DNFD/Grappler

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< DNFD
Revision as of 05:15, 3 July 2022 by IcarusLanding (talk | contribs) (→‎Normal Moves: Descriptions added)
Overview
Overview

 Grappler  Grappler is classified as a Grabs type. He is a beginner-friendly character that is specialized in close-range grab moves, characterized by the ability to change move effects by charging them.

Pros
Cons
  • Devastating Damage: Grappler's combo routes, even without using MP moves, deal incredibly high damage, potentially killing in as quickly as two combos.
  • Blockstring Mixups: With access to variable charge timing on Specials and MP moves, Grappler can reset pressure with plus on block moves or go into tick-throw attempts with his various highly rewarding command grabs.
  • Armored Attacks: Grappler has access to Super Armor moves to push through single-hit attacks and punish the opponent, forcing them to reconsider their gameplan.
  • Whiff Punishing: Grappler's command grabs and counter can hit any extended hurtboxes, effectively closing the distance between mid to longer range opponents relying on large normals to keep him out.
  • Stubby: Grappler's short range and lack of approach tools forces him to rely on predictable options to get in. As such, he greatly struggles against zoner playstyles.
  • Exploitable Defense: With his only reversal being a Counter attack, it carries greater risk than traditional reversals in being susceptible to grabs, lows, and projectiles.

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Reduces White Damage received when guarding by 80%.

Grappler
DNFD Grappler Portrait.png
Health:1100
Guard Gauge:1050
MP Regen Rate:18
Prejump:4f
Backdash:

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Guard Cancel

Special Moves

Low Fling

High Kick

Neck Snap

Air Steiner


Slam Kick

MP Special Moves

Magnumsault

Seismic Crash

Shoulder Tackle

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
110 Mid 24 9 -8~+1 Super Armor, Projectile Immune 50

Forward advancing armored tackle. Charged version causes wallbounce on counterhit, allowing a pickup with 5[M] for a full combo anywhere on screen.

  • Charged version travels further and has 3 hits of armor. Loses to lows.
  • Has projectile immunity on both charged and uncharged versions.
  • Frame data on block varies depending on how deep the move hits, with deeper hits being less advantaged and even punishable.
Version Proration On-Hit Guard Damage MP Gain Level
236M 80%
No results

Break Down

Awakening Moves

Sole Bearer: Quaking Tiger

Colors

DNFD Grappler Color 1.png
DNFD Grappler Color 2.png
DNFD Grappler Color 3.png
DNFD Grappler Color 4.png
1
2
3
B-Type Color (DFO)
4
D-Type Color (DFO)
DNFD Grappler Color 5.png
DNFD Grappler Color 6.png
DNFD Grappler Color 7.png
DNFD Grappler Color 8.png
5
C-Type Color (DFO)
6
7
8

Navigation

 Grappler
To edit frame data, edit values in DNFD/Grappler/Data.