
Glossary
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 | |
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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.
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.
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 |
---|---|---|---|---|---|---|
Grappler | 1100 | 1250 | 18 | 4f |
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 | 50 | Mid | 7 | 3 | 13 | -2 | 0 | 40 | 70% | none | ||
5AA | 65 | Low | 8 | 3 | 23 | -7 | -1 | 60 | 70% | none | ||
5B | 75 | Mid | 11 | 3 | 25 | -3 | +1 | 80 | 80% | none | ||
2A | 40 | Mid | 6 | 2 | 15 | -4 | +1 | 40 | 65% | none | ||
2B | 80 | Low | 12 | 3 | 26 | -10 | Launch | 80 | 80% | none | ||
j.A | 50 | High | 5 | 3 | 24 | - | - | 40 | 70% | none | ||
j.B | 80 | High | 10 | 6 | 25 | - | - | 80 | 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 | |
Fling | 5S | 95 | Throw | 12 | N/A | 30% | none | ||||||
Charged Fling | 5[S] | 120 | Throw | 32 | N/A | 75% | 8-?? Mid/High Armor | ||||||
High Kick | 2S | 100 | Mid | 14 | -12 | 80% | none | ||||||
Charged High Kick | 2[S] | 120 | Mid | 29 | -7 | 80% | 8-?? Mid/High Armor | ||||||
Neck Snap | 6S | 30, 60 | Mid | 20 | +4 | +8 | 80%, 90% | none | |||||
Charged Neck Snap | 6[S] | 40, 70 | Mid | 35 | +10 | +31 | 90%, 100% | none | |||||
Air Steiner | 4S | 30, 130 | Mid | 9 | -35 | 90%, 80% | none | ||||||
Charged Air Steiner | 4[S] | 30, 150 | Mid | 24 | -35 | 90%, 80% | none | ||||||
Slam Kick | j.S | 90 | High | 14 | 4 | Until landing+5 | 80% | none | |||||
Charged Slam Kick | j.[S] | 100 | High | 29 | 4 | Until landing+7 | 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 | |
Magnumsault | 5M | 30, 80 | Mid | 31 | 10,4 | 24 | -5 | 90%, 70% | none | 40 | ||||
Charged Magnumsault | 5[M] | 50, 100 | Mid | 41 | 10,4 | 16 | +6 | 90%×2 | none | 40 | ||||
Seismic Crash | 623M | 150 | Mid | 3 [?] | 20 [?] | 40 [?] | 90% | F1~23 Strike | 50 | |||||
Shoulder Tackle | 236M | 110 | Mid | 24 | 9 | -8~+1 | 80% | Super Armor, Projectile Immune | 50 | |||||
Charged Shoulder Tackle | 236[M] | 150 | Mid | 40 | 14 | -7~+6 | 80% | Super Armor, Projectile Immune | 50 | |||||
Break Down | 214M | 200 | Throw (250) | 7 | 1 | 36 | 60% | F1~7 Throw | 70 | |||||
Charged Break Down | 214[M] | 280 | Throw (250) | 28 | 1 | 32 | 60% | F1~7 Throw | 70 | |||||
Aerial Break Down | j.M | 200 | 10 | 2 | Until landing+7 | 60% | none | 70 | ||||||
Charged Aerial Break Down | j.[M] | 250 | 28 | 2 | Until landing+7 | 80% | none | 70 |
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 | 150 | Throw (150) | 5 | 2 | 22 | N/A | HKD(+2) | 0% | none | |||
Guard Cancel | 6B+S | 70 | Mid | 18 | 3 | 36 | -25 | +14 (HKD) | 0% | 1~20 Strike, Projectile | 100 | ||
Sole Bearer: Quaking Tiger | AS | 400 | Mid | 5+0 | 80% | none |
Cancel Table
- 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

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