DNFD/Launcher: Difference between revisions

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* '''Safe Air-to-Ground''': All of Launcher's air attacks have excellent range and can stall her momentum, making it easy to bait and punish anti-air attacks. Her {{clr|B|j.B}} is one of the safest jump-in approaches in the game.
* '''Safe Air-to-Ground''': All of Launcher's air attacks have excellent range and can stall her momentum, making it easy to bait and punish anti-air attacks. Her {{clr|B|j.B}} is one of the safest jump-in approaches in the game.
| cons =  
| cons =  
* '''Weak Defenses''': Launcher's buttons can be too slow to be used up close against more aggressively oriented characters. Paired with her extremely low range reversal, it can be difficult for her to get opponents away once they are in.
* '''Weak Defenses''': Launcher's buttons can be too slow to be used up close against more aggressively oriented characters. Paired with her extremely low range invincible reversal, it can be difficult for her to get opponents away once they are in.
* '''Unrewarding Air-to-Air''': Launcher's best air-to-air attack is {{clr|A|j.A}}, which offers almost no combo potential, and only chip damage setups. Her other options, similarly, do not combo.
* '''Unrewarding Air-to-Air''': Launcher's best air-to-air attack is {{clr|A|j.A}}, which offers almost no combo potential, and only chip damage setups. Her other options, similarly, do not combo.
| difficulty_rating = ?
| difficulty_rating = ?
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Launcher performs a low slide that locks into a cinematic on hit. This is Launcher’s primary combo ender, but can drop from max range {{clr|1|5AA}}. Combos into her super and her {{clr|4|623M}}, but doing so gives up the knockdown.
Launcher performs a low slide that locks into a cinematic on hit. This is Launcher’s primary combo ender, but can drop from max range {{clr|1|5AA}}. Combos into her super and her {{clr|4|623M}}, but doing so gives up the knockdown.


After this move connects, Launcher can opt for one of two setups. She can set up {{clr|2|2B}} for a basic meaty, or use {{clr|4|j.M}} > {{clr|3|j.S}}. Grenade is typically reversal safe, but the missile usually deals more chip.
After this move connects, Launcher can opt for one of two setups. She can set up {{clr|2|2B}} for a basic meaty, or use {{clr|4|j.M}} > {{clr|3|j.S}}. Grenade is typically safe against invincible reversals, but the missile usually deals more chip.
* Gives a hard knockdown on hit.
* Gives a hard knockdown on hit.
* Always punishable on block.
* Always punishable on block.
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|input=623M,2M
|input=623M,2M
|description=
|description=
Extremely short range hitgrab style reversal
Extremely short range hitgrab style invincible reversal
* Placeholder
* Placeholder
}}
}}

Revision as of 02:41, 4 July 2022

Overview
Overview

An Empyrean soldier who annihilates targets with high-tech weapons. She uses long-range attacks that have varying trajectories, eradicating her opponents without allowing them to approach.

 Launcher  Launcher is classified as a Ranged type. She has a variety of ranged and multi-hit attacks. She can pressure opponents by using moves with delayed hits.

Pros
Cons
  • Oppressive Zoning: Thanks to her very large normals and wide array of various different types of projectiles, Launcher excels at pressuring opponents from afar and keeping them out.
  • Chip Damage: Notably increased during Awakening, Launcher's pressure sequences deal a very large amount of White Damage. With access to potent Guard Break sequences, she can convert her chip damage into a practical touch of death A single combo that will defeat the opponent even from full health. combo.
  • Safe Air-to-Ground: All of Launcher's air attacks have excellent range and can stall her momentum, making it easy to bait and punish anti-air attacks. Her j.B is one of the safest jump-in approaches in the game.
  • Weak Defenses: Launcher's buttons can be too slow to be used up close against more aggressively oriented characters. Paired with her extremely low range invincible reversal, it can be difficult for her to get opponents away once they are in.
  • Unrewarding Air-to-Air: Launcher's best air-to-air attack is j.A, which offers almost no combo potential, and only chip damage setups. Her other options, similarly, do not combo.

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

Doubles amount of White Damage inflicted when an attack is guarded against.
Launcher
DNFD Launcher Portrait.png
Health:950
Guard Gauge:950
MP Regen Rate:12
Prejump:4
Backdash:26 (1-16 airborne)

Normal Moves

5A

5AA

5B

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
10x5, 20 ~ 10x13, 20 All 17 9~27 39 -23 none

Launcher pulls out a flamethrower that reaches a little over half the screen’s length. Knocks down on hit but otherwise doesn’t lead to much, unlike most 5Bs. Useful mostly as a stop sign in neutral as it’s long active frames control a large portion of the screen. However at -13 and giving enough white life for the opponent to use conversion, makes this move risky to use in certain matchups.

  • Can be held to extend active frames.
  • Considered a projectile.
    • Flames have a hurtbox.
  • Does not have any Gatling routes.
Proration On-Hit Guard Damage MP Gain Level
90%x5, 70% ~ 90%x13, 70% 15~42
No results

2A

2B

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
50 All 15 10 40 -15~+10 none

Unorthodox 2B, Launcher throws out a grenade that explodes on contact with the opponent or after a certain amount of time. This move is Launcher’s lifeline. Her opponent must respect it at all times once it’s out and it can also be plus around max 5AA range. Long animation time means it's still risky to throw out at neutral however.

  • Persists if Launcher is hit.
  • Explodes after ? frames or on contact with the opponent.
Proration On-Hit Guard Damage MP Gain Level
75% 50
No results

j.A

j.B

Universal Mechanics

Throw

Guard Cancel

Special Moves

Steyr AMR

FM-31 Grenade Launcher

Cannon Ball

Spriggan

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, 10x6, 40 Low 18 8 25 -17 none

Launcher performs a low slide that locks into a cinematic on hit. This is Launcher’s primary combo ender, but can drop from max range 5AA. Combos into her super and her 623M, but doing so gives up the knockdown.

After this move connects, Launcher can opt for one of two setups. She can set up 2B for a basic meaty, or use j.M > j.S. Grenade is typically safe against invincible reversals, but the missile usually deals more chip.

  • Gives a hard knockdown on hit.
  • Always punishable on block.
  • One of Launcher's two lows
Proration On-Hit Guard Damage MP Gain Level
80%, 1%x6, 50% 50
No results

Laser Rifle

MP Special Moves

Charge Laser Rifle

BBQ

X-1 Extruder

FM-92 mk2 Lancer

Quantum Bomb

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.
200 All 124 7 Total 26(+5 Landing) none 90

Launcher places a target on the ground at the opponent's location. after a delay, a missile will descend towards the target and explode on impact. On block, it deal a large amount of guard gauge damage.

  • The projectile remains active even if Launcher is hit.
  • With conversion cancel, multiple Quantum Bombs can be active simultaneously, unlike grenades.
  • Trades in Launcher's favor if the opponent chooses to Guard Cancel
Proration On-Hit Guard Damage MP Gain Level
90% 4
No results

Awakening Moves

Ancient Trigger

Colors

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

Navigation

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