DNFD/Troubleshooter: Difference between revisions

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===<big>Igniting Slash</big>===
===<big>Igniting Slash</big>===
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{{DNFD_Move_Card|game=DNFD|mp=yes
|input=5M
|input=5M,5M~M,5M~M~M
|versioned=Yes
|versioned=Yes
|description=
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Revision as of 20:16, 30 June 2022

Overview
Overview

Troubleshooter...

 Troubleshooter  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
  • Jack 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 Concentration Cancel without needing to get hit.
  • Strike/Throw Mix: Thanks to the delayed explosion trap set by 214M, Troubleshooter is one of the only characters in the game that gets to consistently combo off grab, which he complements by using 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.M to heavily punish throw tech attempts.
  • Tenacious: Troubleshooter has an above average passive in awakening which enables much more threatening zoning and bigger damage overall. Combine this with an Awakening Skill that can usually be set up with ease, and you have a character who is never truly out of the fight.
  • Master of None: Troubleshooter can struggle to beat other characters at their own game. He doesn't have any dedicated tools to get in on tough zoning, and his reversal simply resets to neutral instead of granting him an advantage of some kind.
  • Dodge Vulnerable: Due to his inability to cancel into 5AA on whiff, Troubleshooter has to commit to punishing dodges harder than other characters.
Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Enhances various MP Skills to launch higher for better reward on hit:

  • 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, especially when landed 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.
No moves add extra damage or change frame data on block, despite the bigger explosions suggesting that they might.
Troubleshooter
DNFD Troubleshooter Portrait.png
Health:1080
Guard Gauge:1000
MP Regen Rate:15
Prejump:
Backdash:

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Sword Bomb

Black Crescent

G-Bomb

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.

  • Very minus up close but can be spaced to be plus, which leaves a gap that can be interrupted by a reversal.
  • 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.
  • Can be used to detonate the grenade net placed by 4M/214M early.
Version Proration On-Hit Guard Damage MP Gain Level
6S 80%
j.S 80%
No results

Swashbuckler's Refreshment

MP Special Moves

Igniting Slash

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

Troubleshooter launches a series of slashes.

  • Troubleshooters Rekka A series of special attacks that are only available after the first one is performed. series, with the first hit being a hard knockdown, allowing for combos.
  • The final hit launches, allowing for follow-ups, as well as being slightly plus on block, but with a gap inbetween.
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

Get On Fire

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

Troubleshooter unloads his shotgun at the opponent.

  • Troubleshooters longest reaching move, allowing him to contest at some ranges he can't.
  • The first two shots are not fullscreen, however the follow-up final shot is fullscreen as well as granting a hard knockdown.
  • The followup gains a wallbounce in awakening, opening up conversions both midscreen and in the corner.
Version Proration On-Hit Guard Damage MP Gain Level
236M 90%×2
No results

Oppression

Disastrous Quake

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, as well as being plus on block.

  • 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 fast 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 several times both in the corner and midscreen.
  • Important for Troubleshooters combo game as it can launch opponents OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
Proration On-Hit Guard Damage MP Gain Level
90%×2
No results

Awakening Moves

Incredible

Colors

DNFD Troubleshooter Color 1.png
DNFD Troubleshooter Color 2.png
DNFD Troubleshooter Color 3.png
DNFD Troubleshooter Color 4.png
1
2
3
4
DNFD Troubleshooter Color 5.png
DNFD Troubleshooter Color 6.png
DNFD Troubleshooter Color 7.png
DNFD Troubleshooter Color 8.png
5
6
7
8

Navigation

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