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Overview

Overview

Grappler, unsurprisingly, acts as this game's resident grappler character who dominates the close-range with an assortment of powerful grabs, excellent pressure, high damage, and incredible MP efficiency.

Offense is where Grappler shines the most, since once he gets in his opponent's face he can apply a ferocious with his powerful 5S and 214M s, his low-hitting 5AA and 2B, and his plus-on-block 6S. In addition, both his strikes and his throws lead to high damage and suffocating that allow him to repeat his mixup game until he knocks out his opponent. Finally, his many attacks allow him to counter and punish Guard Cancel and various attacks in ways other characters cannot. It cannot be overstated just how powerful Grappler is once he gets in his opponent's face.

To balance out his offensive upsides, Grappler has some weaknesses in both neutral and on defense. His buttons are rather small and he has a slow movement speed, making it both difficult to approach the opponent as well as difficult to keep the opponent out. However, he is by no means helpless in neutral, as his Hyper Armor attacks and 623M let him counter many large buttons and his powerful 4S lets him snipe opponents who recklessly jump at him. Do note that his Hyper Armor does not work against low attacks. Instead, he must rely on jumping and rolling to bypass low-hitting pokes. Additionally, 5M has powerful low crush abilities, making it an effective conditioning and neutral tool.

As for his defense, Grappler is one of the few characters who lack an Reversal. Instead, he has a 623M that loses to lows, throws, and projectiles. The counter is frame 1, meaning it will catch attacks and tight s as well. In addition, his options and Guard Cancel have poor range, making it difficult for him to contest spaced pressure. As a result, Grappler has to be more patient than most characters on defense and more carefully choose when to contest.

However, neither of these weaknesses keep Grappler from being an absolute powerhouse, since a correct option in both neutral and defense allows Grappler to start his devastating offense. It may be a struggle at times to land that first hit, but once he does, he becomes an absolute monster.
Grappler
Health
1200
Guard Gauge
1050
MP Regen Rate
18 /second
Prejump
4fF
Backdash
Fastest Attack
2A (6F)
Reversals
2M (Counter)

Grappler is classified as a type. He specializes in close-range grab moves, characterized by the ability to change move effects by charging them.

Pros
Cons
  • Devastating Damage: Grappler's combo routes, even without using MP moves, deal incredibly high damage, potentially killing in as quickly as two combos.
  • Blockstring Mixups: With access to variable charge timing on Specials and MP moves, Grappler can reset pressure with plus on block moves or go into tick-throw attempts with his various highly rewarding command grabs.
  • Armored Attacks: Grappler has access to Super Armor moves to push through attacks and punish the opponent, forcing them to reconsider their gameplan in neutral.
  • Excellent MP Efficiency: Grappler's low MP usage, long attack animations, and incredibly fast natural MP recovery speed allow him to more freely spend MP for both offense and defense.
  • Awakening Comeback: Grappler's Gold Cube Awakening passive enhances his neutral, damage, and offense, forcing opponents to play around it or risk dying from even the smallest opening.
  • Limited Approach: Grappler's slow movement speed and lack of versatile approach tools makes it more difficult to approach the opponent. He especially struggles against zoner playstyles.
  • Stubby Buttons: Grappler's buttons have short range, making it difficult to keep the opponent out, contest spaced pressure, and space out the opponent's defensive options.
  • Exploitable Defense: With a counter that loses to lows, projectiles, and throws, it's easy to put Grappler into situations that would otherwise be escapable with a traditional reversal. His Guard Cancel also has the shortest horizontal range in the game, making him more vulnerable to midrange blockstrings.
  • Vulnerable to Dodge: Notable gaps in Grappler's pressure make it easier for opponents to escape with Dodge, not helped by the fact that Grappler's lack of range makes it challenging to punish these attempts even when he sees it coming.

Unique Mechanics

Awakening Effect: Equanimity
Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Reduces White Damage received when guarding by 80%.
Increased Defense by 5%.
Able to cancel Charged MP Skills and into other MP Skills even on whiff.

Awakening Effect: Iron Physique
Awakening Effect: activates when entering Awakening mode at 50% HP or less.

Reduces White Damage received when guarding by 80%.
Increased Defense by 5%.
Reduced Guard Gauge damage received when guarding.
Increased Movement Speed

Normal Moves

5A

Damage
50
Mid
7
3
13
-2
none

Fast and hits crouching. Being -2 OB means that it's useful for tick throwing, primarily when used with 4M.

  • Drops juggles instantly, unless this is the combo starter.
Cancel Options: 5AA[+], 5B, 2B, Skills, MP Skills, Throw

5AA

Damage
65
Low
8
3
23
-7
none

This low hit lets Grappler demand respect from his 5A. Due to backdashes only being Throw Invulnerable and jumps having decent startup, doing delayed cancels into 5AA is a good way to catch an opponent in startup and score a new knockdown. Has unusually long hitstun, giving ample time to do delayed hitconfirms into 5B for combos or pressure.

  • Usually whiffs if 5A air hits.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw, Jump

5B

Damage
75
Mid
11
3
25
-3
none

The starter. With low pushback on hit and great scaling, 5B is Grappler's key to massive damage and looping okizeme. At max range moves such as 2[S]~Release, 5M~6, and 6M will connect depending on your execution and available resources. Safe on block, potentionally letting you reset pressure or tick throw.

  • Can anti-air low opponents.
  • +1 on hit.
  • Heavily scales juggles.
Cancel Options: 2B, Skills, MP Skills, Throw

2A

Damage
40
Mid
6
2
15
-4
none

Grappler's fastest button. Useful for tight frame-traps after Neck Snap or mashing out of pressure. Always confirms into 5B and 2B.

  • Drops juggles instantly, unless this is the combo starter.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw

2B

Damage
80
Low
12
3
26
-10
none

Generous hitbox and good damage. Very commonly used to set up 4S at the end of combos. Long recovery, so its use in neutral should be supplemented by other buttons. Hard knockdown on counter hit and can be combo'ed into 5[M]

  • Doesn't scale juggles as much as 5B.
Cancel Options: Skills, MP Skills, Throw

j.A

Damage
50
High
5
3
24
-
none

Fast air-to-air that works best while rising.

  • Causes fast air tech if not cancelled into j.B.
  • Fastest air attack.
Cancel Options: j.B, j.S, j.M

j.B

Damage
80
High
10
6
25
-
none

Decent jump-in with less vertical range than j.S but also allows for a combo on hit. This is an important button for Grappler as it is used to perform set-ups that can help him maintain his offensive. It can also be used as a crossup button.

  • Opponent can tech before hitting the ground on air hit.


Cancel Options: j.S, j.M

Universal Mechanics

Throw

A+B

Damage
150
Throw (150)
5
2
22
N/A
none
Grappler's command throws are much more useful than his normal throw, as the normal throw sends the opponent back to neutral and only leaves Grappler +2 on hit. However, it's much safer on whiff, so is useful for closing out a round against an opponent low on life.

Dodge

6G

Damage
-
-
0
30
1
-
1~20 Hit, Projectile
21~30 Projectile

Backwards Dodge

4G

Damage
-
-
0
30
8
-
1~20 Hit, Projectile
21~30 Projectile
  • Has 7 frames more recovery than forward dodge, but the same Invulnerability.


Guard Cancel

6B+S

Damage
70
Mid
18
3
36
-25
1~20 Strike, Projectile
Since it uses the animation of uncharged , its horizontal range is severely lacking. However, considering Grappler's high health and Mana Regen rate, the move is, if nothing else, often available.

Skills

Fling

5S (Hold OK)

Version
Damage
5S
95
Throw
12
N/A
none
5[S]
120
Throw
32
N/A
8-?? Mid/High Armor
Both Versions

The only command grab Grappler has without spending MP, but it's certainly good. This grab be used in combos but isn't recommended, as Grappler has other more useful tools.

  • Whiffs on airborne opponents, even in hitstun.
  • Can hit crouching opponents.

Uncharged

This version can be used in tick throws with proper timing, it is one of grapplers core grabs as it costs no meter to do. If Grappler would like to save meter for later in the round he can use this move to tick throw from 2A instead of 214M.


Charged

This version has 3 hits of (loses to low attacks and throws). Unlike , it can grab extended enemy hurtboxes, meaning Grappler can use the armored version to counterpoke certain moves for a full combo.

  • Armor starts on frame 8.

High Kick

2S (Hold OK)

Version
Damage
2S
100
Mid
14
-12
none
2[S]
120
Mid
29
-7
8-?? Mid/High Armor
Both Versions

Useful as an anti-air, letting Grappler dominate the ground game. Arguably his best combo extender. Unsafe on block if not canceled into an MP Skill, so confirming into it is important.

Cancel Options: 6S, 4S, MP Skills, Jump


Uncharged

Much more unsafe than charged version due to low pushback and less frame advantage on block.


Charged

This version launches higher and has 3 hits of (loses to low attacks and throws). It's harder to punish due to it having lots of pushback on block, as well as it being jump cancellable on block or hit.

  • Armor starts on frame 9.
  • Also lunges forward.

Perfect Charged Release
2[S] can be released early while still getting the Charged version, allowing it to combo in a variety of situations where it typically wouldn't work. Most commonly it allows 5B to combo into 2[S] that normally only works on Counter Hit, giving Grappler access extremely high damage combos on normal hit.

Neck Snap

6S (Hold OK)

Version
Damage
6S
30, 60
Mid
20
+4
none
6[S]
40, 70
Mid
35
+10
none
Both Versions

A great pressure tool that forces the opponent to take risks due to the looping plus frames and high damage on hit. However, it can be rolled through mid blockstring unless true blockstringed into from 5B, which will create pushback and stop Grappler's looping offense.

Cancel Options: MP Skills


Uncharged

This version is already plus enough and frametraps with 2A. On hit, this move leads to a 5A combo.

  • +8 on hit.

Charged

This version allows Grappler to follow up with true blockstrings or uninterruptible tick throws, he also gains access to unique ground routes. This move is an incredible combo starter, but typically only available as a DP punish or as a callout against some abare options thanks to the armor.

  • +31 on hit.
  • Armor starts on frame ?

Air Steiner

4S (Hold OK)

Version
Damage
4S
30, 130
Mid
9
-35
none
4[S]
30, 150
Mid
24
-35
none
Both Versions

An hitgrab that works well as a combo ender. Despite its implied use, Air Steiner still connects against grounded opponents.

  • Switches sides.
  • Always combos into .

Uncharged

One of Grappler's standard combo enders as well as a high speed Anti-Air. As a combo ender, it leaves Grappler close to the opponent for attacks, but does not give the opportunity for a safejump like some other combo enders. Useful at the end of long combos where scaling is heavy as it will always combo into Quaking Tiger.


Charged

This version causes a ground bounce which gives enough time to , making it an integral part of Grappler's highest damage combo routes. It also recovers airborne, making it hard to punish on block if the opponent doesn't have a fast normal that hits above them (besides spending mana for an invincible move), since Grappler can use falling j.B or j.M to contest abare attempts.

  • Armor starts on frame ?

Perfect Charged Release
More difficult than 2[S] Release, but lets 4[S] connect in situations that it typically wouldn't work. Additionally, repeated use of this technique in conjunction with 5[M], which requires multiple frame perfect links, enables Grappler's combos.

Slam Kick

j.S (Hold OK)

Version
Damage
j.S
90
High
14
4
Until landing+5
none
j.[S]
100
High
29
4
Until landing+7
none
Both Versions

Grappler's best jump-in due to its hard knockdown and range. Also used as a combo extender from 4S

Cancel Options: j.M


Uncharged

Primarily a combo filler button, enabling 2S > j.B > j.S loops as part of Grappler's high damage basic combos. Has use as a niche jump-in button, but is generally outclassed by the charged version. Ground bounces on hit, allowing you to combo afterwards depending on height.


Charged

This version ground bounces on hit, allowing for a follow-up juggle or time to OTG. If Grappler charges while falling, Slam Kick won't come out, letting him set up empty lows on unaware opponents. This also partially hits behind Grappler which can be useful for crossup situations or jumping over and punishing DPs that only hit in a forward direction such as Vanguard's or Dragon Knight's

  • If released before finished charging, uncharged Slam Kick will come out immediately.
  • Always safe or plus on block.

MP Skills

Magnumsault

5M

Version
Damage
MP Cost
5M
30, 80
Mid
31
10,4
24
-4
none
40
5[M]
50, 100
Mid
41
10,4
16
+6
none
40
Both Versions

Grappler's OTG attack and a staple in his combos. After inputting it, pressing forward will cause Grappler to leap much farther than normal.

  • Hits on the way down for extra damage.
  • Susceptible to and attacks.

Uncharged

This version is a combo ender without Conversion. Getting a counter hit on an airborne opponent will leave them in the air long enough to combo into 2A

  • Combos directly into AS. With Conversion, this move is an integral option for Grappler's neutral game, as it will jump over most of the lows that beat his armored moves. Punishable on block without conversion.

Charged
  • This version launches higher than the uncharged version and allows for a follow-up juggle.
  • Can cancel into other MP Skills (even on whiff) during Gold Cube Awakening.
  • Plus on block when landing, allowing you to continue your pressure.
  • Strong read for calling out low pokes or high recovery attacks, as it has remarkable hurtbox shifting properties.

Seismic Crash

2M (Hold OK) or 623M (Hold OK)

Damage
MP Cost
150
Mid
1 [?]
20 [?]
40 [?]
F1~23 Strike
50

Grappler's "DP", which is a that catches strikes but loses to projectiles, throws, and lows. Holding the button keeps the counter active longer, letting it parry slightly delayed attacks but making it even easier to punish if the enemy doesn't fall for it. It vacuums from anywhere so long as they hit the active counter, but due to its vulnerability on the defense, it remains a risky option that should be reserved for moments with high confidence on what move is coming next. Due to its frame 1 startup, it can often be used on reaction to slower moves, such as Vanguard's .

Outside of Gold Cube Awakening, Seismic Crash shines most as a callout move against characters with bigger pokes, such as Vanguard or Swift Master.

Thanks to Grappler's Gold Cube Awakening passive, this move is especially useful to cancel into on whiffed MP Skills, allowing Grappler to potentially cover his recovery or even deter an opponent from trying to punish a whiffed Seismic Crash attempt by cancelling its own recovery into another MP skill.

  • On hit, leads to an auto-timed by holding 9 and meatying with j.B
  • If Seismic Crash successfully parries an attack without following up (such as against invincible attacks), Grappler recovers very quickly, allowing him to block additional attacks or start a punish.

Shoulder Tackle

6M (Hold OK) or 236M (Hold OK)

Version
Damage
MP Cost
236M
110
Mid
24
9
-8~+1
Super Armor, Projectile Immune
50
236[M]
150
Mid
40
14
-7~+6
Super Armor, Projectile Immune
50
Both Versions

Forward advancing tackle. One of Grappler's main ways to take screen space.

  • The later Shoulder Tackle hits, the more plus it is.
  • Useful in combos for the additional corner carry at the cost of lower damage.
  • Has projectile immunity.

Uncharged
  • This version ends with a soft knockdown on regular hit and a hard knockdown on counter hit. In both cases on hit, the opponent is launched into the air long enough to potentially combo afterwards either with conversion or the corner.

Charged
  • This version has 3 hits of (loses to low attacks and throws), ends with a hard knockdown, and wall-bounces on counter hit, allowing an 5[M] followup.
  • Can cancel into other MP Skills (even on whiff) during Gold Cube Awakening.

Break Down

4M (Hold OK) or 214M (Hold OK)

Version
Damage
MP Cost
214M
200
Throw (250)
7
1
36
F1~7 Throw
70
214[M]
280
Throw (250)
26
1
32
F1~7 Throw
70
Both Versions

A powerful command grab. Unlike Low Fling, Break Down connects against airborne opponents in hitstun, letting it see use in low anti-air confirms.

  • Whiffs against low profile attacks

Uncharged

Very useful in tick throws with 5A to push threatening combined with delay 5AA.


Charged

This version does more damage and is more plus on KD, allowing for stronger okizeme or a weak 5M followup to close rounds.

Grappler can get an easy after landing this attack by whiffing a 2A then following up with a forward jump into j.B. This avoids every non-parry reversal.

  • Can cancel into 5M on hit

Aerial Break Down

j.M (Hold OK)

Version
Damage
MP Cost
j.M
200
10
2
Until landing+7
none
70
j.[M]
250
28
2
Until landing+7
none
70
Both Versions
  • Can grab both grounded and airborne opponents, including during backdash and prejump frames, but can't grab crouchers.
  • Can be canceled into from Charged MP Skills (even on whiff) during Gold Cube Awakening.

Uncharged

This is used mainly as a combo ender and mixup tool in conjunction with other jump-ins such as j.S. Also grants a long enough knockdown to do the mixup all over again. Grappler's premier combo ender, usually following j.S, which allows for a manually timed safejump with a short dash followed by neutral jump j.B.


Charged

This version is a devastating combo starter and extender, particularly with access to Conversion. The longer knockdown compared to the uncharged version allows for both stronger okizeme as well as 5[M] followup to continue combos. In Awakening, this move can situationally give access to combos.

  • Grappler can get a following this move by whiffing a 2A as soon as he recovers, doing a short dash, and then doing a neutral jump into j.B.

Awakening Moves

Sole Bearer: Quaking Tiger

AS

Damage
400
Mid
5+0
none

A great combo ender that lets Grappler top off his devastating attacks to close a round. It can connect against airborne or knocked down opponents, meaning it works after 4S. Surprisingly good as an option against pressure gaps five frames and longer, with it being technically his fastest button in conjunction with it being instant after super flash.

  • Holding AS will pull the opponent towards Grappler, unless they've been sent flying (i.e. Shoulder Tackle). Releasing will activate it.

Colors

1
2
3
B-Type Color (DFO)
4
D-Type Color (DFO)
5
C-Type Color (DFO)
6
7
Male Fighter (DFO)
8

Navigation

Grappler
To edit frame data, edit values in DNFD/Grappler/Data.
Mechanics
Application & Advanced Information
Archived Information