DNFD/Troubleshooter

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< DNFD
Revision as of 14:10, 28 June 2022 by Needle (talk | contribs) (Lore ~ Type Update)
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
  • All-Rounder: 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 is one of the only characters in the game that gets to combo off grab, which he complements by using TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. j.M to heavily punish throw tech attempts.
  • Placeholder
Enhances all MP skills:

236MM gains wallbounce properties for big combos.
5MMM and j.M launch higher, allowing for easier and varied combos/setups.
214M's grenade net explosion launches higher, allowing for combos when landed after a throw.
j.M launches higher and combos even without counterhit, making it a strong overhead.
623M launches higher, but does not allow for combos.

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

Dodge

Guard Cancel

Special Moves

Sword Bomb

Black Crescent

G-Bomb

Swashbuckler's Refreshment

MP Special Moves

Igniting Slash

Perfect Batting

Get On Fire

Oppression

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. When TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input.'d, acts as a fast overhead that also beats throw tech attempts due to being airborne. TK Disastrous quake links into itself several times both in the corner and midscreen.

  • Can relaunch via OTG hit
  • Placeholder
Proration On-Hit Guard Damage MP Gain Level
90%×2
No results

Awakening Moves

Incredible

External References

Navigation

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