DNFD/Lost Warrior/Frame Data

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Lost Warrior


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
Lost Warrior 1000 1100 15 4 26F

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 10 3 18 -4 +2 25 65% none
5AA 60 All 13 3 18 0 +5 30 70% none
5B 70 All 12 3 24 -2 +4 50 75% none
2A 50 Low 11 2 18 -3 +4 20 60% none
2B 70 Low 15 12 17 -6 45 75% none
j.A 60 High 14 3 30 25 70% none
j.B 75 High 18 4 30 50 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
Mysterious Slash 5S 90 All 22 4 30 -8 +2 70 80% none
Resolute Cut 2S 90 All 20 5 26 -3 80 80% none
Phase Shift 6S 10, 120 All 20 3 42 -18 20 100%, 80% none
Vanish 4S All 26 none
Mysterious Sphere j.S 50,50 All 24 - Total 38 30 each 80%×2 (64%) 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
Time Stop Automatic none
Vanish Cutter 5M 130 All 15 4 39 -22 130 90% none 50
Absolute Guard 623M 160 total All 3 19 41 50% 3-?? Mid/High Strike 50
Vanish Strike 214M 80,60 All 28 5,2 29 -4 50,80 90%×2 (81%) none 70
Mysterious Pierce 236M 60,60,60 All 30 4(4)4(4)4 16 +9 50 each (150 total) 90%×3 (~73%) none 60
Dominate j.M 200 total All 15 2 9 100 70% 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 33 HKD(+6) 0% none -
Dodge 6G N/A none -
Guard Cancel 6B+S 70 All 23 3 45 -34 +5 0% none 100
Ancient Trigger AS 400 All 2+16 16 37 -36 90% none -


Cancel Table

Ground Cancels
A B S M Other
5ADNFD Lost Warrior 5A.pngGuard:
All
Startup:
10
Recovery:
18
Advantage:
-4
5AA[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Lost Warrior 5AA.pngGuard:
All
Startup:
13
Recovery:
18
Advantage:
0
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Lost Warrior 5B.pngGuard:
All
Startup:
12
Recovery:
24
Advantage:
-2
- 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Lost Warrior 2A.pngGuard:
Low
Startup:
11
Recovery:
18
Advantage:
-3
- 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Lost Warrior 2B.pngGuard:
Low
Startup:
15
Recovery:
17
Advantage:
-6
- - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Lost Warrior 5S.pngGuard:
All
Startup:
22
Recovery:
30
Advantage:
-8
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Lost Warrior 2S.pngGuard:
All
Startup:
20
Recovery:
26
Advantage:
-3
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Lost Warrior 6S.pngGuard:
All
Startup:
20
Recovery:
42
Advantage:
-18
- - - - -
4SDNFD Lost Warrior 4S.pngGuard:
All
Startup:
26
Recovery:
-
Advantage:
-
- - - - Conversion[+]
5MDNFD Lost Warrior 5M.pngGuard:
All
Startup:
15
Recovery:
39
Advantage:
-22
- - - - Super[-], Conversion[+]
623MDNFD Lost Warrior 623M.pngGuard:
All
Startup:
3
Recovery:
41
Advantage:
-
- - - - -
236MDNFD Lost Warrior 236M.pngGuard:
All
Startup:
30
Recovery:
16
Advantage:
+9
- - - - Conversion[+]
214MDNFD Lost Warrior 214M 2.pngGuard:
All
Startup:
28
Recovery:
29
Advantage:
-4
- - - - Super[-]
Air Cancels
A B S MS Other
j.ADNFD Lost Warrior jA.pngGuard:
High
Startup:
14
Recovery:
30
Advantage:
-
- j.B j.S j.M Conversion[+]
j.BDNFD Lost Warrior jB.pngGuard:
High
Startup:
18
Recovery:
30
Advantage:
-
- - j.S j.M Conversion[+]
j.SDNFD Lost Warrior jS.pngGuard:
All
Startup:
24
Recovery:
Total 38
Advantage:
-
- - - j.M Conversion[+]
j.MDNFD Lost Warrior jM.pngGuard:
All
Startup:
15
Recovery:
9
Advantage:
-
- - - - -
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

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