DNFD/Troubleshooter: Difference between revisions

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==Unique Mechanics==
===Unique Mechanics===
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| header=  Awakening Effect: [[File:DNFD_Troubleshooter_Awakening_Icon.png|40px]]  Handle Explosives
| header=  Awakening Effect: [[File:DNFD_Troubleshooter_Awakening_Icon.png|40px]]  Handle Explosives

Revision as of 20:20, 25 February 2023

Overview

Overview

Troubleshooter is a well-rounded character with a strong midrange presence and good pressure. His strike/throw game is notably strong in the corner thanks to OppressionDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23.

Troubleshooter has great poking buttons with 5A and 2B and can easily space himself out in blockstrings with 5S. Once he spaces himself out, he can use his 6S grenade to make himself plus and re-assert pressure using his excellent buttons. He can poke at longer ranges using Get On FireDNFD Troubleshooter 236M.pngGuardAllStartup26RecoveryAdvantage-17 and its follow up for a knockdown.

That’s not all Troubleshooter has at his disposal. His 4SDNFD Troubleshooter 4S.pngGuardAllStartup45RecoveryAdvantage- is notable in that it not only buffs his damage but gives him white health, allowing access to Conversion to supplant his pressure and combos. His aforementioned 214M net can be set up on a knockdown and triggered manually with 2A (or any shotgun button) for a meaty or it can be allowed to detonate during his throw to take away white health. Alternatively he can crush throws altogether with 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.
j.MDNFD Troubleshooter jM.pngGuardHighStartup28RecoveryAdvantage+3.

These upsides are all cranked to 11 when Troubleshooter enters Awakening. 214M launches higher and leads to a combo off his throw, further improving his strike/throw mixups. 236M’s follow-up not only gains a wallbounce, but becomes available after every MP Skill, turning it from a combo ender to a very versatile combo starter and extender.

If you like a well-rounded character with a few tricks up his sleeve, give Troubleshooter a shot.
Troubleshooter
DNFD Troubleshooter Portrait.png
Health
1080
Guard Gauge
1000
MP Regen Rate
15 /second
Prejump
F
Backdash
Fastest Attack
2A (7F)
Reversals
Perfect Batting 623M (16F)

 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.
  • Explosive Punish: Against highly unsafe moves such as invincible reversals, Troubleshooter can consistently make use of conversion via blocking them to touch of death A single combo that will defeat the opponent even from full health. the opponent.
  • 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 is unrewarding outside of awakening.
  • Dodge Vulnerable: Many of Troubleshooter's most powerful options leave wide gaps that allow the opponent to roll through, forcing him to commit to punishing dodges harder than other characters.

Unique Mechanics

Awakening Effect: DNFD Troubleshooter Awakening Icon.png Handle Explosives
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.

Additionally, Get On Fire followupDNFD Troubleshooter 236MM.pngGuardAllStartupRecoveryAdvantage-19 can be performed as a followup to any MP Skill, on whiff, block, or hit.

No moves add extra damage on hit or change frame data on block, despite the bigger explosions suggesting that they might.

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

A+B

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
150 Throw 5 2 22 none

Troubleshooter slashes at his opponents feet and detonates a mine under them. 214MDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23 is what really makes this move a threat in the corner. If the opponent is thrown as they're waking up, the net will detonate during the throw animation and remove all their white health. If done in Awakening, the net allows for a combo post-throw. Troubleshooter can also use the threat of the throw's reward to go for a shimmy or beat the throw clean with 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.
j.MDNFD Troubleshooter jM.pngGuardHighStartup28RecoveryAdvantage+3 for high reward.

  • +4 on hit.
Proration On-Hit Guard Damage MP Gain Level
0% HKD(+4)
No results

Guard Cancel

6B+S

Skills

Sword Bomb

5S DNFD Projectile Icon.pngThe explosion is considered a projectile

Black Crescent

2S

G-Bomb

DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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. 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.

  • 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..
  • Can be used to detonate the grenade net placed by 214MDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23 early.
  • Grenade disappears when Troubleshooter gets hit.
  • The grenade can be detonated early by hitting it with 2ADNFD Troubleshooter 2A.pngGuardLowStartup7Recovery22Advantage-6, 5BDNFD Troubleshooter 5B.pngGuardAllStartup12Recovery20Advantage-7, 6SDNFD Troubleshooter 6S.pngGuardAllStartup15RecoveryAdvantage-11, j.SDNFD Troubleshooter jS.pngGuardAllStartup15RecoveryAdvantage-, 236MDNFD Troubleshooter 236M.pngGuardAllStartup26RecoveryAdvantage-17, or 214MDNFD Troubleshooter 214M 1.pngGuardAllStartup18RecoveryAdvantage-23. However, this is impossible without conversion.
  • He can gatling the grounded version into 4SDNFD Troubleshooter 4S.pngGuardAllStartup45RecoveryAdvantage-.
Version Proration On-Hit Guard Damage MP Gain Level
6S 80%
j.S 80%
No results

Swashbuckler's Refreshment

4S

Mana Skills

Igniting Slash

5M DNFD Knockdown Icon.pngOnly the first hit forces a hard knockdown

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
5M

The first slash in Troubleshooter's Rekka A series of special attacks that are only available after the first one is performed. series. The first hit causes a hard knockdown, allowing for extensions with 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.
j.MDNFD Troubleshooter jM.pngGuardHighStartup28RecoveryAdvantage+3.


5M~M

Can be used as a pressure ender to punish opponents who are expecting a 3rd Slash followup.


5M~M~M

The final hit launches, allowing for follow-ups, as well as being slightly plus on block. There is a gap between the 2nd and 3rd slash that can be rolled or reversaled for a punish.

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

DNFD Reversal Icon.pngTemporarily fully invincible

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. When in Awakening, it becomes of the few safe reversals in the game if followed up by Get On Fire, but only when TS has white life to access conversion to cancel the startup so he remains safe. This also leads to combos on hit even without conversion, giving the DP threat that it otherwise lacks.

  • 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

DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngFollowup hit forces hard knockdown

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

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)

Follow-up blast that hits full screen and grants a hard knockdown. An easy hitconfirm from 236M. Can be done after any MP special in Awakening.

  • 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

DNFD Knockdown Icon.pngGunshots force a hard knockdown DNFD OTG Icon.pngMine net explosion hits knocked down opponents off the ground

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 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.
  • Troubleshooter can conversion cancel while the net is coming out to recover airborne and still throw the net, enabling enhanced j.M juggles.
  • He recovers faster in awakening.
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%×2
No results

Disastrous Quake

j.M DNFD Overhead Icon.pngOverhead attack. Must be guarded standing DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

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 plus-on-block 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 combos as the second hit OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."s and launches.
Proration On-Hit Guard Damage MP Gain Level
90%×2
No results

Awakening Moves

Incredible

AS

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.
Mechanics
Application & Advanced Information
Archived Information