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 900 950 11 4

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 35 Mid 7 5 15 -5 -3 14 20 60% none
5AA 45 Mid 7 5 19 -7 -3 16 20 70% none
5B 55 Mid 9 5 29 -17 -13 16 40 75% none
2A 30 Mid 6 5 20 -9 -6 15 20 60% none
2B 50 Low 10 5 31 -17 KD (+13) 18 40 70% none
j.A 40 High 7 5 15 + 2 Landing -5~+12 -4~+13 14 20 60% none
j.B 55 High 9 5 20 + 3 Landing -6~+15 -4~+17 18 40 75% 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
Wind Blaster 5S 80 Mid 16 4 31 -16 -1 18 45 80% none
Wind Upper 2S 70 Mid 15 4 20 + 5 Landing -5 KD (+64) 18 60 80% none
Sweeping Wind 6S 107 All 14 5 52 -14 -7 18, 13x2 30x3 80%x3 none
Headwind 4S - - 10 18 0 - - - - - none -
Aerial Wind Blaster j.S 80 All 16 4 36 + 7 Landing -21 -4 18 45 80% none
Storm Strike ]S[ 120 All 25 3 33 -5 HKD (+68) 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
Relentless Biting Wind 5M 130 All 31 ~120 29 +4 KD (+49) 28 80 90% none 50
Eye of the Storm 623M 120 All 18 3 47 -29 KD (+60) 20 60 50% 1~20 All 70
Wind Orb 236M - - 16 (6M)
9 + 5 Landing (j.6M)
~200 20 - - - - - none 30
Storm Quaker 236M 172 All 10 1x19 28 (6M~6M)
16 + 5 Landing (~j.6M)
+77 +121 24 (Last hit) 2x18, 20 90%x19 none 50
Wind Twist 214M 102 All 19 (4M)
19 + 5 Landing (j.4M)
150 10 +10 +17 20x4 30x4 90%x4 none 70
Vortex Hurricane 214M ~223 All 15 40, 10 5 +13 KD (+73) 20x(3xN), 18 15x(3xN) + 30 90%x(3xN+1) none 50
SonicMoveFront j.XG 60 All 8 8 3 + 5 Landing +6 +20 16 20 80% none 0

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 (+2) - 100%x2, 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
- -
Guard Cancel 6B+S 70 All 18 3 33 -23 KD (+12) 12 0% 1~20 Hit, Projectile 100
Stormy Eliminator AS 400 All 2 + 16 3 51 -37 HKD (+2) 16 90% none -

Cancel Table

Ground Cancels
A B S MS Other
5ADNFD Swift Master 5A.pngGuardMidStartup7Recovery15Advantage-5 5AA[+] 5B, 2B 5S, 2S, 6S, 4S, ]S[ 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5AADNFD Swift Master 5AA.pngGuardMidStartup7Recovery19Advantage-7 - 5B, 2B 5S, 2S, 6S, 4S, ]S[ 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5BDNFD Swift Master 5B.pngGuardMidStartup9Recovery29Advantage-17 - - 5S, 2S, 6S, 4S, ]S[ 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
2ADNFD Swift Master 2A.pngGuardMidStartup6Recovery20Advantage-9 - 5B, 2B 5S, 2S, 6S, 4S, ]S[ 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
2BDNFD Swift Master 2B.pngGuardLowStartup10Recovery31Advantage-17 - - 5S, 2S, 6S, 4S, ]S[ 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5SDNFD Swift Master 5S.pngGuardMidStartup16Recovery31Advantage-16 - - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Swift Master 2S.pngGuardMidStartup15Recovery20 + 5 LandingAdvantage-5 - - - 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Swift Master 6S-1.pngGuardAllStartup14Recovery52Advantage-14 - - - 5M, 623M, 236M, 214M Super, Conversion[+]
4SDNFD Swift Master 4S.pngGuard-Startup10Recovery0Advantage- - - - - Conversion[+]
]S[DNFD Swift Master )S(.pngGuardAllStartup25Recovery33Advantage-5 - - - 5M, 623M, 236M, 214M Super, Conversion[+]
5MDNFD Swift Master 5M.pngGuardAllStartup31Recovery29Advantage+4 - - - - Super, Conversion[+]
623MDNFD Swift Master 623M.pngGuardAllStartup18Recovery47Advantage-29 - - - - -
236MDNFD Swift Master 236M 236M.pngGuardAllStartup10Recovery28 (6M~6M)
16 + 5 Landing (~j.6M)
Advantage+77
- - - - Conversion[+]
214MDNFD Swift Master 214M 214M.pngGuardAllStartup15Recovery5Advantage+13 - - - - Conversion[+]
Air Cancels
A B S MS Other
j.ADNFD Swift Master jA.pngGuardHighStartup7Recovery15 + 2 LandingAdvantage-5~+12 - j.B j.S j.M, j.2M Conversion[+]
j.BDNFD Swift Master jB.pngGuardHighStartup9Recovery20 + 3 LandingAdvantage-6~+15 - - j.S j.M, j.2M Conversion[+]
j.SDNFD Swift Master jS.pngGuardAllStartup16Recovery36 + 7 LandingAdvantage-21 - - - j.M, j.2M Conversion[+]
j.M - - - - Conversion[+]
j.2M - - - - -
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
To edit frame data, edit values in DNFD/Swift Master/Data.
Mechanics
Application & Advanced Information
Archived Information