M 90%×2
236M~M 90%
No results

Oppression

4M or 214M DNFD Knockdown Icon.pngGunshots force a hard knockdown DNFD OTG Icon.pngMine net explosion hits knocked down opponents off the ground

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.
90, 100 All 18 -23 none 60

Troubleshooter leaps backwards into the air, firing a shot and throwing a grenade net on the floor.

The grenade net automatically explodes after 60 frames but can be detonated early by hitting it with 2A, 6S, j.S, or 214M itself. Troubleshooter can conversion cancel while the net is coming out to recover airborne and still throw the net, enabling enhanced j.M juggles.

  • Grenade net disappears when Troubleshooter gets hit.
  • Recovers faster in Gold Cube Awakening.
  • The shot gun hit can delete some projectiles.
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×2
No results

Disastrous Quake

j.M DNFD Overhead Icon.pngOverhead attack. Must be guarded standing DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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.
60, 80 High 28 +3 none 30

A descending sword slam that explodes, launching the opponent high into the air on hit, while being plus on block. A combo tool as the second hit both OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."s and launches.

When IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
'd, acts as a plus-on-block overhead that also beats throw tech attempts due to being airborne. IAS Instant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
Disastrous quake links into itself few times both in the corner and midscreen. Though if you try to do this they will tech out of the combo pretty quick.

  • This move can delete some projectiles.
Proration On-Hit Guard Damage MP Gain Level
90%×2
No results

Awakening Moves

Incredible

AS

Colors

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

Navigation

 Troubleshooter
To edit frame data, edit values in DNFD/Troubleshooter/Data.
Mechanics
Application & Advanced Information
Archived Information