DNFD/Launcher

From Dustloop Wiki

Overview

Overview

Launcher is an oppressive zoner with many linear, slow-traveling projectiles.

While launcher sports mediocre combo damage, she dominates neutral with her arsenal of projectile options and has great corner carry on most hits. Once she gets them there, she excels at keeping opponents locked down in the corner. Despite her raw damage being low, she can stack on white health damage on block with her many projectiles that she can potentially strip away with one well timed MP Skill. While Roll is strong for getting in against her majority projectile-based neutral, it can be difficult to punish her as her recoveries are often shorter than the duration of a roll depending on the spacing involved.

Not without options of course, Launcher can call out roll attempts with frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s at specific ranges, especially once she has pushed the opponent close enough to the corner. By spacing herself out just beyond halfscreen with the opponent's back to the wall, she can intercept an opponent trying to contest the inherent gaps in her chains but still be close enough to confirm into her combos.

On defense, Launcher struggles against the majority of the cast due to a grounded, linear arsenal and her stumpy 2M reversal. Launcher has some difficulty contesting jump-ins as her anti airs have poor angles of attack. Thankfully, Launcher's air-to-air game is formidable, both j.A and j.S are above average at intercepting airborne opponents.
Launcher
DNFD Launcher Portrait.png
Health
950
Guard Gauge
950
MP Regen Rate
12 /second
Prejump
4F
Backdash
26 (1-16 airborne)
Fastest Attack
2A (7F)
Reversals
BBQ 623M (18F)

 Launcher is classified as a Ranged type. She has a variety of ranged and multi-hit attacks. She can pressure opponents by using moves with delayed hits.

Pros
Cons
  • Corner Carry: Her most universal tool, ExtruderDNFD Launcher 236M.pngGuardAllStartup30Recovery39Advantage+28 pushes the opponent back an extreme distance on hit or block with Launcher able to give chase.
  • Chip Damage: During Clear Cube Awakening, Launcher's MP Skills can build up White Life quickly. With access to Guard Break sequences in the corner, she can convert her chip damage into a touch of death A single combo that will defeat the opponent even from full health. combo.
  • Safe Air-to-Ground: j.S is one of Launcher's most effective space control tools when there is some room to breathe, and stuns for long enough onhit that Launcher can land from a moderate height and combo with 2A.
  • Fullscreen Control: Launcher's freedom to whiff cancel 2B into Skills and cancel 5B into MP Skills gives Launcher the means to push out and keep opponents on their toes, daring them to move. With varied timing, layered whiff-canceled attacks and a defensive setup of grenades, Launcher can often snag an opponent with a delayed explosion and confirm into a formidable combo.
  • High Cost, Low Opportunity: Despite chip damage being her touted gimmick, Launcher needs to spend exorbitant amounts of MP to build up notable white life, and can rarely open up opponents to capitalize on it.
  • Blind Spots: Launcher has few answers to airborne enemies. She lacks moves capable of targeting the space directly below her when airborne, and all air moves stall or slow her fall, making it easier for characters to dash under her or forward jump with little fear.

Unique Mechanics

DNFD Gold Cube.png Awakening Effect: DNFD Launcher Awakening Icon2.png Alpha Support

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

MP skills can be cancelled by using other MP skills.

DNFD Clear Cube.png Awakening Effect: Overheat DNFD DoubleDamage Increase Icon.pngDNFD Guard Damage Up Icon.png

Awakening Effect: activates when entering Awakening mode at 50% HP or less.

Increases Damage.
Doubles the amount of chip damage dealt when attacks are blocked.
Increases the Guard Damage dealt when attacks are blocked.

Normal Moves

5A

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
30 All 10 3 18 -3 none

Launcher aims at the ground with an awkward low-height hitbox which can be easily jumped. This is the cornerstone of Launcher pressure as it has the most cancel options out of any of her normals. It has good frame advantage, allowing her to stagger multiple shots to get optimal spacing and steal turns with proper conditioning, and then lead into 5AA to space the opponent out to begin her explosive setups.

Proration On-Hit Guard Damage MP Gain Level
70% -2 20
No results

5AA

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
30, 40 All 12 7(2)9 28 -10 none

5A‘S twosome followup with great space coverage. Being able to chain from 5A on whiff makes it dangerous to challenge. With two very active shots spaced apart, it provides enough time to hit confirm or extend pressure on block. When at very close distance, 2B and 5S can chain off of 5AA for a true blockstring, but have a gap from beyond grab range. The only true blockstrings after 5AA at any range are 5B and 4S; anything else has unsafe gaps. Launcher needs to anticipate any opponents dodging or challenging whatever comes after 5AA, gain ideal spacing, drop a grenade and delay her shots accordingly.

  • Chains from 5A on hit, block, and whiff.
  • Hitbox of the final shot hits at nearly the same height as 6S, it can potentially anti-air a distant opponent, but is not much better than 5A up close.
Proration On-Hit Guard Damage MP Gain Level
70%, 75% -2 20,20
No results

5B

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
10x5, 20 ~ 10x13, 20 All 17 9~27 39 -23 none

Launcher's flamethrower reaches a little further than half the screen's length. Useful to check opponents trying to run in, as well as catch them if they try acting immediately after blocking Steyr or Extruder from fullscreen. A true blockstring from 5AA. Despite the long active frames, the total duration of the flames is a scant few frames shorter than the 30F projectile invulnerability of Dodge, an opponent can Dodge right into the flames and punish Launcher if her attack fell short.

  • Can be held to extend active frames.
  • Considered a Projectile.
  • Has a massive disjoint, leaves a deadzone directly in front of Launcher.
  • Chains into all S moves on hit or block. None offer a true blockstring, but Flamethrower combos into Charge Laser at any distance.
Proration On-Hit Guard Damage MP Gain Level
90%x5, 70% ~ 90%x13, 70% 15~42
No results

2A

2B

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 All 15 10 40 -15~+10 none

Unorthodox 2B, Launcher throws out a grenade that explodes on contact with the opponent or after a certain amount of time. This move is Launcher’s lifeline. Her opponent must respect it at all times as soon as it is out. With the ability to whiff cancel it immediately after the projectile becomes active, Launcher can almost always safely set up a defensive line in front of her before she leads into firing off one of her Skills.

After a 4S knockdown in the corner, Launcher's default position will cause the grenade to land just outside the stage, serving as a delayed threat. However, if Launcher microwalks backwards before deploying the grenade, it will instead detonate on the opponent's wakeup, assuming they do not Dodge on wakeup to avoid it.

  • Persists if Launcher is hit.
  • Explodes after 90 frames or on contact with the opponent.
  • A combined explosive force of 2B and 2S can launch and/or juggle the opponent at point blank, opening up many high damage combo opportunities.
Proration On-Hit Guard Damage MP Gain Level
75% 50
No results

j.A

j.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
20xN All 18 Until landing+10 -22~+1 none

Very slow and very active air button that can cut off half a block of guard meter. With ideal spacing so that she hits on the way down, Launcher can somewhat reliably maintain advantage on block and combo if she follows up on the ground with 2A.

  • Frame Advantage varies due to projectiles hitting at an inconsistent rate between two to five frames apart.
  • Massive disjoint at the end of M-137's barrel, leaving a huge deadzone between Launcher and her projectiles, and even with the projectiles and the ground.
  • No benefit from a counter hit if it happens too early.
  • Applies a faint backwards inertia on Launcher, slowing her forward jump, slightly pushing her back on a neutral jump, and making her cover more ground on a backwards jump.
Proration On-Hit Guard Damage MP Gain Level
75%xN -2~+12 105 max
No results

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

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
70 All 23 14 44 none

Using the same hitboxes as 4SDNFD Launcher 4S Hitbox.pngGuardLowStartup18Recovery25Advantage-17's slide, Launcher's Guard Cancel has good horizontal range, but suffers from the same lack of vertical range.

  • A successful Guard Cancel places the opponent at the tip of Launcher's 5ADNFD Launcher 5A Hitbox.pngGuardAllStartup10Recovery18Advantage-3, allowing for an immediate poke.
  • Leaves Launcher point blank with the opponent on block compared to many other Guard Cancels, which push the opponent away.
Proration On-Hit Guard Damage MP Gain Level
0% +6
No results

Skills

Steyr AMR

5S DNFD Projectile Icon.pngIs a projectile property attack

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
30, 80 All 22 34 -4 none

Launcher’s most straight-forward projectile and a core part of her combos. Confirm into this when comboing into her MS Skills. Fires forwards in a straight line and explodes on contact. At longer distances, 5S won’t combo from 5AA but will be plus on block.

  • Knocks down on hit.
  • Whiffs at point blank range against crouching Striker, Inquisitor, Swift Master, Enchantress, Kunoichi and Dragon Knight
  • Steyr has a dodgeable gap after a blocked 5AA even at point blank.
Proration On-Hit Guard Damage MP Gain Level
80%x2 50
No results

FM-31 Grenade Launcher

2S DNFD Projectile Icon.pngIs a projectile property attack

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
30, 80 All 16 31 -6 none

Not a great reactive anti-air, but a strong pre-emptive one. Very useful for stopping jumps after opponents block 5AA and attempt to jump over Launcher's 2B grenade. A potent duo with Launcher's 2B grenade, both grenades can fortify Launcher's defensive wall, especially against jumpy opponents.

  • The projectile travels upwards at a 45 degree angle and only explodes on contact with the opponent.
  • Whiffs against crouching Berzerker, Striker, Grappler, Inquisitor, Swift Master , Enchantress, Kunoichi and Dragon Knight
  • A combination of 2B & 2S, depending on which hits first, can launch the opponent extremely high or successively juggle them. Both offer many followups.
  • Can be jump cancelled, opening up combo options that let Launcher deploy Quantum Bomb and keep the opponent airborne long enough for it to come down on them.
Proration On-Hit Guard Damage MP Gain Level
80%x2 50
No results

Cannon Ball

6S DNFD Projectile Icon.pngIs a projectile property attack

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
30, 60 All 20 25 -5 none

Counterpart to 5S. 6S travels faster and has a higher hitbox. Minor utility in sniping a distant jumping opponent, but is too slow to do so on reaction and will whiff under the apex of a jump. Besides tacking on a slight bit more damage at the end of some combos outside of the corner, Cannon Ball is one of Launcher's least valuable moves.

  • Whiffs against most crouching opponents, except for Hitman, Crusader, Lost Warrior, and sometimes Vanguard (see table below).
Avoid chart
CharacterCrouchRunNote
 BerserkerSkid animation
 VanguardMust time crouch
 Striker
 Grappler
 Ranger
 Launcher
 Inquisitor
 Crusader
 Swift Master
 Enchantress
 Kunoichi
 GhostbladeMust hold 1 to crouch under
 Hitman2A and 2B can both go under.
 Troubleshooter
 Dragon Knight
 Lost Warrior
Proration On-Hit Guard Damage MP Gain Level
80%x2 50
No results

Spriggan

4S DNFD Low Icon.pngLow attack. Must be guarded crouching DNFD Knockdown Icon.pngInflicts hard knockdown on hit

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
30, 10x6, 40 Low 18 8 25 -17 none

Launcher performs a slide into a cinematic hitgrab. This is Launcher’s primary combo ender, and chains from 5AA, but can whiff from 5AA's max range. Combos into AS and 623M in exchange for oki and 236M for extensions. Alternatively, j.S can OTG to add a bit more damage without spending resources, also leaving Launcher with better frame advantage and position.

After 4S, Launcher has two setplay options. She can drop 2B for a meaty or delayed explosion, or use j.M > j.S (whiff) > 5A > 5AA > [5B] to lock the opponent down while Quantum Bomb descends upon them. Grenade is a safer free option, but Quantum Bomb can capitalize better on an opponent known to press buttons on wakeup.

  • Gives a hard knockdown on hit.
  • Always punishable on block.
  • One of Launcher's two lows
  • The landing recovery can be cancelled into any M move.
Proration On-Hit Guard Damage MP Gain Level
80%, 1%x6, 50% 50
No results

Laser Rifle

j.S 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
25x9 All 15 44 Until Landing+5 none

One of Launcher's best tools to control space, both offensively and defensively. Its combo potential is surprisingly strong against grounded opponents, j.S has enough hitstun to land from a moderate height and combo with 2A.

  • Freezes Launcher’s air momentum on Frame 14.
  • Launcher starts to fall on Frame 42.
  • Leaves standing on hit, but has a ton of hitstun.
  • Can be used to OTG the opponent for a moderate amount of damage as a free alternative instead of an MP Skill.
Proration On-Hit Guard Damage MP Gain Level
80%x9 90
No results

MP Skills

Charge Laser Rifle

5M DNFD Projectile Icon.pngIs a projectile property attack

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.
15×20 All 20 20 31 -9 none 30

Fullscreen beam. More of a matchup-specific tool as it can stuff some opponents' fullscreen activity and snipe jumpers with good timing, but is generally too slow to use on reaction to other projectiles. It can tack on extra damage after Cannon Ball in combos away from the corner, but the damage is often not worth the MP nor opportunity cost.

  • Leaves standing on ground hit.
  • Applies a soft knockdown on air hit.
  • Laser applies 60 White Life damage on block.
Proration On-Hit Guard Damage MP Gain Level
90% -3 1
No results

BBQ

2M or 623M DNFD Reversal Icon.pngTemporarily fully invincible 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.
40, 5×15, 50 All 18 3 45 -32 1~?? All 60

An extremely short range hitgrab style invincible reversal.

  • Functions as an OTG after 4S, but costs MP and gives up Oki. If erasing white life is not a factor, Launcher can instead substitute j.S as an OTG finisher for free.
  • Early frames do not cover the space directly above or behind Launcher, making her helpless against most jump-in crossups.
  • Despite her height, the narrow hitbox is very easily baited, jumped over and out-ranged by many characters with air mobility tools.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%, 100%, 50% 30
  • reversal

X-1 Extruder

6M or 236M 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 MP CostThe total Mana cost for using this move.
30×6, 100 All 30 39 +28 none 70

Launcher’s main mana combo extender in the corner. Also her best anti-air, keep away tool and pressure tool. The fireball is massive and multi hitting, making it very hard to do anything but block it. Extends combos from 5S and 4S for good damage and massive corner carry.

  • Pushes opponents fullscreen on hit and on block.
  • Applies a soft knockdown on hit.
  • Functions as an OTG.
  • Deals up to 66 White Life damage if the opponent blocks the total seven hits.
Version Proration On-Hit Guard Damage MP Gain Level
236M 90% 140
No results

FM-92 mk2 Lancer

4M or 214M 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 MP CostThe total Mana cost for using this move.
80, 20×8, 30×8 All 30 16 +13 none 40

This move is Lancher's main combo extender outside of the corner. The slow startup and very inconsitent reward make this move a bad anti-air.

  • Whiffs against all crouching characters, except Crusader, Ghostblade, Hitman, and Lost Warrior
  • The first projectile explodes after 25 frames or on contact with the opponent.
  • The least practical chip damage tool, a point blank shot will apply a total of 72 White Life on block.
  • The eight airburst bomblets can deal an unlikely maximum of 40 (80) white life damage on block if seven hit the opponent and one explodes on the ground.
Version Proration On-Hit Guard Damage MP Gain Level
214M 90% 160 max
No results

Quantum Bomb

j.M 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.
200 All 124 7 Total 26(+5 Landing) none 90

Launcher places a target on the ground at the opponent's location. after a delay, a missile will descend towards the target and explode on impact. Launcher recovers before she begins to fall again, allowing her to press other buttons on the way down including another j.M.

  • 400 Guard Gauge damage and 80 White Life damage on block.
  • Chains from j.A if it connects, allowing Launcher to interrupt the knockback.
  • Projectile remains active even if Launcher is hit, and multiple Bombs can be active at once.
  • Trades in Launcher's favor if the opponent chooses to Guard Cancel
  • Launcher is stuck in the air animation for 51 frames.
  • The move can be cancelled immediately, and the projectile will still appear.
Proration On-Hit Guard Damage MP Gain Level
90% 4
No results

Awakening Moves

Ancient Trigger

AS DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Colors

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

Navigation

To edit frame data, edit values in DNFD/Launcher/Data.
Mechanics
Application & Advanced Information
Archived Information