DNFD/Dragon Knight/Frame Data: Difference between revisions

From Dustloop Wiki
m (Column/names/aliases)
m (Vestiges)
Line 19: Line 19:
==Normal Moves==
==Normal Moves==
{{#cargo_query:tables=MoveData_DNFD
{{#cargo_query:tables=MoveData_DNFD
|fields=input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,prorate=Proration,invuln=Invul,cancel=Cancel,MPcost=MP Cost,notes
|fields=input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,prorate=Proration,invuln=Invul,cancel=Cancel,notes
|where=chara="Dragon Knight" and type="normal"
|where=chara="Dragon Knight" and type="normal"
|format=dynamic table|order by=_rowID|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
Line 27: Line 27:
==Skills==
==Skills==
{{#cargo_query:tables=MoveData_DNFD
{{#cargo_query:tables=MoveData_DNFD
|fields=name=Name,input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,prorate=Proration,invuln=Invul,cancel=Cancel,MPcost=MP Cost,notes
|fields=name=Name,input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,prorate=Proration,invuln=Invul,cancel=Cancel,notes
|where=chara="Dragon Knight" and type="special"
|where=chara="Dragon Knight" and type="special"
|format=dynamic table|order by=_rowID|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
Line 45: Line 45:
|fields=name=Name,input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,prorate=Proration,invuln=Invul,cancel=Cancel,MPcost=MP Cost,notes
|fields=name=Name,input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,prorate=Proration,invuln=Invul,cancel=Cancel,MPcost=MP Cost,notes
|where=chara="Dragon Knight" and type="Astra"
|where=chara="Dragon Knight" and type="Astra"
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
}}
==Awakening Skill==
{{#cargo_query:tables=MoveData_DNFD
|fields=name=Name,input=Input,images,hitboxes,damage=Damage,guard=Guard,startup=Startup,active=Active,recovery=Recovery,onBlock=On-Block,onHit=On-Hit,prorate=Proration,invuln=Invul,cancel=Cancel,MPcost=MP Cost,notes
|where=chara="Dragon Knight" and type="super"
|format=dynamic table|order by=_rowID|rows per page=50
|format=dynamic table|order by=_rowID|rows per page=50
|details fields=images,hitboxes,notes
|details fields=images,hitboxes,notes
Line 70: Line 62:
|-
|-
!  
!  
! A !! B !! S !! MS !! Other
! A !! B !! S !! M !! Other
|-
|-
! {{MiniMoveCard|game=DNFD|chara=Dragon Knight|input=5A}}
! {{MiniMoveCard|game=DNFD|chara=Dragon Knight|input=5A}}
Line 116: Line 108:
|-
|-
!  
!  
! A !! B !! S !! MS !! Other
! A !! B !! S !! M !! Other
|-
|-
! {{MiniMoveCard|game=DNFD|chara=Dragon Knight|input=j.A}}
! {{MiniMoveCard|game=DNFD|chara=Dragon Knight|input=j.A}}
Line 136: Line 128:
:'''X''' = X is available on hit or block
:'''X''' = X is available on hit or block
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
:<span style="color:green">'''X<sup>[+]</sup>''' = X is available on whiff</span>
: '''Sp''' = Special Attacks and Overdrives (aka: Specials and Supers)
: '''Su''' = Overdrives (aka: Supers)


==Navigation==
==Navigation==

Revision as of 14:22, 1 July 2022

 Dragon Knight

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
Dragon Knight 930 950 15 4 26

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Proration Invul Cancel
Input Damage Guard Startup Active Recovery On-Block On-Hit Proration Invul Cancel
5A 35 Mid 6 2 19 -4 -2 65% none 7f~22f 7f~17f for 5AA only
5AA 40 Mid 9 2 19 -3 0 70% none
5B 50 Mid 8 3 20 -4 -2 70% none 9f~26f
2A 30 Low 5 2 19 -8 -2 55% none 6f~21f 2A=6f~19f
2B 60 Low 13 3 28 -12 KD (+10) 70% none 13f~31f
j.A 40 High 6 3 Until Landing + 2 ~+13 ~+15 60% none
j.B 60 High 12 4 23 + 3 Landing -8~+15 -4~+19 75% none

Skills

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Proration Invul Cancel
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Proration Invul Cancel
Lethal Punto 5S 75 Mid 14 3 26 -8 -3 80% none
Charged Lethal Punto 5[S] 120 Mid 36 3 26 -2 -3 80% none
Shield Uppercut 2S 65 Mid 13 5 28 -10 KD (+35) 80% none
Sky Break 6S 75 Mid 22 8 12 +3 KD (+62) 80% none
Finish! 4S 98 Mid 28 Until Landing + 8 Until Landing + 25 -12 KD (+22) 80%x2 none
Knuckle Blaster j.S 102 Mid 20 Until Projectile Contact + 10 Until Landing + 10 -15~+4 KD (~+36) 80%x2 none

MP Skills

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
Summon Astra 5M 60 Mid 18 35 10 +18 +25 90% none 50
Dragon Smash 623M 152 Mid 10, 33 4, 4 Until Landing + 10 -49 KD (+14) 90%x2 1~10 All 60
Dragon Warrior Princess 236M 120 Mid 20 7 24 -8 KD (+30) 90% none 40
Biting Dragon 214M 176 Mid 16 10 35 -26 KD (+37) 90%x3 none 50
Dragon Wing j.M - Mid 29 Until Cancelled - - - - none 30
Boost Wing (Forward) j.M~5M - - 9 41 0 - - - none 15
Boost Wing (Back) j.M~4M - - 9 41 0 - - - none 15

Astra Moves

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
Dragon Force A 80 Per Hit Mid 68 after 5M Travel Time - +18 +25 90%x3 none 20
Dragon Breath B 181 Mid 93 after 5M Travel Time + 10 - ~+40 ~+125 90%x12 none 20
Dragon Fang S 186 Mid 58 after 5M 48 - ~+60 ~+70 90%x6 none (Astra: All) 40

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 100 Throw 60 2 39 - KD (+2) 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) 0% 1~20 Hit, Projectile 100
Dragon Sortie AS 400 Mid 2 + 16 30 19 -32 HKD (+2) 100% none -

Cancel Table

Ground Cancels
A B S M Other
5ADNFD Dragon Knight 5A.pngGuardMidStartup6Recovery19Advantage-4 - - - - -
5AADNFD Dragon Knight 5AA.pngGuardMidStartup9Recovery19Advantage-3 - - - - -
5BDNFD Dragon Knight 5B.pngGuardMidStartup8Recovery20Advantage-4 - - - - -
2ADNFD Dragon Knight 2A.pngGuardLowStartup5Recovery19Advantage-8 - - - - -
2BDNFD Dragon Knight 2B.pngGuardLowStartup13Recovery28Advantage-12 - - - - -
5SDNFD Dragon Knight 5S.pngGuardMidStartup14Recovery26Advantage-8 - - - - -
2SDNFD Dragon Knight 2S.pngGuardMidStartup13Recovery28Advantage-10 - - - - -
6SDNFD Dragon Knight 6S.pngGuardMidStartup22Recovery12Advantage+3 - - - - -
4SDNFD Dragon Knight 4S.pngGuardMidStartup28RecoveryUntil Landing + 25Advantage-12 - - - - -
5MS - - - - -
623MS - - - - -
236MS - - - - -
214MS - - - - -
Air Cancels
A B S M Other
j.ADNFD Dragon Knight jA.pngGuardHighStartup6RecoveryUntil Landing + 2Advantage~+13 - - - - -
j.BDNFD Dragon Knight jB.pngGuardHighStartup12Recovery23 + 3 LandingAdvantage-8~+15 - - - - -
j.SDNFD Dragon Knight jS 1.pngGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4 - - - - -
j.2S - - - - -
j.MS - - - - -
X = X is available on hit or block
X[+] = X is available on whiff

Navigation

 Dragon Knight
To edit frame data, edit values in DNFD/Dragon Knight/Data.