
Glossary
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 | |
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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 |
---|---|---|---|---|---|---|
Crusader | 1130 | 1300 | 12 | 4 |
Normal Moves
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guard Damage | Proration | Invul | Cancel | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Input | Name | Damage | Guard | Startup | Active | Recovery | On-Block | On-Hit | guard Damage | Proration | Invul | Cancel | |
5A | 5A | 65 | Mid | 10 | 4 | 20 | -3 | 0 | 70% | none | |||
5AA | 5AA | 85 | Mid | 11 | 3 | 23 | -8 | -5 | 75% | none | |||
5B | 5B | 90 | Mid | 14 | 3 | 23 | +5 | 75% | none | ||||
5B | 5B (Grace) | 90, 60 | Mid | 14 | 3+13 | 23 | +9 | 75%, 90% | none | ||||
2A | 2A | 60 | Mid | 7 | 2 | 15 | +4 | +8 | 70% | none | |||
2B | 2B | 90 | Low | 18 | 3 | 24 | -10 | 75% | none | ||||
2B | 2B (Grace) | 90, 60 | Low | 18 | 3+13 | 24 | +4 | 75%, 90% | none | ||||
j.A | j.A | 60 | High | 7 | 3 | Until landing+3 | 70% | none | |||||
j.B | j.B | 80 | High | 14 | 6 | Until landing+7 | 75% | none | |||||
5S | Hammer of Repentance (Grace) | 120,64 | Mid | 20 | 5+13 | 45 | -16 | none | |||||
2S | Sacred Upper (Grace) | 110,62 | Mid | 18,26 | 5,4 | 25 | -14 | 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 | |
Hammer of Repentance | 5S | 120 | Mid | 20 | 5 | 45 | -20 | 80% | none | ||||
Sacred Upper | 2S | 110 | Mid | 18,26 | 5,4 | 25 | -12 | 80% | none | ||||
Flash Sphere | 6S | 30, 100 | Mid | 20 | Until Landing +10 | -6 | 80%×2 | none | |||||
Saint Counter | 4S | 150 | Mid | 5 | 15 | 40 | 30% | none | |||||
Hammer of Repentance (Air) | j.S | 130 | Mid | 33 | 5 | 45 | -20 | 80% | none | ||||
Hammer of Repentance (Air + Grace) | j.S | 130,64 | Mid | 33 | 5+13 | 45 | -16 | 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 | |
Miracle Splitter | 5M | 80, 120 | Mid | 15 | 16 | 64 | -14 | 90%×2 | Projectile Immune | 60 | ||||
Haptism | 623M | 150 | Mid | 15 | 8 | -30 | 50% | Super Armor | 70 | |||||
Deflect Wall | 236M | 30 | Mid | 15 | +5 | 85% | none | 50 | ||||||
Grace of Lemidios | 214M | Mid | 45 | none | 90 | |||||||||
Holy Shock | 214M | 80 | Mid | 1 | 13 | none | ||||||||
Strike of Repentance | 214M | 150 | Mid | 22 | -8 | 90% | none | 50 | ||||||
Apocalypse | j.214M | 260 | Mid | 200 | 90%×44 | none | 90 | |||||||
Spear of Victory | j.M | 50, 80 | Mid | 15 | Until landing+15 | 90%×2 | none | 30 |
Other
name | input | damage | guard | startup | active | recovery | onBlock | onHit | prorate | invuln | cancel | MPcost | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
name | input | damage | guard | startup | active | recovery | onBlock | onHit | prorate | invuln | cancel | MPcost | |
Throw | A+B | 150 | Throw | 5 | 2 | 22 | HKD(+4) | 0% | none | ||||
Dodge | 6G | N/A | none | ||||||||||
Guard Cancel | 6B+S | 70 | Mid | 18 | 3 | +3 | 0% | none | |||||
Ascension | AS | 400 | Mid | 2+16 | -47 | 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/Crusader/Data.