DNFD/Ghostblade/Frame Data

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Ghostblade


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
Ghostblade 900 1000 12

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 50 All 8 -4 -1 60% none
5AA 60 All -6 -4 70% none
5B 80 All 11 -6 -3 75% none
2A 45 Low 7 -6 -4 60% none
2B 70 Low 11 -8 KD 70% none
j.A 45 High 7 70% none
j.B 70 High 10 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
Ultimate Phantom Slash 5S 40×3, 70 All 15 -20 KD 80%×4 none
Spectral Eradication 2S 120 All 26 -7 +10 80% none
6S 6S 55 All 15 -20 -13 70% 6~14 throw and projectile
6S~S 6S~S 55 All N/A -13 80% none
6S~S~S 6S~S~S 55 All N/A KD 80% none
Soul Strike 4S 100 All 23 -15 HKD 80% none
Cross Slash j.S 70, 50 High then All 30 +4 KD 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
Ghost: Single Strike 5M 70 All 21 -3(point blank) +16 90% none 50
Dyad: Soul Cross 5M~5M 40, 80 All -12 Crumple 90%×2 none 30
Ghost Retracer 623M - 25 8~?? All 40
Ghost: Sky Slash 236M 50, 80 All 22 +7, +45 KD 85%×2 none 50
Ghost: Phantom Wind 214M 60×3 All 40 + KD 90%×3 none 80
Ghost: Targeted Hit j.M 60, 80 All 34 +39, +95 KD 90%×2 none 50


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(+3) 0% none
Dodge 6G N/A none
Guard Cancel 6B+S 70 All 23 0 0% none 100
Phantasmal Slayer AS 400[200] All 2+16 -36 KD 90% none


Cancel Table

Ground Cancels
A B S MS Other
5ADNFD Ghostblade 5A.pngGuard:
All
Startup:
8
Recovery:
-
Advantage:
-4
5AA[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Ghostblade 5AA.pngGuard:
All
Startup:
-
Recovery:
-
Advantage:
-6
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Ghostblade 5B.pngGuard:
All
Startup:
11
Recovery:
-
Advantage:
-6
- 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Ghostblade 2A.pngGuard:
Low
Startup:
7
Recovery:
-
Advantage:
-6
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Ghostblade 2B.pngGuard:
Low
Startup:
11
Recovery:
-
Advantage:
-8
- - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Ghostblade 5S.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-20
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Ghostblade 2S.pngGuard:
All
Startup:
26
Recovery:
-
Advantage:
-7
- - - - Super, Conversion[+]
6SDNFD Ghostblade 6S.pngGuard:
All
Startup:
15
Recovery:
-
Advantage:
-20
- - - - Super, Conversion[+]
4SDNFD Ghostblade 4S.pngGuard:
All
Startup:
23
Recovery:
-
Advantage:
-15
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
5MDNFD Ghostblade 5M.pngGuard:
All
Startup:
21
Recovery:
-
Advantage:
-3(point blank)
- - - - Conversion[+]
623MDNFD Ghostblade 623M.pngGuard:
-
Startup:
25
Recovery:
-
Advantage:
-
- - - - Conversion[+]
236MDNFD Ghostblade 236M.pngGuard:
All
Startup:
22
Recovery:
-
Advantage:
+7, +45
- - - - Conversion[+]
214MDNFD Ghostblade 214M 1.pngGuard:
All
Startup:
40
Recovery:
-
Advantage:
+
- - - - Conversion[+]
Air Cancels
A B S MS Other
j.ADNFD Ghostblade jA.pngGuard:
High
Startup:
7
Recovery:
-
Advantage:
-
- j.B j.S j.M Conversion[+]
j.BDNFD Ghostblade jB.pngGuard:
High
Startup:
10
Recovery:
-
Advantage:
-
- - j.S j.M Conversion[+]
j.SDNFD Ghostblade jS-2.pngGuard:
High then All
Startup:
30
Recovery:
-
Advantage:
+4
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
j.MDNFD Ghostblade jM 1.pngGuard:
All
Startup:
34
Recovery:
-
Advantage:
+39, +95
- - - - 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

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