DNFD/Troubleshooter: Difference between revisions

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(→‎Dodge: Removing this info from overview page, since Dodge data is mostly uniform and stored elsewhere on the wiki.)
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* '''Handle Explosives''': Troubleshooters awakening allows for combos off of {{clr|M|236M}} and grenade net throw setups, allowing for him to make a comeback easier than some characters.
* '''Handle Explosives''': Troubleshooters awakening allows for combos off of {{clr|M|236M}} and grenade net throw setups, allowing for him to make a comeback easier than some characters.
| cons =  
| cons =  
* '''Master of None''': Troubleshooter can struggle to beat other characters at their own game. He doesn't have any dedicated tools to get in on tough zoning, and his reversal simply resets to neutral instead of granting him an advantage of some kind.
* '''Master of None''': Troubleshooter can struggle to beat other characters at their own game. He doesn't have any dedicated tools to get in on tough zoning, and his invincible reversal simply resets to neutral instead of granting him an advantage of some kind.
* '''Dodge Vulnerable''': Due to his inability to cancel into {{clr|A|5AA}} on whiff, Troubleshooter has to commit to punishing dodges harder than other characters.
* '''Dodge Vulnerable''': Due to his inability to cancel into {{clr|A|5AA}} on whiff, Troubleshooter has to commit to punishing dodges harder than other characters.
| difficulty_rating = ?
| difficulty_rating = ?
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|input=623M,2M
|input=623M,2M
|description=
|description=
Troubleshooter's {{keyword|Reversal}}. Troubleshooter wildly swings an explosive-laced sword around him, knocking away aggressors. It has a large horizontal range that hits opponents as far as round start distance.
Troubleshooter's invincible {{keyword|Reversal}}. Troubleshooter wildly swings an explosive-laced sword around him, knocking away aggressors. It has a large horizontal range that hits opponents as far as round start distance.


* While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to {{MMC|game=DNFD|chara=Troubleshooter|input=2S|label={{clr|S|2S}}}}.
* While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to {{MMC|game=DNFD|chara=Troubleshooter|input=2S|label={{clr|S|2S}}}}.

Revision as of 02:43, 4 July 2022

Overview
Overview

Troubleshooter...

 Troubleshooter  Troubleshooter is classified as a Standard type. He has many easy-to-use moves. He has various traps that set off delayed explosions. His 4S reduces his HP to increase his attack for a set duration.

Pros
Cons
  • Jack of all Trades: Troubleshooter is a flexible character that has excellent options at all ranges, be it controlling midrange with disjointed attacks or punishing a whiff at nearly fullscreen with MP Skills
  • Conversion on Demand: A trait shared only with Berserker, Troubleshooter can generate white health with 4S, giving him a damage buff and access to Concentration Cancel without needing to get hit.
  • Strike/Throw Mix: Thanks to the delayed explosion trap set by 214M, Troubleshooter can force the opponent to guess on either a throw or an attack, which becomes considerably more scary in awakening.
  • Handle Explosives: Troubleshooters awakening allows for combos off of 236M and grenade net throw setups, allowing for him to make a comeback easier than some characters.
  • Master of None: Troubleshooter can struggle to beat other characters at their own game. He doesn't have any dedicated tools to get in on tough zoning, and his invincible reversal simply resets to neutral instead of granting him an advantage of some kind.
  • Dodge Vulnerable: Due to his inability to cancel into 5AA on whiff, Troubleshooter has to commit to punishing dodges harder than other characters.
Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Enhances various MP Skills to launch higher for better reward on hit, as well as increasing white damage on block:

  • Get On Fire followupDNFD Troubleshooter 236MM.pngGuardAllStartupRecoveryAdvantage-19 wallbounces into a hard knockdown on hit which leads to big combos.
  • OppressionDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23's grenade net explosion launches higher, allowing for easier combos, as well as combos after throw.
  • Igniting Slash 3DNFD Troubleshooter 5MMM.pngGuardAllStartup34Recovery21Advantage+1 launches higher, allowing for easier and varied combos/setups.
  • Perfect BattingDNFD Troubleshooter 623M 1.pngGuardAllStartup16RecoveryAdvantage-26 launches higher, giving it better advantage on hit and oki in the corner. Does not allow for combos unless they are juggled by the grenade net.
  • All other MP Skills remain unchanged, including j.M, 236M, 5M, 5M~M, and the initial hit of 214M. White damage on block for all MP skills is still increased.
No moves add extra damage on hit or change frame data on block, despite the bigger explosions suggesting that they might.
Troubleshooter
DNFD Troubleshooter Portrait.png
Health:1080
Guard Gauge:1000
MP Regen Rate:15
Prejump:
Backdash:

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Guard Cancel

Skills

Sword Bomb

Black Crescent

G-Bomb

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
G-Bomb 80 All 15 -11 none
Aerial G-Bomb 80 All 15 none

Troubleshooter throws a grenade forward, which explodes after making contact with the opponent or the floor.

  • Very minus up close but can be spaced to be plus, but leaves a gap that can be interrupted by a reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun..
  • The air version can be used for Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. setups after hard knockdowns as well as combo extensions.
  • Can be used to detonate the grenade net placed by 4M/214MDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23 early.
  • Grenade disappears when Troubleshooter gets hit.
Version Proration On-Hit Guard Damage MP Gain Level
6S 80%
j.S 80%
No results

Swashbuckler's Refreshment

Mana Skills

Igniting Slash

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.
Igniting Slash 1 60 All 18 6 17 -2 none 30
Igniting Slash 2 60 All 17 6 25 -4 none 15
Igniting Slash 3 80 All 34 6 21 +1 none 10

Troubleshooter launches a series of slashes.

  • Troubleshooters Rekka A series of special attacks that are only available after the first one is performed. series, with the first hit being a hard knockdown, allowing for combos.
  • The final hit launches, allowing for follow-ups, as well as being slightly plus on block, but with a gap inbetween.
Version Proration On-Hit Guard Damage MP Gain Level
5M 90% 8
5M~M 90% -5
5M~M~M 95% -25
  • Dash cancellable
  • +19f on dash cancel on block

Perfect Batting

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.
100, 50 All 16 -26 1~?? All 70

Troubleshooter's invincible Reversal To perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. Troubleshooter wildly swings an explosive-laced sword around him, knocking away aggressors. It has a large horizontal range that hits opponents as far as round start distance.

  • While the first hit(s) can be jumped over, the last hit is a gigantic anti air similar to 2SDNFD Troubleshooter 2S.pngGuardAllStartup18Recovery23Advantage-5.
  • Strangely, it has a hitbox behind Troubleshooter as well, hitting opponents who try to cross over on Troubleshooter's wakeup or dodge through. However, this rear hit can be punished on hit.
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%, 50%
  • reversal

Get On Fire

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.
Get on Fire 60, 80 All 26 -17 none 45
Get on Fire (2nd) 110 All -19 none 15

Get On Fire 236M

Troubleshooter fires two shots at the opponent.

  • Hits just under full screen, allowing him to contest at ranges he normally can't.

Get on Fire (2nd) 236M~M

Follow-up blast that hits full screen and grants a hard knockdown. An easy hitconfirm from 236M.

  • In Awakening, the third hit wallbounces, which allows for combos from j.S or j.M.
Version Proration On-Hit Guard Damage MP Gain Level
236M 90%×2
236M~M 90%
No results

Oppression

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.
90, 100 All 18 -23 none 60

Troubleshooter leaps backwards into the air, firing a shot and throwing a grenade net on the floor.

  • The grenade net automatically explodes after 60 frames but can be detonated early by hitting it with 2ADNFD Troubleshooter 2A.pngGuardLowStartup7Recovery22Advantage-6, 6SDNFD Troubleshooter 6S.pngGuardAllStartup15RecoveryAdvantage-11, j.SDNFD Troubleshooter jS.pngGuardAllStartup15RecoveryAdvantage-, or 4M/214MDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23 itself.
  • Important for knockdowns as it forces the opponent to guess a strike/throw mix.
  • Grenade net disappears when Troubleshooter gets hit
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×2
No results

Disastrous Quake

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.
60, 80 High 28 +3 none 30

A descending sword slam that explodes, launching the opponent high into the air on hit, as well as being plus on block.

  • When IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    'd, acts as a fast overhead that also beats throw tech attempts due to being airborne. IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    Disastrous quake links into itself several times both in the corner and midscreen.
  • Important for Troubleshooters combo game as it can launch opponents OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
Proration On-Hit Guard Damage MP Gain Level
90%×2
No results

Awakening Moves

Incredible

Colors

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

Navigation

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