DNFD/Ranger/Frame Data

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< DNFD‎ | Ranger
 Ranger

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
Ranger 980 950 12 4

Normal Moves

Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
5A 30 Mid 12 -10~-3 0~+7 10 40 60% none
5AA 30x2 Mid -13~-6 -1~+7 10 40 65%x2 none
5B 60 Mid 16 28 -12~-4 +1~+9 12 60 70% none
2A 30 Low 7 -5 -2 60% none
2B 60 Mid 15 32 -18~-10 12 60 70% none
j.A 30 Mid 12 70% none
j.B 40x2 Mid 13 40+28 15 20 70%x2 none

Skills

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel
Mach Kick 5S 80 Mid 10 -3 +2 80% none
Steep Slide 2S 90 Low 18 -12~0 80% none
Windmill 6S 20x2, 50 Mid 14 -8 80%x3 none
Air Raid 6SS 100 Mid +2 air 80% none
Triple Tap 4S 70, 30x3 Mid 15 -7 80%x4 none
G-14 Buster j.S 100 Mid 183 90% none

MP Skills

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel MP Cost
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun guard Damage Proration Invul Cancel MP Cost
Suppressive Barrage 5M 20x7, 80 Mid 15 -10 90%x8 none 40
Double Barrage 5M 20x7, 130 Mid -10 90%x8 none 30
Triple Barrage 5M 20x7, 150 Mid -10 90%x8 none 15
Wild Shot 623M 40x3, 60 Mid 13 -27 90%x3, 50% 1-?? All 60
Deadly Approach 236M 30x4 Mid 22 2,4,4,2 12(air)+ 8(land) +1 / -7* 18,18,18,22 30,30,30,30 90%x4 none 60
Death Hawk 214M 25x20, 150 Mid 30 +62 80%x20, 90% none 70
Scud Genocide j.M 30x4 Mid 18 90%x4 none 30
Double Scud Genocide j.M 30x4 Mid 90%x4 none 20
Triple Scud Genocide j.M 30x4 Mid 90%x4 none 10

Other

Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun Proration Invul Cancel MP Cost
Name Input Damage Guard Startup Active Recovery On-Block On-Hit Blockstun Proration Invul Cancel MP Cost
Throw A+B 150 Throw 5 2 22 HKD(+6) 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 Mid +12 0% 1-?? Strike/Projectile 100
Seventh Flow AS 400 Mid 2+16 -40 none

Other

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
Throw A+B 150 Throw 5 2 22 HKD(+6) 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 Mid +12 0% 1-?? Strike/Projectile 100
Seventh Flow AS 400 Mid 2+16 -40 none

Cancel Table

Ground Cancels
A B S M Other
5ADNFD Ranger 5A.pngGuardMidStartup12RecoveryAdvantage-10~-3 5AA[+] 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Dash[+], Throw, Super, Conversion[+]
5AADNFD Ranger 5AA.pngGuardMidStartupRecoveryAdvantage-13~-6 - 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5BDNFD Ranger 5B.pngGuardMidStartup16Recovery28Advantage-12~-4 - 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
2ADNFD Ranger 2A.pngGuardLowStartup7RecoveryAdvantage-5 - 5B, 2B 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
2BDNFD Ranger 2B.pngGuardMidStartup15Recovery32Advantage-18~-10 - - 5S, 2S, 6S, 4S 5M, 623M, 236M, 214M Throw, Super, Conversion[+]
5SDNFD Ranger 5S.pngGuardMidStartup10RecoveryAdvantage-3 - - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
2SDNFD Ranger 2S.pngGuardLowStartup18RecoveryAdvantage-12~0 - - 6S, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
6SDNFD Ranger 6S.pngGuardMidStartup14RecoveryAdvantage-8[1] - - 6SS, 4S 5M, 623M, 236M, 214M Super, Conversion[+]
6SSDNFD Ranger 6SS.pngGuardMidStartupRecoveryAdvantage+2 air - - - - Conversion[+]
4SDNFD Ranger 4S 1.pngGuardMidStartup15RecoveryAdvantage-7[1] - - 6S 5M, 623M, 236M, 214M Super, Conversion[+]
5M[[File:|130x200px]]GuardMidStartupRecoveryAdvantage-10[3] - - - 5M[+], ~623M, ~236M, ~214M Super[-], Conversion[+]
623MDNFD Ranger 623M.pngGuardMidStartup13RecoveryAdvantage-27 - - - ~5M, ~236M, ~214M -
236MDNFD Ranger 236M.pngGuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7* - - - j.M Conversion[+]
214MDNFD Ranger 214M.pngGuardMidStartup30RecoveryAdvantage+62 - - - ~5M[+], ~623M[+], ~236M[+] Conversion[+]
Air Cancels
A B S M Other
j.ADNFD Ranger jA.pngGuardMidStartup12RecoveryAdvantage-[5] j.A[+] j.B j.S j.M Conversion[+]
j.BDNFD Ranger jB.pngGuardMidStartup13RecoveryAdvantage-[4] - j.B[+] j.S j.M Conversion[+]
j.SDNFD Ranger jS.pngGuardMidStartup183RecoveryAdvantage- - - - - Conversion[+]
j.M[[File:|130x200px]]GuardMidStartupRecoveryAdvantage-[3] - - - j.M[+] Conversion[+]
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
~X = X can be used only under 30% Awakening Effect
Super = Awakening Skill

Navigation

 Ranger
To edit frame data, edit values in DNFD/Ranger/Data.
Mechanics
Application & Advanced Information
Archived Information