DNFD/Grappler

From Dustloop Wiki
< DNFD
Revision as of 20:57, 3 July 2022 by IcarusLanding (talk | contribs) (→‎Seismic Crash: fixing phrasing in bullet points)
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 a reversal that loses to lows, projectiles, and throws, it's easy to put Grappler into situations that are escapable with an offensive reversal. As well, his Guard Cancel has poor horizontal range, meaning that against opponents with far normals and fast lows he has to wait for his chance to abare An attack during the opponent's pressure, intended to interrupt it. out.

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

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
95 Throw 12 N/A none

The only command grab Grappler has without spending MP, but it's certainly good. The uncharged version can be used in tick throws with proper timing, while the charged version has 3 hits of super armor An attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). (loses to low attacks and throws). Can be used in combos but isn't recommended, as Grappler has other more useful tools.

  • Whiffs on airborne opponents, even in hitstun.
  • Can hit crouching opponents.
Proration On-Hit Guard Damage MP Gain Level
30%
No results

High Kick

Neck Snap

Air Steiner

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
30, 130 Mid 9 -35 none

An anti-air hitgrab that works well as a combo ender. The charged version causes a ground bounce which allows for a follow-up juggle or gives enough time to OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". Despite its implied use, Air Steiner still connects against grounded opponents.

  • Switches sides.
  • Charged is also -35.
  • Always combos into Quaking TigerDNFD Grappler AS.pngGuardMidStartup5+0RecoveryAdvantage-.
Proration On-Hit Guard Damage MP Gain Level
90%, 80%
No results


Slam Kick

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
90 High 14 4 Until landing+5 none

Grappler's best jump-in due to its hard knockdown and range. Charged version ground bounces on hit, allowing for a follow-up juggle or time to OTG. If Grappler charges while falling, Slam Kick won't come out, letting him set up empty lows on unaware opponents.

  • If released before finished charging, uncharged Slam Kick will come out immediately.
  • Spacing determines if it's punishable on block or not.
Proration On-Hit Guard Damage MP Gain Level
80%
No results

MP Special Moves

Magnumsault

Seismic Crash

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.
150 Mid 1 [?] 20 [?] 40 [?] F1~23 Strike 50

Grappler's "DP", which only works against strikes. It vacuums from anywhere so long as they hit the active counter, but due to its vulnerability on the defense, it's usually better to try and Guard Cancel instead of risking Seismic Crash losing to the opponent's meaty Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals. lows.

Seismic Crash shines more as a callout move against characters with bigger pokes, such as Vanguard or Swift Master.

  • Counter is active on frame 3.
  • Meaty safe-jumps beat Seismic Crash.
  • Loses to projectiles, throws, and lows.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%
No results

Shoulder Tackle

Break Down

Version 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.
Break Down 200 Throw (250) 7 1 36 F1~7 Throw 70
Aerial Break Down 200 10 2 Until landing+7 none 70

A powerful command grab which whiffs against crouching Enchantress. Unlike Low Fling, Break Down connects against airborne opponents in hitstun, letting it see use in low anti-air confirms. The charged version does more damage.

The air version is mainly used to finish air-to-air confirms but can connect against grounded opponents. The charged version does more damage.

  • Grounded charged version is more plus on KD, allowing for a 5M OTG.
Version Proration On-Hit Guard Damage MP Gain Level
214M 60%
j.M 60%
No results

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.