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 |
---|---|---|---|---|---|---|
Spectre | 950 | 950 | 15 | 4 | ??F |
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 | All | 9 | 3 | 18 | -4 | -2 | 30 | 65% | none | ||
5AA | 55 | All | 11 | 3 | 20 | -4 | -2 | 30 | 70% | none | ||
5B | 70 | All | 13 | 3 | 25 | -7 | -4 | 50 | 75% | none | ||
2A | 40 | Low | 7 | 2 | 18 | -4 | -1 | 20 | 60% | none | ||
2B | 60 | Low | 18 | 3 | 22 | -6 | -23 | 40 | 75% | none | ||
j.A | 50 | High | 8 | 4 | 19 + 2 Landing | -7~+12 | -4~+15 | 30 | 60% | none | ||
j.B | 87 | High | 14, 6 | 3, 3 | 18 + 3 Landing | -2~+15 | +5~+22 | 30, 40 | 75%x2 | 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 | |
Shadow Snake Attack | 5S | 104 | All | 15, 6, 6 | 2, 2, 2 | 42 | -28 | -18 | 30x2, 40 | 80%x3 | none | ||
Double Shot | 2S | 104 | All | 18, 1 | 1, 3 | 24 | -6 | KD (+37) | 50 | 80%x2 | none | ||
Deep Dusk | 6S | 100 | All | 20 | 5 | 31 | -11 | -10 | 80 | 80% | none | ||
Nightfall | 4S | 144 | All | 27, 2 | 4, Until Corner | 30 | -10~ | -5~ | 50, 30 | 80%x2 | none | ||
Nightfall (Airborne) | j.S | 144 | All | 27 + Until Landing, 2 | 4, Until Corner | 30 | -10~ | -5~ | 50, 30 | 80%x2 | none | ||
Booze | j.XS | - | - | 8 + Travel | - | Total 15~37 | - | - | - | - | none | ||
Rusty Nail | j.6S~S | 120 | All | 15 | 3 | Until Landing + 1 | ~+10 | HKD (~+56) | 50 | 80% | none | ||
Hangover | j.8S~S | 120 | All | 1 + Until Landing | 4 | 25 | +2 | HKD (+60) | 100 | 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 | |
Daredevil | 5M | - | - | 1 | - | 30 | - | - | - | - | none | - | 50 | |
Wildflower | 623M | 160 | - | 1 | 21 | 39 | - | HKD (+52) | - | 100%x5, 50% | 1~21f Parry | - | 60 | |
Blending Pain | 214M | 152 | All | 20, 4 | 4, 30 | 32 | +28 | KD (+63) | 50, 10x6 | 90%x7 | none | 80 | ||
Shaker Blast | 236M | 147 | All | 15 | 20, 3, 3 | 15 | +1 | KD (+67) | 15x4, 30x2 | 90%x6 | none | 40 | ||
Catharsis | j.M | 153 | All | 28~40 | 30 | Until Landing + 25 | +15 | KD (+72) | 40, 15x6 | 90%x7 | none | 60 |
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 | 5 | 2 | 22 | - | HKD (+5) | 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 | - | - | |
Testament | AS | 400 | All | 2 + 16 | 10 | 43 | -36 | HKD (+2) | 90% | none | - | - |
Cancel Table
A | B | S | MS | Other | |
---|---|---|---|---|---|
5AGuardAllStartup9Recovery18Advantage-4 | 5AA[+] | 5B, 2B | 5S, 2S, 6S, 4S | 5M, 623M, 236M, 214M | Super, Conversion[+] |
A | B | S | MS | Other | |
---|---|---|---|---|---|
j.AGuardHighStartup8Recovery19 + 2 LandingAdvantage-7~+12 | - | j.B | j.S | 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
- Super = Awakening Skill
To edit frame data, edit values in DNFD/Spectre/Data.