DNFD/Spectre/Frame Data

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< DNFD‎ | Spectre
 Spectre

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
Spectre 950 950 15 4 ??F

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
5A 50 All 9 3 18 -4 -2 16 30 65% none
5AA 55 All 11 3 20 -4 -2 18 30 70% none
5B 70 All 13 3 25 -7 -4 20 50 75% none
2A 40 Low 7 2 18 -4 -1 15 20 60% none
2B 60 Low 18 3 22 -6 -23 18 40 75% none
j.A 50 High 8 4 19 + 2 Landing -7~+12 -4~+15 15 30 60% none
j.B 87 High 14, 6 3, 3 18 + 3 Landing -2~+15 +5~+22 16, 18 30, 40 75%x2 none

Skills

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
Shadow Snake Attack 5S 104 All 15, 6, 6 2, 2, 2 42 -28 -18 11, 11, 15 30x2, 40 80%x3 none
Double Shot 2S 104 All 18, 1 1, 3 24 -6 KD (+37) 18, 20 50 80%x2 none
Deep Dusk 6S 100 All 20 5 31 -11 -10 24 80 80% none
Nightfall 4S 144 All 27, 2 4, Until Corner 30 -10~ -5~ 20, 15 50, 30 80%x2 none
Nightfall (Airborne) j.S 144 All 27 + Until Landing, 2 4, Until Corner 30 -10~ -5~ 20, 15 50, 30 80%x2 none
Booze j.XS - - 8 + Travel - Total 15~37 - - - - - none
Rusty Nail j.6S~S 120 All 15 3 Until Landing + 1 ~+10 HKD (~+56) 23 50 80% none
Hangover j.8S~S 120 All 1 + Until Landing 4 25 +2 HKD (+60) 30 100 80% none

MP Skills

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel MP Cost
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel MP Cost
Daredevil 5M - - 1 - 30 - - - - - none - 50
Wildflower 623M 160 - 1 21 39 - HKD (+52) - - 100%x5, 50% 1~21f Parry - 60
Blending Pain 214M 152 All 20, 4 4, 30 32 +28 KD (+63) 22, 18x6 50, 10x6 90%x7 none 80
Shaker Blast 236M 147 All 15 20, 3, 3 15 +1 KD (+67) 15x4, 18x2 15x4, 30x2 90%x6 none 40
Catharsis j.M 153 All 28~40 30 Until Landing + 25 +15 KD (+72) 20, 18x6 40, 15x6 90%x7 none 60

Other

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun Proration Invul Cancel MP Cost
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun Proration Invul Cancel MP Cost
Throw A+B 150 Throw 5 2 22 - HKD (+5) - 0% none -
Dodge 6G - - 0 30 1 - - - - 1~20 Hit, Projectile
21~30 Projectile
- -
Backwards Dodge 4G - - 0 30 8 - - - - 1~20 Hit, Projectile
21~30 Projectile
- -
Testament AS 400 All 2 + 16 10 43 -36 HKD (+2) 16 90% none - -

Cancel Table

Ground Cancels
A B S MS Other
5ADNFD Spectre 5A.pngGuardAllStartup9Recovery18Advantage-4 5AA[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5AADNFD Spectre 5AA.pngGuardAllStartup11Recovery20Advantage-4 - 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5BDNFD Spectre 5B.pngGuardAllStartup13Recovery25Advantage-7 - 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
2ADNFD Spectre 2A.pngGuardLowStartup7Recovery18Advantage-4 - 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
2BDNFD Spectre 2B.pngGuardLowStartup18Recovery22Advantage-6 - - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5SDNFD Spectre 5S.pngGuardAllStartup15, 6, 6Recovery42Advantage-28 - - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Spectre 2S.pngGuardAllStartup18, 1Recovery24Advantage-6 - - 6S, 4S 5M, 623M, 236M, 214M Super, Jump, Conversion[+]
6SDNFD Spectre 6S.pngGuardAllStartup20Recovery31Advantage-11 - - - 5M, 623M, 236M, 214M Super, Jump, Conversion[+]
4SDNFD Spectre 4S 1.pngGuardAllStartup27, 2Recovery30Advantage-10~ - - - 5M, 623M, 236M, 214M Super, Conversion[+]
5MDNFD Spectre 5M.pngGuard-Startup1Recovery30Advantage- - - - - Conversion[+]
5M~5MDNFD Spectre 5M~5M.pngGuardAllStartup25Recovery26Advantage-5 - - - - Super[-], Dash, Conversion[+]
623MDNFD Spectre 623M 2.pngGuard-Startup1Recovery39Advantage- - - - 214M[~][+], 5M~5M[~][+], 236M[~][+]
236MDNFD Spectre 236M 2.pngGuardAllStartup15Recovery15Advantage+1 - - - j.M[~][+] Conversion[+]
214MDNFD Spectre 214M.pngGuardAllStartup20, 4Recovery32Advantage+28 - - - 5M~5M[~][+], 623M[~][+], 236M[~][+] Super[-], Conversion[+]
Air Cancels
A B S MS Other
j.ADNFD Spectre jA.pngGuardHighStartup8Recovery19 + 2 LandingAdvantage-7~+12 - j.B j.S, j.XS j.M Conversion[+]
j.BDNFD Spectre jB 1.pngGuardHighStartup14, 6Recovery18 + 3 LandingAdvantage-2~+15 - - j.S, j.XS j.M Conversion[+]
j.SDNFD Spectre 4S 1.pngGuardAllStartup27 + Until Landing, 2Recovery30Advantage-10~ - - j.6S~S, j.8S~S j.M Conversion[+]
j.MDNFD Spectre jM 1.pngGuardAllStartup28~40RecoveryUntil Landing + 25Advantage+15 - - - 214M[~][+], 623M[~][+] 5M~5M[~][+], 236M[~][+] 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
X[~] = is available only during Daredevil
Super = Awakening Skill

Navigation

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