DNFD/Kunoichi

From Dustloop Wiki

Overview

Overview

Kunoichi is highly mobile and versatile character that is capable of adapting to the opponent and fighting at all ranges.

Thanks to her double jump, teleport, and air stalls, Kunoichi is a highly mobile character that can be very difficult to pin down. Using her unique movement to get around the screen is an essential part of her gameplan.

In neutral, she has access to various tools which allows for an adaptive playstyle depending on the match-up. She boasts simple space control via her 6SDNFD Kunoichi 6S.pngGuardAllStartup15Recovery36Advantage-16 and j.SDNFD Kunoichi jS.pngGuardAllStartup15RecoveryUntil landing+15Advantage- projectiles. By utilizing the threat of Ninpo: Log CloneDNFD Kunoichi 4S.pngGuard-Startup6Recovery15Advantage- with Conversion and Toad Oil BombDNFD Kunoichi 214M 1.pngGuardAllStartup31Recovery6Advantage+13 ~ +14, Kunoichi can control the pace of the match in most situations. She also boasts versatile and potent offense to always to keep the opponent guessing through favorable RPS situtations and guard break setups.

Where Kunoichi's most threatening mixups begin are when she can score a hit and use a MP skill to apply her unique debuff, Burning StigmaDNFD Kunoichi Stigma Hit.pngGuardAllStartup150Recovery-Advantage-, which sets off a delayed explosion on the opponent. This mechanic allows Kunoichi to cover gaps in her pressure, as well as allowing for layered setplay 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., which includes: high/low, left/right, and even strike/throw.
Kunoichi
DNFD Kunoichi Portrait.png
Health
930
Guard Gauge
950
MP Regen Rate
12 /second
Prejump
4F
Backdash
Unique Movement Options
Double Jump, Ninpo: Log Clone
Fastest Attack
2A (5F)
Reversals
623M (15F), 4S (6F Invuln)

 Kunoichi is classified as a Traps type. She is highly mobile thanks to her airborne jump and teleportation moves. She can enhance the properties of MP moves by charging them. She can also inflict Burning Stigma to the opponent, which sets off delayed explosions.

Pros
Cons
  • Space Control: Kunoichi's kunai projectiles from 6S/j.S and MP Skills give her incredible control over the screen. 236M and 214M in particular are very large and hard to avoid while also being highly advantageous on block.
  • Mobility: being the only character with a double jump as well as having a teleport, Kunoichi is highly mobile. This also synergizes quite well with her space control.
  • Versatility: All of her MP Skills apply Burning Stigma on the opponent and can be charged for increased effectiveness.
  • Pressure: Kunoichi's plethora of projectiles also lend themselves to being strong pressure tools. She can use their plus frames to easily cover teleports in blockstrings for extended pressure, and use the threat of Burning Stigma detonation to cover any gaps the opponent would be able to normally contest.
  • Spacing Dependent: Due to almost all of her of her normals and special cancels being unsafe on block, Kunoichi's pressure sequences must be ended in MP skills to be truly safe, which even then can be contested depending on Kunoichi's spacing relative to the opponent's reversal options.

Unique Mechanics

DNFD Gold Cube.png Awakening Effect: Ninjutsu DNFD Kunoichi Awakening Icon.pngDNFD White Damage Up Icon.pngDNFD Movement Speed Up Icon.png
Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Increases the speed of binding Nin by 10 frames and decreases the MP consumption of Nin-Bound moves by 5.
Increases Movement Speed.* (doesn't actually apply the effect)
Increases White Damage dealt by blocked attacks.

DNFD Clear Cube.png Awakening Effect: Master of Nin DNFD DoubleDamage Increase Icon.pngDNFD Movement Speed Up Icon.pngDNFD Recovery Up Icon.png
Awakening Effect: activates when entering Awakening mode at 50% HP or less.

Increases damage dealt.
Increases White Damage dealt by blocked attacks.
Movement Speed increased.
White Damage Recovery Speed is increased.

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

A+B

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
150 Throw 5 2 22 - none

Kunoichi’s throw puts the opponent very far away. With it only being a +2 knockkdown, the opponent can potentially abare out, even when cornered, due to the spacing. Throw is typically used in conjunction with Toad Oil BombDNFD Kunoichi 214M 1.pngGuardAllStartup31Recovery6Advantage+13 ~ +14 and Burning StigmaDNFD Kunoichi Stigma Hit.pngGuardAllStartup150Recovery-Advantage-.

After the opponent blocks the initial hit of Toad Oil BombDNFD Kunoichi 214M 1.pngGuardAllStartup31Recovery6Advantage+13 ~ +14, Kunoichi can do a strike/throw mix-up due to the frame advantage she has, the later resulting in the opponent being thrown into the Oil Bomb, which:

  • Deletes their white life
  • Applies Burning StigmaDNFD Kunoichi Stigma Hit.pngGuardAllStartup150Recovery-Advantage-
  • Results in Kunoichi having even greater frame advantage on the throw knockdown (atleast +7)

With Burning StigmaDNFD Kunoichi Stigma Hit.pngGuardAllStartup150Recovery-Advantage-, Kunoichi can also combo after throw by OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."ing the opponent with:

  • Instant Air Special A method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK. 'd j.MDNFD Kunoichi j214M.pngGuardAllStartup15Recovery35Advantage-9 ~ +12
  • 236MDNFD Kunoichi 236M 1.pngGuardAllStartup30Recovery50Advantage+120
  • 623MDNFD Kunoichi 623M 1.pngGuardAllStartup15Recovery59Advantage-16*

An example setup 2A 2A 2B 5S(2) 5M is an auto timed safe jump. If you empty jump throw the opponent, the Burning Stigma will detonate late enough for the previously mentioned MP Skills OTG.

Proration On-Hit Guard Damage MP Gain Level
0% HKD(+2)
No results

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Flame Cut

5S

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
50, 70 All 14, 28 2,(12),2 26 -7 none

Two quick kunai slices. Makes for good combo and blockstring filler as both hits are special cancellable. It's also a relatively safe way to end blockstrings when spaced due to the moderate pushback it has on block, which makes most 7F and faster buttons whiff.

Kunoichi can continue the combo with 4M if relatively close, 4S j.AB j.2S at most ranges even if the combo starts with 2A 2A, or 5M.

Cancel Options: 2S, 6S, 4S

Proration On-Hit Guard Damage MP Gain Level
80%×2 -
No results

Rising Cut

2S

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
80 All 15 4 22 -12 none

A giant dragon punch style attack. Useful as an anti air, as the move is extremely disjointed, can low profile some attacks on startup, relatively safe when blocked due to cancel options, and leads into damaging combos on hit.

Note that Kunoichi recovers midair, meaning that she can do an air normal or her double jump afterwards. It also gatlings into j.2S, which allows Kunoichi to do oppressive meterless pressure against most characters in the corner.

  • Can be jump cancelled on hit.

Cancel Options: j.2S, j.M

Proration On-Hit Guard Damage MP Gain Level
75% -
  • air recovery

Kunai Throw

6S or j.S DNFD Projectile Icon.pngIs a projectile property attack

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
Kunai Throw 30x3 All 15 Until collision 36 -16 none
Kunai Throw (Air) 50x3 All 15 Until collision Until landing+15 - none
6S

Kunoichi throws three kunai in a vertical stack. Makes for a basic space control tool but is very negative if used up close.

  • Has relatively high projectile durability, which allows it to beat options such as  Ranger's 5BDNFD Ranger 5B.pngGuardMidStartup16Recovery28Advantage-12~-4/ 2BDNFD Ranger 2B.pngGuardMidStartup15Recovery32Advantage-18~-10.
  • Can be whiff cancelled into Ninpo: Log Clone.
  • Synergizes very well with Conversion.
  • Top kunai will whiff against most crouching opponents.

Cancel Options: 4S


j.S

Kunoichi throws three kunai at three different angles. Also used as a basic space control tool, but has considerable landing recovery.

  • j.S kunai do slightly more damage than 6S kunai.
  • Does not affect Kunoichi’s air momentum.

Both Kunai Throws are best used for closing out rounds in neutral since they don't lead into combos on hit, and gives the opponent essentially free white life to use for Conversion.

Version Proration On-Hit Guard Damage MP Gain Level
6S 80%×3 -11
j.S 80%×3 -
No results

Ninpo: Log Clone

4S DNFD Reversal Icon.pngTemporarily fully invincible

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
- - 6 10 15 - 6~15 full

Kunoichi’s teleport. With it being invulnerable starting on frame 6, it's really potent to use as a reversal option or in neutral when synergized with Conversion to escape and even counterattack various situations. Teleport makes for a versatile option to use as a combo extender, potential neutral tool, and a pressure/mix-up tool.

  • Travels a set distance, Kunoichi can appear behind the opponent if close enough.
  • Can carry dash momentum.
  • When the opponent is cornered, Kunoichi will appear above the opponent.
  • When the opponent is affected by Burning StigmaDNFD Kunoichi Stigma Hit.pngGuardAllStartup150Recovery-Advantage-, Kunoichi will teleport above and just behind the opponent, while being lower to the ground.
  • Under no circumstances can this move cross-up in the corner.
  • Triggers cross-up protection, but can use Conversion to break it.
  • Can cancel charged MP Skills into teleport on frame 46.
Proration On-Hit Guard Damage MP Gain Level
- -
No results

Flying Squirrel

j.2S DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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
90 All 14 10 7 +6 ~ +15 none

An extremely active and disjointed air poke that also shifts Kunoichi's hurtbox back. Useful for controlling space in neutral, meterless combo filler for regaining MP, and adding damage to optimized combos when using 236MDNFD Kunoichi 236M 1.pngGuardAllStartup30Recovery50Advantage+120. In the corner, j.2S is used as a followup from 2SDNFD Kunoichi 2S.pngGuardAllStartup15Recovery22Advantage-12, which is then followed up by j.ADNFD Kunoichi jA.pngGuardHighStartup5Recovery18(+2 Landing)Advantage- / j.BDNFD Kunoichi jB.pngGuardHighStartup8Recovery21(+3 Landing)Advantage- for meterless blockstring pressure.

  • Can do j.2S twice in one jump and double jump afterwards before touching the ground.
  • Can hit OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
  • Pushes Kunoichi backwards in the air. This does not occur if done extremely close to the ground, giving Kunoichi much higher frame advantage.
Proration On-Hit Guard Damage MP Gain Level
80% -
No results

MP Skills

Burning Stigma

Automatic after MP Skills DNFD Burning Stigma Icon.pngDebuff inflicted by hitting an opponent Kunoichi's MP skills. Explodes after a delay dealing damage and launching the opponent. DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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.
50 All 150 - - - none -

A debuff that is applied to enemies after they are hit with any of Kunoichi's MP Skills. Causes a delayed explosion after a few seconds (150F). This delayed explosion can be used to cover gaps in Kunoichi's strings, allows for Ninpo: Log Clone to track towards the opponent, and also allows for damaging throw combos.

  • The debuff persists even when Kunoichi blocks attacks, and can only be removed by damaging her before it explodes. This makes it rather risky for the opponent to go on the aggressive when marked.
  • The explosion applies 28F of blockstun and a hard knockdown on hit.
Proration On-Hit Guard Damage MP Gain Level
90% -
No results

Fire Art: Fireball

5M (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack

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.
Fire Art: Fireball 116 All 21 29 15 -2 none 40
Nin-Bound Fire Art: Fireball 161 All 52 [42] 24 19 +4 none 35
Normal

An extremely active poke which can:

  • Shred through most projectiles in the game
  • Anti-air
  • Catch forward rolls when spaced in pressure.

In blockstrings, it has atleast a 1F gap when cancelled from normals. With it being only -2, Kunoichi can potentially steal back turns depending on spacing. On grounded hit, it can potentially lead into full combos, which helps establish Kunoichi's RPS gameplan. In the corner, air hit 5S(1)DNFD Kunoichi 5S 1.pngGuardAllStartup14, 28Recovery26Advantage-7 > 5M autotimes a 9 j.BDNFD Kunoichi jB.pngGuardHighStartup8Recovery21(+3 Landing)Advantage- safejump against the entire cast.


Charged
  • Reaches further and is more active
  • Causes soft knockdown on final hit
  • Plus on block

It's not likely Kunoichi will be able to use this in blockstrings due to how slow it is to utilize the frame advantage. When used in combos, it has very high minimum damage soft knockdowns on the final hit, which allows for a fairly damaging combo ender that leads into 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. even from a scaled starter.

Version Proration On-Hit Guard Damage MP Gain Level
5M 90%×6 (~53%) -
5[M] 90%×9 (~39%) -
  • Values in brackets are charge times when in Awakening

Heavenly Fire Blast

2M (Hold OK) or 623M (Hold OK) DNFD Reversal Icon.pngTemporarily fully invincible DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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.
Heavenly Fire Blast 132 All 15 6,(23),20,10 59 -16* 1~?? All 60
Nin-Bound Heavenly Fire Blast 230 All 45 [35] 6,(23),[20,10]x3 25(Air) -16* 1~?? All 55
Normal

Kunoichi’s invincible reversal.

  • Applies Burning StigmaDNFD Kunoichi Stigma Hit.pngGuardAllStartup150Recovery-Advantage- on the initial hit.
  • Kunoichi is +19 on hit and Burning StigmaDNFD Kunoichi Stigma Hit.pngGuardAllStartup150Recovery-Advantage- detonates just only 28F after the opponent becomes actionable, which gives her potent 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. from a reversal.
  • Somewhat safe on block if the opponent blocks both hits. However, 623M has a rollable gap between the first and second hit.

Charged
  • Fires three sequential total projectiles that increase their angle towards the opponent subsequently instead of one.
  • Kunoichi becomes actionable after throwing the last fireball.
  • When used in combos, the initial hit is Kunoichi's most damaging combo starter and 623[M] can be looped up to 3 times depending on the combo routing with minimal MP investment.
  • With the combination of having very high minimum damage and being able to loop 623[M] up to 3 times in combos, it allows for fairly damaging combos even from a scaled starter.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%, 50%×2 (~23%) -
623[M] 90%, 50%×6 (~1%) -
  • reversal


  • reversal
  • Values in brackets are charge times when in Awakening

Flame Tornado

6M (Hold OK) or 236M (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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.
Flame Tornado 150 All 30 95 50 +120 none 90
Nin-Bound Flame Tornado 208 All 60 [50] 115 50 +140 none 85
Normal

Kunoichi summons a highly active flame tornado that travels roughly halfscreen. A slow but rewarding pressure reset, neutral haymaker, and combo tool. If blocked, Kunoichi has plenty of time to jump and perform a high/low mixup or j.[M]DNFD Kunoichi j214M.pngGuardAllStartup15Recovery35Advantage-9 ~ +12 to shred guard bar.It serves as a useful combo tool as both the charged and normal versions hit OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", and the long duration of the move combined with the long untech time afterwards frequently provide enough time for Burning Stigma to detonate, extending combos or enabling 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..


Charged

Has a taller hitbox, does more damage, and travels fullscreen in exchange for longer startup. Useful as a way to force the opponent into action and for extending combos after Burning Stigma detonates.

Version Proration On-Hit Guard Damage MP Gain Level
236M 90%×29 (~5%) -
236[M] 90%×33 (~3%) -
  • Values in brackets are charge times when in Awakening

Toad Oil Bomb

4M (Hold OK) or 214M (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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.
Toad Oil Bomb 80, 80, 80 All 31 18,(56),24/until collision,10 6 +13 ~ +14 none 70
Nin-Bound Toad Oil Bomb 100, 90, 90 All 63 [53] 18,(55),24/until collision,10 6 +17 none 65
Normal

The cornerstone of Kunoichi's offense.

  • Summons a toad in the air above Kunoichi. The toad hits on the way down, then fires a large fireball forwards after landing.
  • Once Kunoichi becomes actionable after placing the toad, it will persist even if Kunoichi is hit.
  • Staggers the opponent on counterhit.

214M is an amazing pressure tool as there’s enough time between the toad and the fireball to threaten strike/throw, which applies Burning StigmaDNFD Kunoichi Stigma Hit.pngGuardAllStartup150Recovery-Advantage- if successful. It can also be used to set up guard break blockstrings.

Despite the potency of the move, it is not without its downsides, as even though most blockstrings into 214M is plus enough on roll to punish, it will lose to specific abare depending on the range and startup of the defenders attack and the specific string into 214M Kunoichi does. However, on top of this, Kunoichi can also threaten to cancel into 5MDNFD Kunoichi 5M 1.pngGuardAllStartup21Recovery15Advantage-2 from those strings instead to target specific abare from the opponent.


Charged
  • Summons the toad at the opponent's current location.
  • Staggers opponent on normal hit.
  • Tracks to opponent's horizontal position.
  • The toad can whiff against jumping opponents as the vertical position it is summoned at is fixed.
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×3 (~73%) -
214[M] 90%×3(~73%) -
  • Values in brackets are charge times when in Awakening

Flying Air Shuriken

j.M (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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.
Flying Air Shuriken Raw 123 All 15 until floor collision,(6),13 35 -9 ~ +12 none 40
Nin-Bound Flying Air Shuriken Raw 185 All 45 [35] until floor collision,(3),10 (1st volley)

until floor collision,(8),18 (2nd & 3rd volley)

31 ±0 ~ +29 none 35
Normal

Kunoichi cancels her air momentum and throws an array of explosive kunai beneath her in a cone area. This move is normally used for combo filler and to OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." opponents from Burning StigmaDNFD Kunoichi Stigma Hit.pngGuardAllStartup150Recovery-Advantage- detonations and people getting clipped in the air by 214[M]DNFD Kunoichi 214M 1.pngGuardAllStartup31Recovery6Advantage+13 ~ +14's initial hitbox.

  • Useful to airstall to bait anti-airs / reversals.
  • Each kunai hits individually and creates an explosion on impact that counts as a separate hit, making this a highly multi-hitting move that is excellent for beating armor.

Charged
  • Kunoichi fires three volleys of kunai instead of only one.
  • Deals massive guard and chip damage when connecting all the hits.
  • Can be very plus on block depending on the air positioning before it's done and how many hits connect on block.
Version Proration On-Hit Guard Damage MP Gain Level
j.M 90%×7 (~48%) -
j.[M] 90%×17 (~17%) -
  • Values in brackets are charge times when in Awakening

Awakening Skill

Sword of Kusanagi

AS

Colors

DNFD Kunoichi Color 1.png
DNFD Kunoichi Color 2.png
DNFD Kunoichi Color 3.png
DNFD Kunoichi Color 4.png
1
2
3
B-Type Color (DFO)
4
D-Type Color (DFO)
DNFD Kunoichi Color 5.png
DNFD Kunoichi Color 6.png
DNFD Kunoichi Color 7.png
DNFD Kunoichi Color 8.png
5
C-Type Color (DFO)
6
7
8

Navigation

 Kunoichi
To edit frame data, edit values in DNFD/Kunoichi/Data.
Mechanics
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Archived Information