DNFD/Dragon Knight/Frame Data

From Dustloop Wiki
Jump to navigation Jump to search
Dragon Knight


Glossary

How do I read frame data?

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  
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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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.
  • A positive value means the attacker can move first.
  • A negative value means the defender can move first.

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
Dragon Knight 900 1000 15 4 26

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 35 Mid 6 2 19 -4 -2 30 65% none 7f~22f 7f~17f for 5AA only
5AA 40 Mid 9 + 8 from 5A 2 19 -3 0 30 70% none 10f~25f
5B 50 Mid 8 3 20 -4 -2 50 70% none 9f~26f
2A 30 Low 5 2 19 -8 -2 30 55% none 6f~21f 2A=6f~19f
2B 60 Low 13 3 28 -12 50 70% none 13f~31f
j.A 40 High 6 70% none
j.B 60 High 12 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
Lethal Punto 5S 75 Mid 14 -8 -3 80% none
Charged Lethal Punto 5[S] 120 Mid 36 -2 -3 80% none
Shield Uppercut 2S 65 Mid 13 -12 80% none
Sky Break 6S 75 Mid 22 -1 80% none
Finish! 4S 50, 60 Mid 32 -12 80%×2 none
Knuckle Blaster j.S 45×2 Mid 20 80%×2 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
Summon Astra 5M 60 Mid 23 90% none 50
Dragon Smash 623M 80×2 Mid 10 -44 90%×2 1~?? All 60
Dragon Warrior Princess 236M 120 Mid 20 -8 90% none 40
Biting Dragon 214M 50×2, 100 Mid 16 -24 KD 90%×3 none 50
Dragon Wing j.M Mid none 30
Boost Wing (Forward) j.M~5M Mid none 15
Boost Wing (Back) j.M~4M Mid none 15


Astra Moves

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
Dragon Force A 80x3 Mid 90%×3 none 20
Dragon Breath B 25x9 Mid 90%×9 none 30
Dragon Fang S 40x6 Mid 90%×6 none 40


Other

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Proration Invul Cancel MP Cost
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Proration Invul Cancel MP Cost
Throw A+B 150 Throw 5 2 22 HKD(+2) 0% none
Dodge 6G N/A none
Guard Cancel 6B+S 70 Mid 23 +10 0% none
Dragon Sortie AS 400 [200] Mid 2+16 -32 90% none


Cancel Table

Ground Cancels
A B S M Other
5ADNFD Dragon Knight 5A.pngGuard:
Mid
Startup:
6
Recovery:
19
Advantage:
-4
5AA[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Dragon Knight 5AA.pngGuard:
Mid
Startup:
9 + 8 from 5A
Recovery:
19
Advantage:
-3
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Dragon Knight 5B.pngGuard:
Mid
Startup:
8
Recovery:
20
Advantage:
-4
- 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Dragon Knight 2A.pngGuard:
Low
Startup:
5
Recovery:
19
Advantage:
-8
[3]
2A[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Dragon Knight 2B.pngGuard:
Low
Startup:
13
Recovery:
28
Advantage:
-12
- - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Dragon Knight 5S.pngGuard:
Mid
Startup:
14
Recovery:
-
Advantage:
-8
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Dragon Knight 2S.pngGuard:
Mid
Startup:
13
Recovery:
-
Advantage:
-12
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Dragon Knight 6S.pngGuard:
Mid
Startup:
22
Recovery:
-
Advantage:
-1
- - - j.M Conversion[+]
4SDNFD Dragon Knight 4S.pngGuard:
Mid
Startup:
32
Recovery:
-
Advantage:
-12
- - - 5M, 623M, 236M, 214M, j.M Super, Conversion[+]
5MDNFD Dragon Knight 5M 1.pngGuard:
Mid
Startup:
23
Recovery:
-
Advantage:
-
- - - - Conversion[+]
623MDNFD Dragon Knight 623M 1.pngGuard:
Mid
Startup:
10
Recovery:
-
Advantage:
-44
- - - - -
236MDNFD Dragon Knight 236M.pngGuard:
Mid
Startup:
20
Recovery:
-
Advantage:
-8
- - - - Super[-], Conversion[+]
214MDNFD Dragon Knight 214M.pngGuard:
Mid
Startup:
16
Recovery:
-
Advantage:
-24
- - - - Super[-], Conversion[+]
Air Cancels
A B S M Other
j.ADNFD Dragon Knight jA.pngGuard:
High
Startup:
6
Recovery:
-
Advantage:
-
- j.B j.S j.M Conversion[+]
j.BDNFD Dragon Knight jB.pngGuard:
High
Startup:
12
Recovery:
-
Advantage:
-
- - j.S j.M Conversion[+]
j.SDNFD Dragon Knight jS 1.pngGuard:
Mid
Startup:
20
Recovery:
-
Advantage:
-
- - - j.M Conversion[+]
j.MDNFD Dragon Knight jM.pngGuard:
Mid
Startup:
-
Recovery:
-
Advantage:
-
j.A[+] j.B[+] j.S[+] j.M~5M[+], j.M~4M[+] Conversion[+]
j.M~5MDNFD Dragon Knight jM5M.pngGuard:
Mid
Startup:
-
Recovery:
-
Advantage:
-
j.A[+] j.B[+] j.S[+] - Conversion[+]
j.M~4MDNFD Dragon Knight jM4M.pngGuard:
Mid
Startup:
-
Recovery:
-
Advantage:
-
j.A[+] j.B[+] j.S[+] - Conversion[+]
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

Navigation

Dragon Knight
Ambox notice.png To edit frame data, edit values in DNFD/Dragon Knight/Data.