Duels of Fortune/Game Data

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Character Data

DoF Character Data
Character Total Health Walk Speed Forward Dash Velocity (Duration) Back Dash Duration Jump Startup Throw Startup Reversal Startup
Clyde 24000 X X (N/A) 19 4 10 19
Annie 20000 X X (X) X 4 X X
Rattlebone 24000 X X (X) X 4 X X
Shoto 20000 X X (X) X 4 X X
Derrick 23000 X X (X) X 4 X X
Red 26000 X X (X) X X X X
Baron 30000 X X (X) X X X X
Sylvan 25000 X X (X) X X X X
Shiverskull 22000 X X (X) X X X X
Lumina 23000 X X (X) X X X X
Black Heart 24000 X X (X) X X X X
Guy 18000 X X (X) X X X X
Callowman 27000 X X (X) X X X X
Doodle 22000 X X (X) X X X X
ERROR 21000 X X (X) X X X X
Johnson 26000 X X (X) X X X X
Ember 25000 X X (X) X X X X
The Masked Oni 20000 X X (X) X X X X
The Pill 18000 X X (X) X X X X
Zorb 25000 X X (X) X X X X
Shooting Star 20000 X X (X) X X X X
Tiny Evil Clyde 18000 X X (X) X X X X
The Mask 22000 X X (X) X X X X
Shade 25000 X X (X) X X X X
Donner 20000 X X (X) X X X X

Damage and Hitstun Modifiers

Launchers

Each time a launcher is used after its first use, it adds an extra move of hitstun decay (i.e. a Clyde combo with two 5Hs will start heavily decaying at 9 hits instead of 10).

Blast Burst

Blast Burst resets hitstun scaling 8 moves back at most. This means that if you combo to exactly 10 moves (when hitstun starts to heavily decay), you can combo up to 18 hits before the hitstun starts to heavily decay again at 19. Blast burst will also reset damage scaling by at most 60% (if a combo reaches the max scaling of 10%, it will go back to 70%).

Combo Extension Supers

Combo extension supers typically don't add any damage scaling, but don't remove any either, making them better used as early as possible in a combo. Generally, they remove 2 moves of hitstun scaling.

Super Meter Data

Meter Gain

How much meter a move gains correlates directly to how much damage it does. For example, a move like Baron' 624S which does a huge amount of damage in a single-hit builds a chunk of bar pretty much whenever it's used.

Opposing characters build roughly 2/3 (research needed) of the meter their opponent builds.

Guard breaking an opponent causes the move to build significantly more meter than normal, around 75% more.

Using a reversal inflicts a 75% meter gain penalty for 4 seconds.

Supers have no meter penalty.

Throw Data

Throws have variable startup across the cast, although 10F is standard. The throw tech window is 20 frames.

Landing Recovery

When landing from an empty jump or after an aerial completely recovers, you suffer no landing recovery. When landing with an aerial that has recovered yet or a move that doesn't recover until it reaches the ground, you suffer X frames of landing recovery.

Input Buffer

Duels of Fortune has no actual input buffer at all. The one exception to this is dash cancels, which can be buffered in advance, but aside from that everything must be input as is. This may sound difficult, and in a few specific spots it is, but combos and pressure strings in DoF tend to be open enough that this rarely comes up.

Chip Damage

All special moves and some command normals do chip damage. Regularly chip is 1/5 (20%) of a move's total damage but specific attacks do 1/8 (12.5%), notably multi-hit supers.

Non-Determinism + Lag

DoF is built on spaghetti code and as a result, the game's actual gameplay is tied to the frame rate and even with a consistent frame rate has inconsistencies. The main example of this is that frame data isn't consistent in game. While moves do have set data, in game this data tends to vary by 1-3 frame. It's rare it ever varies by more than 1 frame but it does happen. A normally 5F +2 move may become 6F +1, and such. Hitboxes can also be effected by this but it's much rarer. The bigger issue comes in in the case there's an actual lag spike. Usually when this happens, rather than freezing, the game appears to visually "skip" forwards, kind of like a rollback, but any hitboxes and frame data that was done during the skip is actually erased, even if the recovery isn't, resulting in moves not hitting but still whiffing and the like. These occurences are still rare, but do come up and can effect the game experience.

HKD Timer

The hard knockdown timer is roughly 4 seconds. This means that after a combo ending in an HKD, if you start a combo again before 4 seconds have elapsed it's impossible to end in another hard knockdown.

Navigation

General
Getting Started
FAQ
HUD & UI
Updates
Systems
Controls
Offense
Defense
Movement
Game Data
Azutron
Shoto
Clyde
Bosses
Baron
Black Heart
Callowman
Ember
Derrick
Annie
ERROR
Sylvan
Lumina
Johnson
Guy
Red
Rattlebone
Shiverskull
Doodle
Samurai