Fighting game veterans already know that, at some point, they will have to check a game’s Frame Data to understand it to its core. It’s pretty much unavoidable. At some point, you will have to find out what you can do after your adversary does something.
For that reason, some of the best fighting games add that kind of information to their training mode. Unfortunately, that isn’t the case here. DNF Duel does have a great tutorial, but there is nowhere in the game where you can check the Frame Data.
For that reason, we decided to research and list the DNF Duel Frame Data that you’ll need to improve at the game.
Use the information below, and learn how Awakenings Works in DNF Duel, to increase your chances of winning.
Quick Introduction to Frame Data

The symbol “~” means the frame advantage or disadvantage varies. When the symbol is alone, it means that it can change so much that adding a number is pretty much pointless.
However, some moves might stay between two numbers even though the data varies. When that is the case, the “~” will be between the maximum and minimum variants.
For instance, the fact that you recover faster or slower than your opponent might depend on position, height, how long it took you to press a button, or the state of each character when the interaction happened.
An observation will be added for attacks that launch or knockdown on hit instead of any specific frame data.
As for the buttons used in this article, they are: A, B, Skill, MP Skill, Awakening, and Guard. However, in order to simplify things, Skill, MP Skill, Awakening, and Guard might be referred to as S, M, AS, and G, respectively.
If you tap A twice, your character will perform a second light attack that might have different properties. For instance, Striker’s second Light attack has more pushback and can be canceled much faster. That second attack is listed here as: Light (Chain). Some attacks only perform that second attack when the first one connects.
As for when moves are listed with added numbers — like A+B+C — read A as startup frames, B as active frames, and C as recovery frames.
If you are completely unfamiliar with Frame Data and the terminology used here, you can check more information on the subject at the end of this article.
Grappler
Name | Command | Numpad Notation | Startup | On Block | On Hit | MP Cost |
Light | A | 5A | 7 | -2 | 0 | – |
Light (Chain) | A during Light | 5AA | ~ | -7 | -1 | – |
Crouching Light | Down + A | 2A | 6 | -4 | -1 | – |
Heavy | B | 5B | 11 | -3 | +1 | – |
Crouching Heavy | Down + B | 2B | 12 | -10 | Knockdown | – |
Fling | S | S | 12 | – | – | – |
Charged Fling | Hold S | [S] | 32 | – | – | – |
High Kick | Down + S | 2S | 14 | -12 | – | – |
Charge High Kick | Down + Hold S | 2[S] | 29 | -7 | – | – |
Neck Snap | Forward+S | 6S | 20 | +4 | +8 | – |
Charged Neck Snap | Forward + Hold S | 6[S] | 35 | +10 | +31 | – |
Air Steiner | Back + S | 4S | 9 | -35 | – | – |
Charged Air Steiner | Back + Hold S | 4[S] | 24 | -35 | – | – |
Jumping Light | A (airborne) | j.A | 5 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 10 | ~ | ~ | – |
Slam Kick | S (airborne) | j.S | 14 | ~ | ~ | – |
Charged Slam Kick | Hold S (airborne) | j.[S] | 29 | ~ | ~ | – |
Magnumsault | M | 5M | 9 | -5 | ~ | 40 |
Charged Magnumsault | Hold M | 5[M] | 28 | +6 | ~ | 40 |
Seismic Crash | Down+M | 2M | 2 (63) | – | ~ | 50 |
Charged Seismic Crash | Down + Hold M | 2[M] | 2 (97) | – | ~ | 50 |
Shoulder Tackle | Forward + M | 6M | 3+15+6 | -8* | ~ | 50 |
Charged Shoulder Tackle | Forward + Hold M | 6[M] | 3+15+22 | -7 * | ~ | 50 |
Breakdown | Back + M | 4M | 7 | – | ~ | 70 |
Charged Breakdown | Back + Hold M | 4[M] | 24 | – | ~ | 70 |
Aerial Breakdown | M when airborne | j.M | 9 | – | ~ | 70 |
Charged Aerial Breakdown | Hold M when airborne | j.[M] | 28 | – | ~ | 70 |
Sole Bearer: Quaking Tiger | Awakening Skill | AS | 5+0 | – | – | – |
* Once charged, this move seems to have unlimited armor until it ends.
Note that Grappler’s grabs, except for his Fling and Charged Fling, work as unblockable hit grabs.
This means these attacks will interact with an enemy’s hitbox and allow you to hit their limps or weapons with Grappler’s. This is also true for Grappler’s Awakening Skill.
His air command grab, Aerial Breakdown, works on standing characters too, which can lead to some great mix-ups if your opponent is waiting for a Slam Kick.
Grappler’s Fling and High Kick have armor when charged, being able to absorb up to three hits before Grappler goes into hit stun. However, his Charged Shoulder Tackle can withstand an unlimited number of hits until the animation ends.
Note that Grappler’s armored moves and his parry special, Seismic Crash, are vulnerable to attacks that hit low.
Striker
Name | Command | Numpad Notation | Startup | On Block | On Hit | MP Cost |
Light | A | 5A | 5 | -2 | 0 | – |
Light (Chain) | A during Light | 5AA | ~ | -3 | 0 | – |
Crouching Light | Down + A | 2A | 6 | -3 | -1 | – |
Heavy | B | 5B | 9 | -4 | -2 | – |
Crouching Heavy | Down + B | 2B | 10 | -11~-20 | Knockdown | – |
Tiger Chain Strike | S | 5S | 12 | – | Launch | – |
Tiger Chain Bash | S (after Tiger Chain Strike) | 5SS | ~ | -7 | Launch | |
Muse’s Uppercut | Down + B | 2S | 14 | -12 | Launch | – |
Crushing Fist | Forward + S | 6S | 20 | -18 | -12 | – |
Low Kick | Back + S | 4S | 9 | -9 | -4 | – |
Jumping Light | A (airborne) | j.A | 5 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 10 | ~ | ~ | – |
Air Walk | S (airborne) | j.S | 14 | ~ | ~ | – |
Shadowless Kick | M | 5M | 3+10 | ~ | Launch | 30 |
Rising Fist | Down+M | 2M | 9 | -47 | Knockdown | 50 |
Mountain Pusher | Forward + M | 6M | 18 | -8 | Launch** | 50 |
One Inch Punch | Back + M | 4M | 29 | +4 | Crumple | 50 |
Tornado Kick | M (airborne) | j.M | 29 | -3 | ~ | 30 |
Empress’s Climactic Fist | Awakening Skill | AS | 2+16 | -45 | – | – |
* Striker is invulnerable during Rising Fist from frame 1 to frame 9.
** This attack causes a wall bounce on a counter hit.
Striker is a character with unique combo routes and abilities. Check our DNF Duel Striker guide to familiarize yourself with her in case you don’t entirely understand how to play this character.
Launcher
Name | Command | Numpad Notation | Startup | On Block | On Hit | MP Cost |
Light | A | 5A | 10 | -3 | -2 | – |
Light (Chain) | A during Light | 5AA | ~ | -7 | -2 | – |
Crouching Light | Down + A | 2A | 10 | -3 | 0 | – |
Heavy | B | 5B | 17 | -13 | ~ | – |
Charged Heavy | Hold B | 5[B] | 17 | -13 | ~ | |
Crouching Heavy | Down+B | 2B | 17 | -15 | ~ | – |
Steyr AMR | S | 5S | 22 | -4 | ~ | – |
FM-31 Grenade Launcher | Down+S | 2S | 16 | -6 | ~ | – |
Cannon Ball | Forward + S | 6S | 20 | -5 | ~ | – |
Spriggan | Back + S | 4S | 18 | -17 | ~ | – |
Jumping Light | A (airborne) | j.A | 8 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 18 | ~ | ~ | – |
Laser Rifle | S (airborne) | j.S | 15 | ~ | ~ | – |
Charge Laser Rifle | M | 5M | 3+15+7 | -13 | -6 | 50 |
BBQ | Down + M | 2M | 3+15+5 | -32 | ~ | 60 |
X-1 Extruder | Forward + M | 6M | 3+15+6 | +28 | ~ | 70 |
FM-92 mk2 Lancer | Back + M | 4M | 3+15+17 | +3~+48 | ~ | 50 |
Quantum Bomb | M (airborne) | j.M | 3+15+17 | ~ | ~ | 90 |
Ancient Trigger | Awakening Skill | AS | 2+16 | -34 | – | – |
* Striker is invulnerable during Rising Fist from frame 1 to frame 9.
** This attack causes a wall bounce on a counter hit.
Launcher is an odd character that, since most of her attacks are projectiles, it’s really hard to define what is the frame advantage on certain attacks because they depend on so many variables.
That being said, the values on block consider the opponent to be hit during the first frame of her projectiles.
Ranger
Name | Command | Numpad Notation | Start Up | Startup | On Hit | MP Cost |
Light | A | 5A | 12* | -10~-3 | 0~+7 | – |
Light (Chain) | A during Light | 5AA | ~ | -13~-6 | -1~+7 | – |
Crouching Light | Down+A | 2A | 10* | -6 | -2 | – |
Heavy | B | 5B | 16* | -12~-4 | +1~+9 | – |
Crouching Heavy | Down+B | 2B | 15* | -18~-10 | ~ | – |
Mach Kick | S | 5S | 10 | -3 | +2 | – |
Steep Slide | Down+B | 2S | 18* | -12~0 | ~ | – |
Windmill | Forward + S | 6S | 14 | -8 | ~ | – |
Air Raid | Forward + SS | 6SS | ~ | -29 / +2 (airborne) | ~ | – |
Triple Tap | Back + S | 4S | 15 | -4 | ~ | – |
Jumping Light | A (airborne) | j.A | 12 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 13 | ~ | ~ | – |
G-14 Buster | S (airborne) | j.S | 183 | ~ | ~ | – |
Suppressive Barrage | M | 5M | 3+15+2 | -10 | Launch | 40 |
Double Barrage* | MM | 5MM | – | – | – | 30 |
Triple Barrage* | MMM | 5MMM | – | – | – | 15 |
Wild Shot | Down + M | 2M | 3+15 | -27 | Knockdown | 60 |
Deadly Approach | Forward + M | 6M | 3+15+9 | +1/-11 | Crumple** | 60 |
Death Hawk | Back + M | 4M | 7 | +62 | ~ | 70 |
Scud Genocide | M (airborne) | j.M | 3+15+5 | ~ | ~ | 30 |
Double Scud Genocide | MM (airborne) | j.MM | ~ | ~ | ~ | 20 |
Triple Scud Genocide | MMM (airborne) | j.MMM | ~ | ~ | ~ | 10 |
Seventh Flow | Awakening Skill | AS | 2+16 | -40 | – | – |
* The Startup Frames assume the opponent is point black and will be hit during the first frame of the projectile
** This attack can have varying frame data depending on where the target was when hit, but if you hit a grounded enemy, it causes a crumple state
Much like Launcher, many of Ranger’s attacks are projectiles. This is why it can be hard to define what is the frame advantage of certain attacks. The distance between Ranger and the opponent can significantly change how the interaction happens.
Vanguard
Name | Command | Numpad Notation | Startup | On Block | On Hit | MP Cost |
Light | A | 5A | 9 | -1 | -3 | – |
Light (Chain) | A during Light | 5AA | ~ | -3 | -4 | – |
Crouching Light | Down + A | 2A | 7 | -5 | -5 | – |
Heavy | B | 5B | 11 | -17 | ~ | – |
Crouching Heavy | Down + B | 2B | 13 | -20 | ~ | – |
Side Slash | S | 5S | 18 | -4 | +1 | – |
Cleave: Upper | Down + S | 2S | 14 | -12 | ~ | – |
Cleave: Cut | Forward + S | 6S | 21 | -9 | -4 | – |
Cleave: Slash | Back + S | 4S | 20 | -10 | 0 | – |
Jumping Light | A (airborne) | j.A | 8 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 10 | ~ | ~ | – |
Impact Strike | S (airborne) | j.S | 25 | -8 | ~ | – |
Brandish | M | 5M | 3+15+8 | -10 | -6 | 30 |
Inferno Charge | M during Brandish | 5M~5M | ~ | -2 | +8 | 10 |
Crescent Slash | Down + M during Brandhish | 5M~2M | ~ | -14 | ~ | 20 |
Dread Bore | Forward + M during Brandhish | 5M~6M | ~ | -12 | ~ | 30 |
Behead | Back + M during Brandish | 5M~4M | ~ | -10 | -2 | 20 |
Lunge Strike | Down+M | 2M | 3+15 | -40 | ~ | 60 |
Earthshatter | Forward + M | 6M | 3+15+2 | -7 | ~ | 70 |
Devastate | Back + M | 4M | 3+15+2 | -2 | ~ | 50 |
Doom Glaive | M (airborne) | j.M | 3+15+2 | +2 | ~ | 90 |
Demonic Inferno | Awakening Skill | AS | 2+16 | -34 | – | – |
* Striker is invulnerable during Rising Fist from frame 1 to frame 9.
Crusader
Name | Command | Numpad Notation | Startup | On Block | On Hit | MP Cost |
Light | A | 5A | 10 | -3 | 0 | – |
Light (Chain) | A during Light | 5AA | ~ | -8 | -5 | – |
Crouching Light | Down+A | 2A | 8 | +3 | +8 | – |
Heavy | B | 5B | 18 | +2 | ~ | – |
Crouching Heavy | Down + B | 2B | 14 | -10 | ~ | – |
Hammer of Repentance | S | 5S | 20 | -20 | ~ | – |
Sacred Upper | Down + S | 2S | 18 | -12 | ~ | – |
Flash Sphere | Forward + S | 6S | 20 | -6 | ~ | – |
Saint Counter | Back + S | 4S | 5 | ~ | ~ | – |
Jumping Light | A (airborne) | j.A | 7 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 14 | ~ | ~ | – |
Hammer of Repentance (in air) | S (airborne) | j.S | 33 | -20 | ~ | – |
Miracle Splitter | M | 5M | 3+15+2 | -14 | 60 | |
Haptism | Down + M | 2M | 3+15+2 | -30 | ~ | 70 |
Deflect Wall | Forward + M | 6M | 3+15+2 | +5 | ~ | 50 |
Grace of Remidios | Back + M | 4M | 3+15+32 | ~ | ~ | 90 |
Repentance | Back + M during Repentance | 4M~4M | 3+15+9 | -8 | 50 | |
Spear of Victory | M (airborne) | j.M | 3+15+2 | ~ | ~ | 50 |
Apocalypse | Back + M during Repentance (airborne) | 4M~j.M | 3+15+187 | – | ~* | |
Ascension | Awakening Skill | AS | 2+16 | -45 | – | – |
* When under Apocalypse, chances are the opponent will be in block stun for a couple of seconds.
Swift Master
Name | Command | Numpad Notation | Startup | On Block | On Hit | MP Cost |
Light | A | 5A | 7 | -5 | -3 | – |
Light (Chain) | A during Light | 5AA | ~ | -3 | -1 | – |
Crouching Light | Down+A | 2A | 6 | -6 | -4 | – |
Heavy | B | 5B | 9 | -11 | -9 | – |
Crouching Heavy | Down+B | 2B | 10 | -14 | ~ | – |
Wind Blaster | S | 5S | 16 | -9 | Launch | – |
Storm Strike | Release S after charging | ]5[ | 25 | +3 | ~ | – |
Wind Upper | Down+S | 2S | 15 | -2 | Knockdown | – |
Sweeping Wind | Forward + S | 6S | 15 | -19 | -7 | – |
Headwind | Back + S | 4S | 28 | – | – | – |
Jumping Light | A (airborne) | j.A | 7 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 9 | ~ | ~ | – |
Aerial Wind Blaster | S (airborne) | j.S | 16 | ~ | ~ | – |
Relentless Biting Wind | M | 5M | 3+15+18 | +4 | Knockdown | 50 |
Eye of the Storm | Down+M | 2M | 3+15+5 | -29 | Knockdown | 70 |
Wind Orb* | Forward + M | 6M | 3+15+17 | – | – | 50 |
Storm Quaker | Forward + M while Wind Orb is active | 6M~6M | 3+12 | +73 | Launch | 50 |
Wind Twist | Back + M | 4M | 3+15+1 | +22 | +27 | 70 |
Vortex Hurricane | Back + M while Wind Orb is active | 4M~4M | 3+15+2 | +13 | Launch | 50 |
Sonic Move | M (airborne) | j.M | 60 | +8~ | +20~ | – |
Stormy Eliminator | Awakening Skill | AS | 2+16 | -37 | ~ | – |
* Wind Orb is not an attack but a move that sucks enemies toward it. This move allows Swift Master to perform some sort of air dash when around it. This is why it has no frame data on hit or block.
Inquisitor
Name | Command | Numpad Notation | Startup | On Block | On Hit | MP Cost |
Light | A | 5A | 10 | 0 | 0 | – |
Light (Chain) | A during Light | 5AA | ~ | +1 | +3 | – |
Crouching Light | Down+A | 2A | 9 | -4 | -3 | – |
Heavy | B | 5B | 16 | -5 | +3 | – |
Crouching Heavy | Down+B | 2B | 18 | -9 | ~ | – |
Punishing Cross | S | 5S | 16 | -9 | ~ | – |
Rising Cut | Down+S | 2S | 20 | -14 | ~ | – |
Cut-in Dash | Forward + S | 6S | 25 | ~ | ~ | – |
Cut-in Bash | Forward + S (after Cut-in Dash) | 6S~S | 19 | -16 | ~ | – |
Flege’s Essence | Back + S | 4S | 34 | -7 | -2 | – |
Jumping Light | A (airborne) | j.A | 9 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 15 | ~ | ~ | – |
Punishment | S (airborne) | j.S | 18 | ~ | ~ | – |
Raid | Down + S (airborne) | j.2S | 21 | -11 | ~ | – |
Fledge’s Firebomb | M | 5M | 3+15+27 | +37 | +42 | |
Noble Rage | Down+M | 2M | 3+12 | -26 | ~ | |
Summary Justice | Forward + M | 6M | 3+15+5 | -6 | ~ | |
Burning Wheel | Back + M | 4M | 3+15+22 | +166 | ~ | |
God’s Wrath | M (airborne) | j.M | 3+14 | -3 | ~ | |
Blazing Hell | Awakening Skill | AS | 2+16 | -33 | ~ | – |
Inquisitor has a move called Incinerate. It is only activated when you throw Fledge’s Essence on your opponent and then hit them with an MP Skill. This makes the opponent take more damage.
Hitman
Name | Command | Numpad Notation | Startup | On Block | On Hit | MP Cost |
Light | A | 5A | 8 | -6 | -3 | – |
Light (Chain) | A during Light | 5AA | ~ | -5 | +2 | – |
Crouching Light | Down+A | 2A | 7 | -9 | +1 | – |
Heavy | B | 5B | 11 | -2 | 0 | – |
Crouching Heavy | Down+B | 2B | 13 | -12 | ~ | – |
Surprise Cut | S | 5S | 15 | -9 | -4 | – |
Dead Lift | Down+S | 2S | 12 | -15 | ~ | – |
Agile Maneuver | Forward + S | 6S | 18 | -8 | -6 | – |
Mighty Strike | Back + S | 4S | 22 | -10 | ~ | – |
Jumping Light | A (airborne) | j.A | 6 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 10 | ~ | ~ | – |
Dead Six | S (airborne) | j.S | 18 | ~ | ~ | – |
Final Strike | M | 5M | 3+15+13 | -4 | +14 | 50 |
Bill Drill | Down+M | 2M | 3+14 | -28 | ~ | 70 |
Caracole | Forward + M | 6M | 3+15+5 | +2 | +15 | 70 |
Sweep | Back + M | 4M | 3+15+3 | -7 | ~ | 50 |
Helix Dive | M (airborne) | j.M | 3+15+5 | -3 | +14 | 50 |
Shattering Strike* | M after an MP Skill when Awakened* | X~M* | 3+15+5 | -5 | Launch or Knockdown* | 10 |
Dusk Wings | Awakening Skill | AS | 2+16 | -38 | ~ | – |
* Shattering Strike can only be used while Hitman is Awakened. It causes a crumple state on grounded enemies and a hard knockdown on airborne ones.
Ghost Blade
Name | Command | Numpad Notation | Startup | On Block | On Hit | MP Cost |
Light | A | 5A | 8 | -4 | -1 | – |
Light (Chain) | A during Light | 5AA | ~ | -6 | -4 | – |
Crouching Light | Down+A | 2A | 7 | -6 | -4 | – |
Heavy | B | 5B | 11 | -6 | -3 | – |
Crouching Heavy | Down+B | 2B | 11 | -8 | – | |
Ultimate Phantom Slash | S | 5S | 15 | -20 | – | |
Spectral Eradication | Down+S | 2S | 25 | -7 | – | |
Drive Slash* | Forward + S | 6S | 15 | -20 | -13 | – |
Drive Slash (2nd hit) | S during Drive Slash | 6SS | ~ | – | -13 | – |
Drive Slash (3rd hit) | S during Drive Slash (2nd hit) | 6SSS | ~ | – | ~ | – |
Soul Strike | Back + S | 4S | 23 | -15 | ~ | – |
Jumping Light | A (airborne) | j.A | 7 | ~ | – | |
Jumping Heavy | B (airborne) | j.B | 10 | ~ | ~ | – |
Cross Slash | S (airborne) | j.S | 30 | ~ | ~ | – |
Ghost: Single Strike | M | 5M | 3+15+8 | -20 | +16 | 50 |
Dyad: Soul Cross | M during Ghost: Single Strike | 5MM | ~ | -12 | ~ | 30 |
Ghost Retracer | Down+M | 2M | 3+15+12 | ~ | 40 | |
Ghost: Sky Slash | Forward + M | 6M | 3+15+9 | +7/+45* | ~ | 50 |
Ghost: Phantom Wind | Back + M | 4M | 3+15+9 | +147 | ~ | 80 |
Ghost: Targeted Hit | M (airborne) | j.M | 3+15+27 | +39/+95* | ~ | 50 |
Phantasmal Slayer | Awakening Skill | AS | 2+16 | -36 | ~ | – |
* These values are for the first and the second hit of the attack.
Ghost Blade’s Frame Data is a bit hard to use practically when you are the one being attacked by him. Mostly because the ghost and Ghostblade will most likely be attacking you at the same time sometimes.
Troubleshooter
Name | Command | Numpad Notation | Startup | On Block | On Hit | Mana Cost |
Light | A | 5A | 9 | -3 | -1 | – |
Light (Chain) | A during Light | 5AA | ~ | -7 | -5 | – |
Crouching Light | Down+A | 2A | 12 | -7 | 0 | – |
Heavy | B | 5B | 8 | -6 | -6 | – |
Crouching Heavy | Down+B | 2B | 12 | -8 | ~ | – |
Sword Bomb | S | 5S | 15 | -5 | ~ | – |
Black Crescent | Down+S | 2S | 18 | -5 | ~ | – |
G-Bomb | Forward + S | 6S | 15 | -11 | ~ | – |
Swashbuckler’s Refreshment | Back + S | 4S | 45 | – | – | – |
Jumping Light | A (airborne) | j.A | 8 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 12 | ~ | ~ | – |
Aerial G-Bomb | S (airborne) | j.S | 15 | ~ | ~ | – |
Igniting Slash | M | 5M | 3+15+5 | -2 | ~ | 20 |
Igniting Slash (2nd) | M after Igniting Slash | 5M~M | ~ | -4 | ~ | 20 |
Igniting Slash (3rd) | M after second Igniting Slash | 5M~M~M | ~ | +1 | ~ | 20 |
Perfect Batting | Down+M | 2M | 3+15+3 | ~ | -26 | 70 |
Get on Fire | Forward + M | 6M | 3+15+13 | ~ | -17 | 50 |
Get on Fire (3rd hit)* | M during Get on Fire | 6M~M | ~ | -19 | ~ | 60 |
Oppression | Back + M | 4M | 3+15+5 | -23 | ~ | 20 |
Disastrous Quake | M (airborne) | j.M | 3+15+15 | ~ | +3 | 30 |
Incredible | Awakening Skill | AS | -32 | ~ | ~ | – |
* Troubleshooter’s Get on Fire hits twice. Pressing M during the attack makes shoot a third time. This third attack is used to deal more damage or because of its even greater range.
Enchantress
Name | Command | Numpad Notation | Startup | On Block | On Hit | Mana Cost |
Light | A | 5A | 7 | -3 | -1 | – |
Light (Chain) | A during Light | 5AA | ~ | -5 | -1 | – |
Crouching Light | Down + A | 2A | 6 | -10 | -7 | – |
Heavy | B | 5B | 10 | -11 | -8 | – |
Crouching Heavy | Down + B | 2B | 15 | -12 | ~ | – |
S | 5S | 15 | -27 | -17 | – | |
Madd, It’s Time to Dance! | Down + S | 2S | 14 | -17 | ~ | – |
Lantern Firebomb* | Forward + S (Chargeable) | 6S/6[S]~6]S[ | 15~45 | -26/-16/-16/-10 | ~ | – |
Destiny Puppet | Back + S | 4S | 35 | 0 | ~ | – |
Jumping Light | A (airborne) | j.A | 7 | ~ | – | |
Jumping Heavy | B (airborne) | j.B | 12 | ~ | ~ | – |
Aerial Lantern Firebomb | S (airborne, chargeable) | j.6S/j.6[S]~j.6]S[ | 15~45 | ~ | ~ | – |
Showtime!* | M | 5M | 20 | – | – | varies* |
Terrible Roar | Down + M | 2M | 3+15+7 | -20 | ~ | 40 |
Harvest | Forward + M | 6M | 3+15+12 | -12 | ~ | 20 |
Keep Away! | Back + M | 4M | 18 | – | 0 | 80 |
And, Scene!* | M while Showtime is active | 5M~M | 20 | – | – | – |
Madd the Guard* | Down + M | 2M | 30 | +48 | ~ | 40 |
Madd Mad Slash* | Forward + M | 6M | 20 | +34 | +37 | 20 |
Curse of Terror Bear* | Back + M | 4M | 25 | +53 | +58 | 80 |
Forest of Dolls* | Awakening Skill | AS | 2+16 | -48 | ~ | – |
* Showtime! allows you to control Madd and access its MP Skills. And, Scene! ends Showtime! while the others each do something different. While active, Showtime! consumes your MP over time. You can control Madd’s movements with directional inputs while this MP Skill is active, even if you are crouching or holding block.
Kunoichi
Name | Command | Numpad Notation | Startup | On Block | On Hit | Mana Cost |
Light | A | 5A | 6 | -3 | -1 | – |
Light (Chain) | A during Light | 5AA | ~ | -3 | +1 | – |
Crouching Light | Down+A | 2A | 5 | -9 | -7 | – |
Heavy | B | 5B | 10 | -6 | -2 | – |
Crouching Heavy | Down+B | 2B | 11 | -8 | ~ | – |
Flame Cut | S | 5S | 14 | -10 | ~ | – |
Rising Cut | Down+S | 2S | 15 | -12 | ~ | – |
Kunai Throw | Forward + S | 6S | 15 | -16 | -11 | – |
Ninpo: Log Clone | Back + S | 4S | 37 | – | – | – |
Jumping Light | A (airborne) | j.A | 5 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 8 | ~ | ~ | – |
Kunai Throw (Air) | S (airborne) | j.S | 15 | ~ | ~ | – |
Fire Art: Fireball | M | 5M | 3+15+8 | -4 | ~ | 40 |
Fire Art: Fireball | Hold M | 5[M] | 3+15+39/29* | +2 | ~ | 35 |
Heavenly Fire Blast | Down + M | 2M | 3+15+17 | -16 | ~ | 60 |
Nin-Bound Heavenly Fire Blast | Down + Hold M | 2[M] | 3+15+32/22* | -16 | ~ | 60 |
Flame Tornado | Forward + M | 6M | 3+15+17 | +120 | ~ | 90 |
Nin-Bound Flame Tornado | Forward + Hold M | 6[M] | 3+15+47/37* | +120 | ~ | 90 |
Toad Oil Bomb | Back + M | 4M | 3+15+18 | +119 | ~ | 70 |
Nin-Bound Toad Oil Bomb | Back + Hold M | 4[M] | 3+15+50/40* | +119 | ~ | 70 |
Flying Air Shuriken | M (airborne) | j.M | 3+15+2 | ~ | ~ | 50 |
Sword of Kusanagi | Awakening Skill | AS | 2+16 | -37 | ~ | – |
* Due to how her Awakening Effect works, the Frame Data on Kunoichi moves while she is Awakened.
Berserker
Name | Command | Numpad Notation | Startup | On Block | On Hit | Mana Cost |
Light | A | 5A | 8 | -4/-2* | -1/0 | – |
Light (Chain) | A during Light | 5AA | ~ | -6/-4* | -4/-1* | – |
Crouching Light | Down+A | 2A | 6 | -2 | 0 | – |
Heavy | B | 5B | 12 | -5/-8* | -3/~* | – |
Crouching Heavy | Down+B | 2B | 16 | -8/-5* | ~ | – |
Ghost Slash | S | 5S | 18 | -13 | -4 | – |
Upward Slash | Down+S | 2S | 16 | -17 | ~ | – |
Gore Cross | Forward + S | 6S | 15 | -5 | +2 | – |
Gore Cross: Expulsion | Forward + S, then S | 6S~S | ~ | -12 | ~ | – |
Mountainous Wheel | Back + S | 4S | 25 | -7 | ~ | – |
Jumping Light | A (airborne) | j.A | 8 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 12 | ~ | ~ | – |
Blood Smash | S (airborne) | j.S | 16 | ~ | ~ | – |
Ashe Fork | Down + S (airborne) | j.2S | 16 | ~ | ~ | – |
Frenzy* | M | 5M | 28 | – | – | 30 |
Blood Twister | M during Frenzy | 5M~M | 3+15+5 | +3 | ~ | 80 |
Raging Fury | Down+M | 2M | 3+15+3 | -40 | ~ | 70 |
Blood Sword | Forward + M | 6M | 3+15+1 | +9 | ~ | 50 |
Blood Lust | Back + M | 4M | 11 | – | ~ | 50 |
Outrage Break | M (airborne) | j.M | 3+15+14 | +4 | ~ | 50 |
Blood Riven | Awakening Skill | AS | 2+16 | -37 | ~ | – |
* Berserker’s Frenzy MP Skill changes the Frame Data of some of his attacks. The second values are the ones for when Frenzy is active.
Dragon Knight
Name | Command | Numpad Notation | Startup | On Block | On Hit | Mana Cost |
Light | A | 5A | 6 | -4 | -2 | – |
Light (Chain) | A during Light | 5AA | ~ | -3 | 0 | – |
Crouching Light | Down+A | 2A | 5 | -8 | -2 | – |
Heavy | B | 5B | 8 | -4 | -2 | – |
Crouching Heavy | Down+B | 2B | 13 | -12 | ~ | – |
Lethal Punto* | S | 5S | 14/36* | -8/-2* | -3 | – |
Shield Uppercut | Down+S | 2S | 13 | -12 | ~ | – |
Sky Break | Forward + S | 6S | 22 | -1 | ~ | – |
Finish! | Back + S | 4S | 32 | -12 | ~ | – |
Jumping Light | A (airborne) | j.A | 6 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 12 | ~ | ~ | – |
Knuckle Blaster | S (airborne) | j.S | 20 | ~ | ~ | – |
Summon Astra | M | 5M | 3+15+10 | – | ~ | 50 |
Dragon Smash | Down+M | 2M | 3+12 | -44 | ~ | 60 |
Dragon Warrior Princess | Forward + M | 6M | 3+15+7 | -8 | ~ | 40 |
Biting Dragon | Back + M | 4M | 3+15+3 | -24 | ~ | 50 |
Dragon Wing | M (airborne) | j.M | ~ | – | – | 30 |
Dragon Force** | ~ | A** | ~ | ~ | ~ | 20 |
Dragon Breath** | ~ | B** | ~ | ~ | ~ | 30 |
Dragon Fang** | ~ | S** | ~ | ~ | ~ | 40 |
Dragon Sortie | Awakening Skill | AS | 2+16 | -32 | ~ | – |
* Lethal Punto can be charged. Charging this Skill increases its startup frames and decreases the frame disadvantage on block.
** The button you press after using Summon Astra defines what Dragon Knight’s pet dragon will do next.
Lost Warrior
Name | Command | Numpad Notation | Startup | On Block | On Hit | Mana Cost |
Light | A | 5A | 10 | -4 | +2 | – |
Light (Chain) | A during Light | 5AA | ~ | 0 | +5 | – |
Crouching Light | Down+A | 2A | 12 | -3 | +4 | – |
Heavy | B | 5B | 11 | -2 | +4 | – |
Crouching Heavy | Down+B | 2B | 15 | -6 | ~ | – |
Mysterious Slash | S | 5S | 14 | -8 | +2 | – |
Resolute Cut | Down+S | 2S | 18 | -3 | ~ | – |
Phase Shift | Forward + S | 6S | 20 | -18 | ~ | – |
Vanish | Back + S | 4S | 26 | – | ~ | – |
Jumping Light | A (airborne) | j.A | 14 | ~ | ~ | – |
Jumping Heavy | B (airborne) | j.B | 18 | ~ | ~ | – |
Mysterious Sphere | S (airborne) | j.S | 24 | ~ | ~ | – |
Vanish Cutter | M | 5M | 3+15+5 | -22 | 50 | |
Absolute Guard | Down+M | 2M | 3 | ~ | ~ | 50 |
Mysterious Pierce | Forward + M | 6M | 3+15+17 | ~ | ~ | 60 |
Vanish Strike | Back + M | 4M | 3+15+15 | ~ | ~ | 70 |
Dominate | M (airborne) | j.M | 3+15+2 | ~ | ~ | 70 |
Ancient Trigger | Awakening Skill | AS | 2+16 | -36 | ~ | – |
How Frame Data Works

Fighting games traditionally run at 60 frames per second. For a long time, animation in these games was keyframed and still is in most games. That means you’d count the time of animation in how many frames it had.
For instance, one can say that a move has 20 frames, which means 1/3 of a second. However, a move with a total of 20 frames might take 5 frames to start, remain active for 5 frames, and then take 10 frames to recover.
It can also change depending on how it connects. Fighting games don’t allow you to move while being attacked. If an enemy’s attack connects to your character, your character will be stunned, even if blocking.
The difference is that blocking makes you recover faster from the attack. To know if your attack allows you to recover faster than your adversary, we use Frame Data.
If you are negative, or at frame disadvantage, after using a move, it means that your opponent recovers faster. If you are positive, or at frame advantage, after a move, you recover faster and can keep going.