DNFD/Swift Master/Frame Data

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Swift Master


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
Swift Master 850 1000 11 4

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 35 Mid 7 5 15 -5 -3 20 60% none
5AA 45 Mid 7 5 17 -3 -1 20 70% none
5B 55 Mid 9 5 25 -11 -9 40 75% none
2A 30 Mid 6 5 18 -6 -4 20 60% none
2B 50 Low 10 5 28 -14 KD 40 70% none
j.A 40 High 7 70% none
j.B 55 High 9 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
Wind Blaster 5S 80 Mid 16 4 26 -11 45 80% none
Wind Upper 2S 70 Mid 15 -2 KD 80% none
Sweeping Wind 6S 50, 40×2 Mid 14 -19 -7 80%×3 none
Headwind 4S Mid 28 Total N/A N/A none
Aerial Wind Blaster j.S 95 Mid 16 80% none
Storm Strike ]S[ 120 Mid 25 3 20 +3 KD 100 80% 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
Relentless Biting Wind 5M 130 Mid 31 +4 KD 90% none 50
Eye of the Storm 623M 120 Mid 18 -29 KD 50% 1~?? All 70
Wind Orb 236M 30 N/A N/A none 50
Storm Quaker 236M 20×18, 70 Mid 10 +73 90%×19 none 50
Wind Twist 214M 30×4 Mid 14 +22 +27 90%×4 none 70
Vortex Hurricane 214M 30×N, 50 Mid 15 +13 90%×4 none 50
Sonic Move j.XG 60 Mid 8 +8~ +20~ 80% none


Other

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
Throw A+B 150 Throw 5 2 22 HKD(+2) 0% none
Guard Cancel 6B+S 70 Mid 23 +4 0% none 100
Stormy Eliminator AS 400 Mid 2+16 -37 90% none


Cancel Table

Ground Cancels
A B S MS Other
5ADNFD Swift Master 5A.pngGuard:
Mid
Startup:
7
Recovery:
15
Advantage:
-5
5AA[+] 5B, 2B 5S, 2S, 6S, 4S, ]S[ 5M, 623M, 236M, 214M Super, Conversion[+]
5AADNFD Swift Master 5AA.pngGuard:
Mid
Startup:
7
Recovery:
17
Advantage:
-3
- 5B, 2B 5S, 2S, 6S, 4S, ]S[ 5M, 623M, 236M, 214M Super, Conversion[+]
5BDNFD Swift Master 5B.pngGuard:
Mid
Startup:
9
Recovery:
25
Advantage:
-11
- - 5S, 2S, 6S, 4S, ]S[ 5M, 623M, 236M, 214M Super, Conversion[+]
2ADNFD Swift Master 2A.pngGuard:
Mid
Startup:
6
Recovery:
18
Advantage:
-6
- 5B, 2B 5S, 2S, 6S, 4S, ]S[ 5M, 623M, 236M, 214M Super, Conversion[+]
2BDNFD Swift Master 2B.pngGuard:
Low
Startup:
10
Recovery:
28
Advantage:
-14
- - 5S, 2S, 6S, 4S, ]S[ 5M, 623M, 236M, 214M Super, Conversion[+]
5SDNFD Swift Master 5S.pngGuard:
Mid
Startup:
16
Recovery:
26
Advantage:
-11
- - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Swift Master 2S.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
-2
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Swift Master 6S-1.pngGuard:
Mid
Startup:
14
Recovery:
-
Advantage:
-19
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
4SDNFD Swift Master 4S.pngGuard:
Mid
Startup:
28 Total
Recovery:
-
Advantage:
N/A
- - - - Conversion[+]
]S[DNFD Swift Master )S(.pngGuard:
Mid
Startup:
25
Recovery:
20
Advantage:
+3
- - - 5M, 623M, 236M, 214M Super, Conversion[+]
5MDNFD Swift Master 5M.pngGuard:
Mid
Startup:
31
Recovery:
-
Advantage:
+4
- - - - Super, Conversion[+]
623MDNFD Swift Master 623M.pngGuard:
Mid
Startup:
18
Recovery:
-
Advantage:
-29
- - - - -
236MDNFD Swift Master 236M 236M.pngGuard:
Mid
Startup:
10
Recovery:
-
Advantage:
+73
- - - - Conversion[+]
214MDNFD Swift Master 214M 214M.pngGuard:
Mid
Startup:
15
Recovery:
-
Advantage:
+13
- - - - Conversion[+]
Air Cancels
A B S MS Other
j.ADNFD Swift Master jA.pngGuard:
High
Startup:
7
Recovery:
-
Advantage:
-
- j.B j.S j.M, j.2M Conversion[+]
j.BDNFD Swift Master jB.pngGuard:
High
Startup:
9
Recovery:
-
Advantage:
-
- - j.S j.M, j.2M Conversion[+]
j.SDNFD Swift Master jS.pngGuard:
Mid
Startup:
16
Recovery:
-
Advantage:
-
- - - j.M, j.2M Conversion[+]
j.MNo results - - - - Conversion[+]
j.2MNo results - - - - -
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

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