DNFD/Inquisitor/Frame Data

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Inquisitor


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
Inquisitor 850 1000 12 5

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 Mid 10 - - 0 0 30 65% none
5AA 60 Mid 15 - - +1 +3 40 70% none
5B 70 Mid 16 - - -5 +3 50 75% none
2A 60 Low 9 - - -4 -3 30 60% none
2B 70 Low 18 - - -9 KD (+20) 55 70% none
j.A 70 High 9 - - N/A - 40 70% none
j.B 80 High 15 - - N/A - 70 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
Punishing Cross 5S 50,56 Mid 16 -9 KD (+34) 40, 60 80% none
Rising Cut 2S 90 Mid 20 - - -14 KD (+34) 80 80% none
Cut-in Dash 6S - - - - Total 25 - - - none
Cut-in Bash 6SS 80 Mid 12 - - -16 KD (+25) 70 70% none
Flege's Essence 4S 30 Mid 34 - - -7 -2 20 70% none
Punishment j.S 100 High 18 - - - - 90 80% none
Raid j.2S 70,50 Mid 21 - - -11 KD (+36) 60, 20 80%x2 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
Flege's Firebomb 5M 10×5 Mid 40 - - +37 +42 [HKD (+95)] 3×5 90%×5 none 40
Noble Rage 623M Raw 155 Mid 10 - - -26 HKD (+19) [HKD (+79)] 80 90%×6 (~53%) 0~12 All 80
Summary Justice 236M 70, 50, 90 Mid 18 - - -6 KD (+44) [KD (+47)] 50, 30, 50 90%×3 none 50
Burning Wheel 214M 28×23, 50 Mid 35 - - +166 KD (+214) [KD (+219)] 4×23, 20 90%×24 none 90
God's Wrath j.M 30×2, 40, 80 Mid 12 - - -3 HKD (+73) [HKD (+95)] 30×2, 40, 50 90%×3, 80% none 70


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(+5) 0% none N/A
Dodge 6G N/A Total 33 ?
Guard Cancel 6B+S 70 Mid 23 - - -31 KD (+15) 0% none
Incinerate Incinerate 5x10 N/A - - - - - - none N/A
Blazing Hell AS 400 Mid 2+16 - - -33 HKD (+2) 100% none -


Cancel Table

Ground Cancels
A B S M Other
5ADNFD Inquisitor 5A.pngGuard:
Mid
Startup:
10
Recovery:
-
Advantage:
0
5AA[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Inquisitor 5AA.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
+1
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Inquisitor 5B.pngGuard:
Mid
Startup:
16
Recovery:
-
Advantage:
-5
- 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Inquisitor 2A.pngGuard:
Low
Startup:
9
Recovery:
-
Advantage:
-4
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Inquisitor 2B.pngGuard:
Low
Startup:
18
Recovery:
-
Advantage:
-9
- - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Inquisitor 5S 1.pngGuard:
Mid
Startup:
16
Recovery:
-
Advantage:
-9
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Inquisitor 2S.pngGuard:
Mid
Startup:
20
Recovery:
-
Advantage:
-14
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Inquisitor 6S.pngGuard:
-
Startup:
-
Recovery:
Total 25
Advantage:
-
- - 6SS[-] - Conversion[+]
6SSDNFD Inquisitor 6SS.pngGuard:
Mid
Startup:
12
Recovery:
-
Advantage:
-16
- - - - Super, Jump[-], Conversion[+]
4SDNFD Inquisitor 4S.pngGuard:
Mid
Startup:
34
Recovery:
-
Advantage:
-7
- - - - Conversion[+]
5MDNFD Inquisitor 5M.pngGuard:
Mid
Startup:
40
Recovery:
-
Advantage:
+37
- - - - Conversion[+]
623MDNFD Inquisitor 623M.pngGuard:
Mid
Startup:
10
Recovery:
-
Advantage:
-26
- - - - -
236MDNFD Inquisitor 236M.pngGuard:
Mid
Startup:
18
Recovery:
-
Advantage:
-6
- - - - Super[-], Conversion[+]
214MDNFD Inquisitor 214M.pngGuard:
Mid
Startup:
35
Recovery:
-
Advantage:
+166
- - - - Conversion[+], Conversion[+]
Air Cancels
A B S M Other
j.ADNFD Inquisitor jA.pngGuard:
High
Startup:
9
Recovery:
-
Advantage:
N/A
- j.B j.S, j.2S j.M Conversion[+]
j.BDNFD Inquisitor jB.pngGuard:
High
Startup:
15
Recovery:
-
Advantage:
N/A
- - j.S, j.2S j.M Conversion[+]
j.SDNFD Inquisitor jS.pngGuard:
High
Startup:
18
Recovery:
-
Advantage:
-
- - - j.M Conversion[+]
j.2SDNFD Inquisitor j2S.pngGuard:
Mid
Startup:
21
Recovery:
-
Advantage:
-11
- - 4S 5M, 623M, 236M, 214M, j.M Super, Conversion[+]
j.MDNFD Inquisitor jM.pngGuard:
Mid
Startup:
12
Recovery:
-
Advantage:
-3
- - - - Super[-], 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

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